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Peet's page

Pathfinder Society Member. 715 posts (844 including aliases). No reviews. 1 list. No wishlists. 5 Pathfinder Society characters. 2 aliases.


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When I design a fighter, I typically find it hard to run a fighter character with anything less than a 14 INT.

I don't like necessarily having to put that many points into INT but it dies seem to me that a fighter should have a variety of skills. Traits usually end up going into making certain skills into class skills.

Peet wrote:
you would need to shift back to human, and then shift again, taking 2 standard actions.

Whoops... just realized this is incorrect. Switching to human form is a swift action. So not as time consuming as I thought.

A big part of the fight would depend on the party figuring out its weaknesses. If they make the appropriate knowledge check they will be able to adjust their tactics right off the bat. If they don't make the knowledge check and aren't figuring out what works against an encounter like this, they will be in trouble with this kind of monster.

But first of all, IIRC only Constitution drain is lethal. Wisdom drain will put someone into a coma, but won't kill them.

Spells like displacement are a standard way of reducing the number of hits a monster scores, by creating a miss chance. This is especially useful when fighting something that does more than just hp damage on a hit. Get potions of it.

A +3 weapon will get past DR/cold iron. The piercing thing is easy enough; typically the best backup weapon is a cold iron morning star anyway.

If the sorcerer is a blaster he can use cold spells, which the Hungerer has no resistance to.

A 13th level barbarian while raging will probably have a STR bonus to hit of +9 or +10, a +13 from BAB, and about a +3 from a magic weapon. Maybe Weapon Focus or other boosts. So he should have a +25 or so to hit, -4 if he uses power attack. So he should be hitting 75% of the time on his first swing without power attack, or 55% with power attack. His greatsword will do something like 2d6+30 and with haste going he will probably be hitting roughly 2-3 hits per round once he is full-attacking. Cast enlarge person to boost the damage a bit more.

The fighter won't do quite as much damage but will have a better AC. Hard to say since there are so many different ways to build a fighter.

The Rogue will sneak attack for +7d6 and if he is a TWF rogue with +3 shortwords he gets past the DR and flanking he still has a decent chance to hit. If he can feint he only needs to hit touch AC of 29. Cast greater invisibility on him to make the hungerer flat-footed to him every round.

The big trick for a rogue here is the Flame Fountain Firework. For 1 minute he can use it to attack like a weapon against the hungerer's touch AC. It does 1d8 fire damage, so he will lose 10 points of damage per hit (fire resistance), but he will score hits every time for 1d8+7d6 damage (average 28, -10 fire resistance or 18 per hit). It's not even a magic item.

If the sorcerer or oracle can hit him with a save or suck condition that deprives actions, like making him staggered or dazed, then the fight should be over pretty fast. The hungerer has a fairly weak fort save. The SR is the main obstacle here.

Make no mistake; this should be a tough fight, one that uses up a lot of resources. But it is quite winnable.


NobodysHome wrote:
...but puts Greater Magic Weapon on their weapons to start their adventuring day, so they're both at +3 and bypass the cold iron DR.

FYI this doesn't work. The bonus from GMW specifically doesn't allow you to bypass material DR - it says so in the description of the spell. You need to get to +3 another way, either by having an actual +3 weapon or an ability like a Paladin's divine bond.

The real question is: does the group figure out that the critter has DR cold iron and piercing? If they don't and they keep trying to just whale on it with whatever they happen to be carrying, it can get ugly.

ZanThrax wrote:
In the compilation document, changing Tsuto's languages known is shown as merely a suggestion due to background. But if he isn't changed to speak Minkaian, then how did he write the note to Ameiko? Personally, I'd rather say that he should spend one less skill point on any skill (disguise, most likely) so that he can afford to spend it on linguistics. Change his starting language due to Intelligence from Goblin to Minkaian and give back Goblin with the skill point.

When I ran this, I thought it would be weird that Tsuto could speak Minkaian, since he was not raised in the Kaijutsu household; he was sent away to a boarding school from a very young age. The only way I could think of is if Ameiko taught him Minkaian in secret somehow when they were young.

So I just had the letter written in common. Made things simpler all around.

The other thing is that if your character is from an area where a creature is common, it should be common for that character even if the creature is found in a region where the creature is rare.

The whole thing is a bit messy, so the GM normally has to wing it.

I had considered Mwangi, possibly as a way for the Chelish colonists of Sargava to get "out from under" the pirates of the Shackles and possibly make peace with the Mwangi around them.

The Storval Plateau is possible but it is very arid and inhospitable. Varisia is very well developed, though, which is a plus. Possibly the Nolands or Velashu Uplands might work. You could work Brinewall Castle in.

North of the Land of the Linnorm Kings the land is not arable, so you would not be able to build farms and would rely on fishing for food. It's possible to run a kingdom that way, but definitely hard.

Galt would be tricky, as the setting is a lot more complex. Likewise it is fairly well settled. But a wilderness near Galt would be a possibility.

Arcadia is more of a "New World" setting and that could work but would be very different. It was one of the first things that occurred to me.

I had thought about east of Taldor. It's not on the map really. The area there is supposed to be wasteland technically claimed by the Empire of Kelesh, but there could be habitable yet abandoned land there which thanks to the influence of Rovagug in the pit of Gomuz might have a bunch of weird critters.

Any other ideas?


kestral287 wrote:
Well, is there any reason to not just... stay shifted permanently?

The character may want to look human at sometimes. If he wasn't bothered by looking like a half-man half-animal then yeah, he could just stay shifted all the time.

kestral287 wrote:
Also, reasonably certain that Skinwalkers /have/ to take the same ability score increase every time. It's just that a custom Skinwalker race can pick which score to boost on creation.

The basic skinwalker type can technically choose a new physical ability score to boost each time he shifts. This is offset by the fact that the base skinwalker has less interesting shift abilities.

The problem is if something came up where you needed to switch your +2 to STR into a +2 to DEX you would need to shift back to human, and then shift again, taking 2 standard actions. So I suspect this wouldn't happen much. It would be better just to try to roll with the penalties of having a -1 to the relevant bonus than taking 2 rounds to swap them out.

One of the players in my RotRL campaign just rolled up a skinwalker barbarian. I really like the concept, and I like skinwalkers in general.


The idea that the character could be at his base scores, OR
Have a +2 to STR from shifting, OR
Have a +4 to STR from raging, OR
Have a +6 to STR from raging while shifted...

Means that we basically have to keep track of four possible character states. PLUS tracking power attack. Never mind bull's strength or other modifying effects.

The character sheet was a bloody mess. And the player is new to Pathfinder.

In the end I just told him that whichever score he picked would be a permanent gain and he didn't have to shift to get it.

USUALLY you will pick the same score to improve every time you shift, and the ease of tracking things is well worth taking away that versatility that mostly won't get used anyway.

Even with the other shifter subtypes I would do this. The other reason for doing this is that in their unshifted form skinwalkers actually have worse ability scores than humans or other similar races.

What do you folks think?


Just curious about other viable spots for the game.

Just memorize the lyrics to "Just a Gigolo" and you'll be fine.

Finn Kveldulfr wrote:
The Empire of the Petal Throne... and anywhere else on Tekumel, for that matter.

I've never played a game set here, but everything I've read about it has impressed me.

How common creatures are is going to be setting specific. So it is up to the GM.

I wouldn't mind having a guide to creatures on Golarion though as to how common they are.

Glutton wrote:
Kage_no_Oukami wrote:
How fast can a barbarian hurl?
How many beers are we talkin' here?

A dozen shots of Jägermeister and a big plate of chili nachos.

CountofUndolpho wrote:
Scribe Scroll is the only crafting feat that mentions you must know the spell ...

Not true. Brew Potion and Craft Wand use the same language. And ALL magic item crafting feats also say this:

PRD wrote:
See the magic item creation rules in Magic Items for more information.

Kaldor, on Hârn. If you want a low-magic, genuinely medieval setting, then Hârn is really outstanding.

On Golarion it is a tough call, but I feel that Nex/Geb/Katapesh are the most original countries there. Also Rahadoum.

Having really evil things as challenges to the players makes for a bigger sense of achievement when the players defeat them.

But seriously, have you read the description of the Lamashtu Demon Mother's Mask?

It seems like this would be rare compared to chromatic dragons, but it probably does happen now and then.

Kobolds are normally LE so this is probably more common with dragons that are LG, i.e. bronze, gold, and silver, than with chaotic good dragons.

The natural inclination of a kobold is probably to go along with the big scary dragon because "he's big and scary and we'd rather have him eat our enemies instead of us." I can see good dragons getting frustrated with this attitude, since if they take over a kobold tribe they literally do have the tribe's interests at heart.

Golarion suffers from a problem that many campaign worlds suffer from, which is that there are many nations that are natural enemies of one another, but borders never seem to shift.

I think the main reason this happens in many published worlds is simply that if borders change then maps have to be re-done, and this is a big publishing commitment. Likewise the shifting of borders renders details in nation-based splatbooks out of date, and they don't want to have to keep printing new editions.

It does make the history of such regions rather stilted, though.

LazarX wrote:
No... the feat says you can scribe a scroll of any spell THAT YOU KNOW. Spell knowledge is not a requirement that can be dispensed for scrolls.

This IS allowed.

Specific trumps general, and in this case the rules in the Magic Item crafting section are the specific ones. No crafting feat mentions collaborative crafting at all in the text - that is a specific corner case mentioned in the overall rules.

Look here.

Chemlak wrote:

Hill hex.


Sure, I get that. In the Kingmaker AP there are precisely 2 hexes with this combo out of several hundred hexes.

But just an ordinary hill hex is going to be more productive than any other ordinary hex. No other hex type allows you to double up on revenue improvements. There is a very compelling game balance reason that you can't do this in computer games like Civilization, which is one of the inspirations for this system.

It's OK if you bring along THIS SWORD.

Thanks, JJ.

Do the Magnamarians insist that any slaves within their territory are immediately emancipated? If a merchant galley were to arrive crewed by oar-slaves, for example, or the delegation from Osirion which has slaves to attend the ambassador.

Magnimar is a "good" city, but I have a hard time seeing it as that good.

Hmm, perhaps the character could have been smuggled to Magnimar for a high-stakes underground fight of some kind. The player wants his character to be a recently escaped slave.

One of the things that often seems to happen is that wording gets pared down because the publishers are always trying to cram so much into a small space. Occasionally I think a clause or phrase gets dropped which didn't seem important at the time but actually needed to be in there to clarify things.

It certainly seems that you can stun yourself by using this feat. That is probably an oversight but then again I'm not sure.

Psi51 wrote:
Try one with a resource and a river with a Fishery. Almost a one kingdom hex.

Yikes! That just gets nuts!

Seriously, it makes hills the most prosperous territory to have since you can double up your land use.

Psi51 wrote:
It is not that op you still need pay for it.

Well, sure, but you are increasing your kingdom's income and resources without having to get another hex and increasing your control DC.

A player in my campaign is planning to have a background for his character as a slave gladiator. Would this work if it was in Magnimar?

Yeah, I get it about the roads.

The issue here I'm asking about is the idea that you could double up a mine and a farm in every hill hex. Considering the kind of bonuses they grant that seems like an exploit. A mine with foundry and farm with stockyard ends up producing 3BP worth of food and 2 income as well as +2 economy all in one hex. That seems like way OP.

Just saw this one.

Chemlak wrote:
This gets asked a lot. Any given hex may have any number of asterisked improvements, but only one non-asterisked improvement.

This ruling makes much more sense over the printed rules.

Would you allow a farm to occupy the same hex as a mine or quarry? Or should the farm not have an asterisk?


While doing a search on kingdom building topics I noticed that this one had never been answered.

relativemass wrote:
Page 212 mentions that magic, such as a Lyre of Building gives a 2 BP discount on buildings per month. If a Lyre of Building costs 13,000 gold, then it could be purchased with 7 BP. Since the Lyre costs 7 BP and saves you 2 BP per month, is there any reason to not just load up on Lyres of Building?

This is one of those "talk to your GM" things. Obviously if you could do this you would end up getting free buildings every round. If I was your GM I would probably say you could only get a bonus from one, for balance reasons.

relativemass wrote:
Foundries gain extra bonuses the more mines they are connected, and stockyards gains bonuses for the more farms they are adjacent to. Do bonuses from multiple foundries and stockyards connected to the same mine/farm stack?

A stockyard grants bonuses to all farms in the same hex or in adjacent hexes. The bonus does not stack with bonuses from another stockyard.

A foundry provides a bonus to a single mine that is connected to the foundry, technically at any distance. The bonuses do not stack; i.e. you can not use two foundries to give bonuses to the same mine. But you will probably have lots of mines and it is good practice to build a foundry for every single one.

relativemass wrote:
Because foundries increase the affects of mines but not quarries, is there there any reason to make a quarry rather than a mine, aside from +1 Stability?

The stability is the main point. Other than that there is not a lot of reason to build a quarry. A mine is almost always better.

relativemass wrote:
Historically small town tend to form around mines, called mining towns. Am I reading the rules correctly that towns cannot share the same ~150 square mile region as a mine?

Villages of less than 250 people are assumed to dot the landscape but do not count as settlements, since they occupy less than 1 lot. So your mine probably does have a village nearby to support it, which is factored in.

A settlement is not a terrain improvement (even though it is constructed at the same time) so you can certainly have a settlement in the same hex as a mine.

However, the rule for which improvements can be built in the same hex as other improvements is really muddy, since you can't build a road in a hex with a mine, which is probably not the intent, and you basically need to fix this.

My fix is that any land-use improvment (i.e. Farm, Mine, Quarry, or Sawmill) cannot share a hex with any other land-use improvement. Talk to your GM and he will probably be ok with that.

relativemass wrote:
A cistern provides +1 Stability because it is a supply of fresh water. Since an everflowing spring (page 216) is also a source of fresh water, is it just assumed that it also provides +1 Stability? If not, then what good is an everflowing spring?

It is weird that no benefit is listed for building an everflowing spring. It may be a typo. A +1 to Stability is perfectly reasonable.

relativemass wrote:
The price of a monastery looks kind of fishy since it used to be 6 BP and now adds less kingdom bonuses than before while taking up double the land. As they are currently printed, why would you ever get a monastery, other than for the favor?

It's pretty silly to build a monastery in a city, since the whole point of them is that they provide an isolated place for priests to live away from society. They really should be terrain improvments.

I certainly agree that they aren't worth a lot. There are much easier ways to get +1 stability. However, if you are trying to improve your law and lore scores for the settlement I could see this one being an option.


Louis IX wrote:
As a side note, let's mention that an efficient kingdom would have to have farms in each of its hexes (to support its size as well as its armies). Not very realistic. And completely impossible to make a dwarven kingdom.

Actually it is pretty realistic... pre-industrial nations were defined by their agricultural territory. The unrealistic part is where an uninhabited hex that you control still draws consumption.

But the rural population of just about any nation up until around 1850 made up 90% or more of the total population; very few people lived in large cities. The USA didn't get to more than 10% urban until after 1900.

Note though that having only 1/2 your kingdom as farms will support all the hexes you have.

However as far as the rules go, don't forget Stockyards. They increase the output of farms in the same hex or within one hex by 1. So that 2 food they produce becomes 3. The best way to handle it is to have local towns in agricultural zones built with the intent to get as many farm hexes covered by a stockyard as possible.

The rules aren't meant to handle underground kingdoms. This was actually one of the first things I noticed; I had been talking to a DM about doing a kingmaker-type game only with me playing a Kobold :). If you have an underground kingdom you need to be able to build farms underground. This is an easy fix to make.

Louis IX wrote:
I'd rather house-rule things a bit, so that farms on plains give more, and farms in suboptimal places (mountains) could be built but with decreased output (perhaps with fluff text like "you grow mushrooms there").

The Chinese used to build farms in mountains. They used a system called Terracing. Here's a picture.

The problem is that it is terribly expensive to build (the Chinese are gradually abandoning this system) and also requires you to be in a warm climate. In an area like the River Kingdoms the climate would be too cold for this to work well.

The system already rewards you for building farms in plains by having the farms cost less to build than elsewhere.

Louis IX wrote:
Perhaps have different kinds of farms too? Like ones that grows grain/fruits/vegetables and others for cattle/meat (note that cattle like goats can be produced in mountainous areas).

I don't think you need to specialize further as a hex is 95 square miles and a farm hex consists of dozens or even hundreds of individual farms. Most farms will grow a variety of things.

Louis IX wrote:
New buildings would increase the related production output: Butcher for meat, Bakery for grain, and another one (Restaurant?) for fruits & vegetables. Stockyard would act as larger Granary for things that are not grain (and you would be able to use its stores to pay Consumption).

It's clear to me from your post that you're not a farmer. :)

Things like bakeries, butcher shops, and restaurants are things that in the kind of society we are talking about, only cater to the wealthy. The average person gets his meat from a market, bakes his own bread, and cooks his own food.

The main thing is the issue of getting your goods to a town in an effective way. The Stockyard more or less works in its current role because it provides a place for farmers to send livestock that they have raised for meat. This actually made up only a very small part of agriculture up until recently, as raising animals for meat is expensive and inefficient compared to grains.

I had instituted a houserule in my game that a marketplace would increase the production of a farm in the *same* hex as it by 1; likewise for fisheries. A market provides farmers with an incentive for growing more. Likewise, produce farms need to be close to their markets as fresh produce spoils quickly.

In hindsight I probably do this differently, and break markets up into separate types; the Farmer's Market and the Fish Market both taking 1 lot and doing what I described above. They would also provide +1 Stability, but nothing else, and would be relatively cheap to build.

You don't want to go too far with items that boost production. You can end up with a situation where it is way too easy to support your kingdom. Remember that when you give +1 production to a single farm that is roughly equivalent to a building that has +3 Economy.

Louis IX wrote:
And I'll also create an Army Resource, called "supply line" to decrease an active army's weekly consumption.

One way to do that would be to say that armies stationed at forts count the consumption of the fort as contributing to their consumption. This is kind of what forts are for. You could add a larger fort called a "stronghold" that basically provides double the benefit.

You could also have a hex improvement called a "Supply Depot" that would support armies within a certain distance. This should be something that is expensive to maintain in peacetime though.

You could start with a group of NPCs who are a part of the expedition. But gradually kill them off and don't replace them.

Recommend that they play characters with mounts, animal companions, etc. A druid and a cavalier would probably work well.

Then allow (or even require) leadership at level 3.

Louis IX wrote:
On magic items: Personally, I don't use (or intend to use) the magic item shops... Since kingdom rules involve downtime, it's better to have a crafter in the party anyways.

I completely agree. I completely ignore this element since the party will likely have crafters who will be cheaper than the stores. Unless the GM has abolished item crafting.

Louis IX wrote:
On Farms: where does it say that hexes have a maintenance cost in BP?

Look under "consumption" (in the upkeep phase).

In the upkeep phase you have to pay for consumption to support your kingdom. The amount you have to pay is equal to the kingdom's size (which is the number of hexes in your kingdom) plus the number of districts. It is also modified by things like maintaining a standing army and policy edicts.

A farm reduces your consumption by 2 BP. But having the hex to put the farm in increases consumption by 1 BP, since that increases the kingdom's size by 1. So the farm supports its own hex and provides another BP of support after that.

shadowkras wrote:

This is something that has been in my mind for a while, and even after reading your guide (it's great by the way), i still dont get it.

Where does it say that a farm hex doesnt cost the normal 1 BP per hex?

What he is basically saying here is that the farm generates 2 BP worth of food, but one will be consumed by the hex the farm is in, since all hexes consume 1 BP of food per turn.

Farm hexes are not exempt from consumption; they merely produce a surplus of 1 BP.

fifiste wrote:
One thing I do not understand about discounts - will you only get one discount from a building.

Each building only provides a discount once. You can choose which building type from the list to give the discount to. It's usually the best idea to choose the most expensive building on the list because then you get the biggest discount.

Around your head, not above it. So they will conceal your head and upper torso if there are enough of them.

If they were above your head it wouldn't be an orbit unless they also went below your head (on some kind of angle I presume). Your head has to be in the middle for it to be an orbit.

Or maybe concealment?

Not really serious, but how many Ioun stones would you need before you became difficult to see?


It would not allow dual wielding large greatswords. In fact, you couldn't wield a single large greatsword. This is because the weapon goes up a category in terms of handedness. Light weapons become one-handed weapons and one-handed weapons become two-handed weapons. Two-handed weapons become too big to use at all (If your character has more than two arms talk to your GM about wielding a "three-handed weapon").

This is covered under the FAQ.

On TOP of that there is a penalty for wielding weapons that are the wrong size. So if you are using a Large longsword as a 2-handed weapon you also take a -2 penalty. It is this penalty that is being offset here. The ability would allow you to dual wield two large longswords but there is really no mechanical benefit there over using a pair of medium greatswords.

With the exotic weapon feat in Bastard Sword you could dual wield two large bastard swords for 2d8 damage each. That's about as good as you can get as far as I know.

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I think it makes sense to say that even if you are houseruling things, a swift action should not be downgradeable to a move action, since that would allow the 3 spell per round combo as shown above.

I do think it is reasonable that if you have a class ability or feat that lets you do something as a swift action that is normally another type of action that you could decline that benefit though. So casting a spell you have prepared as a quickened spell I would allow you to ignore the quickened effect and use the spell as a standard action, since spells are normally standard actions.

OTOH, an effect that is only available as a swift action I would say cannot be changed.

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Arawn Vasska wrote:

I wish I had something to be doing frantically right now. Instead I'm just wringing my hands in antici...





...But maybe the rain...

isn't really to blame...

so I'll remove the cause...

heh heh heh...


but NOT... the SYMPTOMS!!!

May I offer for consideration Numalar Auritonius, a gnome sorcerer. Suitable for Ruler (everyone wants to be the ruler!) or Magister. High Charisma so also suitable for other roles. Arcane caster but also decent social skills.

Numalar is a Gnome of medium height, 3' 6" tall and weighing about 41 lbs. The most distinct thing people notice about him is the unusual faint golden cast to his skin. Much of his skin bears small tattoos of strange runes and sigils. His eyes are also golden; a rare though not unheard of colour for gnomish eyes. His hair is black but shot with a golden streak running from above his left eye; here and there other individual hairs are also gold; as he ages his hair turns gold instead of grey. He wears a bristly beard and moustache, also black but shot with the odd golden hair. He wears clothing of black and gold, and though clearly this clothing was once fine it is now worn and threadbare. He smells of smoke; smudges of soot can be seen here and there among his clothing and gear, and he never seems to quite be able to get things clean. Sometimes he wears what appears to be armor, though on closer inspection it turns out that this armor is fake and just for show. His eyes burn with a certain intensity and while he seems friendly and cheerful there is a bitterness just beneath the surface, and his jokes can quickly turn cruel and sarcastic.

Numalar has become obsessed with restoring his family's name and heritage to some kind of noble status. He feels that he is entitled to the respect and dignity of someone of royal blood, and in fact this is a tenet of his religion, that his ancestors are the royalty of Valdralee, though secretly he has doubts that this is true, though his magic would seem to be proof of his claim. He overcompensates for these doubts with a certain pride and arrogance, though these things are a mask, and affectation to protect him from the possibility that there is nothing noble about him at all. Yet he is schooled in the etiquette and rules of court, and maintains his honour and dignity whenever possible. He keeps his promises and has goodwill towards others, though he hides this fact out of a desire to avoid being taken advantage of. He adopts a more gruff mercenary attitude around strangers (though he can be taken in by a good sob story and then shows a sympathetic side), and he has little respect for lawbreakers and those people who violate their society's mores.

Alignment is LG but he comes off as LN to outsiders most of the time.

Numalar was raised on stories of the long-lost city of Valdralee. His father taught him that he was decended from the Princes of Valdralee and always insisted that he know everything about it.

His father described Valdralee as a city of gold and jewels and fire, a city of tall spires, beautiful gardens that bore fruits of ruby and emerald and sapphire, and fountains that sprayed diamonds instead of water. Valdralee was located in the First World, but also at the center of the world and on the surface of the sun simultaneously. It was at the center of the universe and yet secret and hidden. Numalar always wondered how a city could be in three places at once, but his father always said that "within the First world all things are possible." Even the people of Valdralee were made of gold.

Valdralee was ruled by a council of nine princes, wise and powerful scions of the great houses of the city, and the princes of the city had the ability to turn into dragons. Valdralee was the Capital City of the First World, and was a beacon of enlightenment to all. When the way was opened between the First World and the material plane, the Dominion of the city of Valdralee spread to all of Golarion as well. The knights of Valdralee took the shape of gold dragons to better protect the dominion of Valdralee and they remained in these forms; thus the gold dragons of today are allegedly descended from these Valdralean knights.

According to his father's stories, the city of Valdralee fell when the Rough Beast Rovagug was cast down and imprisoned within Golarion. The creation of the Pit of Gormuz shattered the city's connection with the center of the world. The towers of the city fell, and the gnomes of the city and the lands ruled by the city fled to the Material Plane. The gnomes of Valdralee found Golarion cold and harsh and moved underground to be near the rivers of magma that ran there. For a short time the Princes of Valdralee continued to rule the world, but not long afterwards the people of the world rejected the Princes and went their own ways. The descendants of the Princes never forgot, however, and retained the memory of their noble heritage.

Numalar's father seemed convinced that these stories were absolutely true, though anyone else Numalar spoke to outside of his family considered it pure fiction, and derided Numalar for believing it. When he would suggest to his father that Valdralee was not a real place, his father would grow stern and angry, and would force him to recite the geneaology of House Auritonius, and would strike him for every error. With over 300 generations of ancestors, Numalar would rarely get it right. While other gnome families would teach their children useful crafts, Numalar's family taught him the rules of courtly etiquette and behaviour. Though they honoured the gods Brigh, Abadar, Nethys, and even occaisionally Apsu, their primary devotions were to the spirits of their ancestors. As with the other foibles of his family, many of Numalar's neighbours derided his family for this practice, insisting that Numalar's ancestors were not divine.

Numalar grew up in a town deep within the darklands, a hybrid city consisting of lava gnomes, svirfneblin, duergar, mongrelmen, kobolds, and even a few derro. Though many gnomes lived there, Numalar's family was always distinct due to the slight golden cast of their skin. Numalar's father was also known for his arrogant and haughty demeanor and this brought Numalar's family into conflict with others on many occaisions. Eventually, an altercation between Numalar's father and the kobolds of the town escalated into a genuine feud, and the lava gnomes disowned the Auritonius family, having gotten fed up with their attitude. Numalar's family was forced to leave.

Numalar and his parents made their way to the surface, and they attempted to make a new life among the people of the world above. They found themselves in the land of Brevoy, near the Golushkin Mountains. Numalar's father's coutly manners got him a place in the court of House Garess, where he would spin tales of Valdralee for the entertainment of the court. A sorcerer of middling power, Numalar's father would often be sent on errands to treat with the dwarves of the mountains or to provide magical assistance with the patrols of House Garess as they watched for Numerian raiders.

Despite the overt friendship offered by Lord Garess and his family, Numalar's father was never given any sort of official position or title, nor was he ever given any lands or estate to call his own. In short, Numalar's family was always dependent on the generosity of House Garess, and was required to serve the house as a courtier to ensure their continued hospitality. Though Numalar's father seemed content with this, Numalar was secretly disgusted by his father's behaviour. In Numalar's eyes, his father had become little more than a court jester, and had traded their dignity for a warm bed and a full belly. Had he truly been descended from Royalty as he always claimed, his father ought to have struck out on his own, and achieved some sort of dominion on his own.

In this time Numalar descended gradually into depression and idleness. Good at making friends, he began to associate with a number of dissipate young nobles, who lived their lives drinking, carousing, and getting into fights, always confident that their status would prevent them from getting into any real trouble. Numalar spun his own stories of Valdralee to his friends, inventing a darker, more violent side of the ancient city. He would describe their wars with their arch-enemies the Red Dragons, and it seemed to most listeners that his stories were an allegory of the Nation of Brevoy and its arguably evil conquerors the house Rogarvia, a fact which often got him into trouble. Numalar's father eventually became as disgusted with Numalar's lifestyle as Numalar was with his father's.

Gradually though Numalar found that the young men he caroused with grew out of their idleness and settled down; one by one they got married or inherited their parents' estates, and the the once carefree youths became more serious and mature. Numalar felt himself to be more and more isolated. He was getting older, and the younger generation had little interest in him, yet his friends had all seemed to move on.

Numalar was practically a recluse and approaching middle age when the nation of Brevoy was shaken to its core. The ruling house, house Rogarvia, mysteriously disappeared, leaving Brevoy without a ruler. Though house Surtova would ultimately gain the throne, for a short while the houses of Brevoy jockeyed for position and a number of skirmishes were fought, skirmishes which might have escalated into full-blown war. Despite his age, Numalar's father joined the forces of house Garess and his magical prowess proved to be of great service to house Garess. Numalar was shocked that his father was willing to participate, and risk his life in battle. His father's actions revealed a side to him that Numalar had never understood.

But despite his father's value on the battlefield, his father was mortally wounded by a poisoned arrow that seemed to defy magical healing. On his deathbed Numalar's father told Numalar that it was time for him to head out on his own. "It is your duty and destiny to reestablish Valdralee," he said to Numalar. "Of all the great houses of the nine princes, ours is the last that remains, and each generation is smaller than the last. You must restore our family's honour and rebuild Valdralee here on Golarion, before the memory of Valdralee is lost forever." That night Numalar's father died.

His father's words burned Numalar to the core. Realizing that he had wasted half his life with practially nothing to show for it, he found himself with a new passion. Though house Garess gave Numalar a substantial "reward" for his father's service to them, it became clear that house Garess had little interest in retaining Numalar the way they had retained his father. This suted Numalar fine; he needed to get out on his own, and the machinations of the noble courts seemed to him to be a dead end. He used the funds to finance genuine magical training; though always posessed of magical gifts as are most Lava Gnomes, Numalar had little understanding of the practical applications of magic and realized that magic was the one thing that might get him where he needed to be.

It is now several years later, and Numalar's studies are complete. Though he is nearly out of money, he has heard of opportnities in the south of the country and intends to make his fortune, hopefully earning a proper title and perhaps a fief or estate.

Though he honours the spirits of his ancestors as his father taught him, he no longer sees Valdralee as an actual place so much as an ideal, a concept of the "Perfect City." The tale of Valdralee informs us about the rewards of honour and civilization, and he aspires to live up to these ideals as best he can.

"Numalar Auritonius"

Score Base Pts. Race Age
04 STR 07 -4 -2 -1
14 DEX 15 7 0 -1
12 CON 11 1 +2 -1
16 INT 15 7 0 +1
12 WIS 11 1 0 +1
20 CHA 17 13 +2 +1

Racial Abilities:
Scores: +2 CON, +2 CHA, -2 STR
Middle Aged: -1 STR, DEX, CON, +1 INT, WIS, CHA
Type: Humanoid
Size: Small
Speed: 20 feet
Languages: Common, Gnome, Sylvan, Draconic, Undercommon

Alternate Racial Traits
Pyromaniac: +1 CL for fire spells.
Spell Like Abilities 1/day: Dancing Lights, Prestidigitation,
Flare, Produce Flame
Darkvision 60'
Gift of Tongues: +1 to Bluff & Diplomacy, 2x Languages from Linguistics
Academician: +2 to one Knowledge skill (Nobility)

Noble Born (Garess): Ignore the first 5 feet of rocky difficult terrain;
+2 to appraise checks to evaluate natural gems and metals
Adopted: Golden-Scaled (Kobold) +2 to Bluff & Diplomacy when dealing with
non-reptile humanoids; -1 when dealing with Kobolds
Magical Knack: +2 CL but max CL equals HD
Pride: When challenged, accused, or threatened, -2 on Diplomacy and Sense
Motive vs. that person until they apologize.

Feat: Noble Scion (War) +2 to Knowledge (Nobility) and use CHA for

Class: Sorcerer (Razmiran priest archetype from Inner Sea Magic) & Draconic Bloodline (gold)
Bloodline Arcana: +1 damage per die for fire spells
Bonus Feat: False Focus

Spells Per Day: 5 1st level
Spells Known:
0 Detect Magic
0 Read Magic
0 Daze
0 Acid Splash
1 Burning Hands
1 Enlarge Person


1 Knowledge: Nobility 11
1 Knowledge: Arcana 7
1 Spellcraft 7
1 Linguistics 4

0 Perception 1

1 Bluff 9 (11 vs. non-reptile humanoids, 8 vs. Kobolds)
0 Diplomacy 5 (7 vs. non-reptile humanoids, 4 vs. Kobolds)
1 Use Magic Device 9

I haven't done gear yet; not sure how starting cash is going to be determined.

Numalar is a half-decent blaster caster, but with a secondary focus on social skills. This is tricky for a sorcerer so his stats are a bit weak in many areas. He will also likely be taking the Dragon Disciple prestige class at level 6 or 7. The Razmiran Priest archetype represents the adherence to a false religion; in Numalar's case this represents his ancestor worship and reverence of lost Valdralee, which may have never existed in the first place. This gives Numalar a bonus on UMD checks to activate divine items which makes him something of a backup healer if things go wrong with the party's divine caster. Tactically, at first level he focuses on using Enlarge Person on his allies, not only boosting their combat effectiveness but also drawing fire away from himself, and he saves Burning Hands for when it is possible to finish off an enemy or group of enemies.

Looking forward to hearing who the winners are!



Yeah, I've been into the idea of a Kingmaker game for a long time.

I'll see what I can come up with.


Lizardfolk definitely.
Strix. Particularly some tips for GMs on running a low-level game with flying characters.

I think the exploit that comes to my mind is a TWF rogue with a 15' reach. I'm not sure though if I feel if it is overpowered. I'll have to see someone actually try to play one.

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Jason Nelson wrote:
Rite Publishing wrote:

Helm of Underwater Action

would be far more fun it if brought the action of underwater to the surface, and was not so damn expensive.

The helm was cool in 1st Ed also for some of its quirks, like the lenses that slid out to help you see underwater, and the fact that it made a bubble of air around your head instead of letting you actually breathe water (though that did inspire arguments about whether you could use it out of the water to protect yourself from poison gas).

Despite the name this item does NOTHING to help you score with mermaids.

Rynjin wrote:
It's great for Oracles.

I don't know... being behind a level in spellcasting hurts especially for oracles and sorcerers. If your orcale takes this class at level 6 you don't get 3rd level spells until 7th level.


I looked at this PRC when people started talking about it, and I really coulnd't see myself trading a class level in my chosen class for it. I suppose there might be some corner case where the powers granted by Deific Obedience compliment a specific build but Overall I have a hard time seeing this as worth it.

So I personally wouldn't try to limit the effectiveness of the class.

If you had some kind of weird ability to impose a different condition (such as sickened) on someone when making a demoralize attempt, then this would work on a Paladin. But shaken is specifically fear.

Obviously the PF Haunt rules were written after the Core Rulebook so the text of disrupt undead should be superseded by anything in the haunt rules that suggests that they are vulnerable to it.

PRD wrote:
positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt's hit points...

The use of the phrase "and the like" suggests to me that disrupt undead would work.

Do you guys agree?

Is a haunt a valid target for disrupt undead?

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175. A Brown Dwarf surrounded by a system of large moons/planets. The Brown Dwarf does not emit any significant amount of visible light, but frequent magnetic storms erupt in its upper atmosphere, sending electrical shockwaves throughout the system.

When these shockwaves strike a planet in this system, their ionospheres light up with an effect much like our Northern Lights, only these lights appear all over the planet and simulate "daylight" there, only on these worlds daylight consists of wild colours in the sky and the length of these days are irregular and unpredictable.

If I was running a game from first level I would agree on limiting Aasimar and Tiefling characters, though how I do it is that I reduce some of the benefits of the races.

In my games Aasimar are considered humanoids (but with an outsider subtype) and also only choose one energy resistance out of the three. Tieflings also are considered humanoids in my games, though they still look like tieflings, and again they must choose only one energy resistance out of the three.

However, a Goblin specced for stealth can be practically invisible. They get +4 for their size, a +4 racial bonus, and +2 deriving from their racial bonus to Dexterity. It is quite feasible to have a +17 to stealth right off the bat, or even a +20 with skill focus. Goblins can be very powerful depending on the type of character played.


It looks like you need a swift action for this to work:

PRD wrote:
The Surprise Round: .... combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round.
PRD wrote:

Swift Actions

.... You can take a swift action anytime you would normally be allowed to take a free action.

So it seems that you can take a swift action during the surprise round. This is probably the only way to use this rogue talent. It`s tough to count on a surprise round though. Many combats won't have them.

I think you probably could use a spring-loaded wrist sheath to hold a tube arrow shooter.

If I was the GM in a home game I would allow a masterwork tube arrow shooter to be made with a trigger that could be held in the hand; a sleight-of-hand check would be enough to keep it out of sight. However, holding the trigger in your hand would occupy the hand as a weapon does. This would allow you to use the tube while it is still in your sleeve. I might impose a penalty to-it though as you are not actually holding it. That probably wouldn`t matter much as your opponent in this case is probably flat-footed.


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