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The Red Raven

Purple Dragon Knight's page

RPG Superstar 8 Season Star Voter. Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber. FullStarFullStar Pathfinder Society GM. 6,000 posts (7,359 including aliases). 10 reviews. 5 lists. No wishlists. 9 Pathfinder Society characters. 10 aliases.



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Silver Crusade

I thought I'd start a new thread for Syrinscape users to share their experiences with various sound files downloaded thus far.

So far I must say the Friendly Tavern file has seen the most use. A close second is the Brindol Town file, especially the Busy Market Day track.

Note: I'm using these from my smart phone... some files appear to be unavailable for purchase via Google Play store... what's up with that? in these cases I'm redirected to some weird PayPal page...


After we start the game, put all OOC discussions here. Thanks!


Once you're locked in in Gameplay, please add the following PFS information:

Player Name:
Character Name:
PFS ID and character number:
Faction:
Day Job Roll (or Say "None"):


Hello there! I intend to run this in module mode starting next week. So this is for legal 1st or 2nd level Pathfinder Society Roleplaying Characters only.

Player selection will be by invitation only. Gameplay will be kept at a swift pace, so those who don't post twice a day at least will be botted often.

I reserve the right to refuse disruptive players from play, so be respectful to everyone in your communications (that includes me, and that includes picking fights on rules, so be respectful of my time and my decisions; if you don't like it, please leave your spot to someone else).


OOC discussions here please. Thank you!


Selected players to dot their attendance on this thread by confirming characters are RPG (and not Core).

I will start soon and I expect regular posts (at least twice daily) as I want the game to progress at a fast pace.

Stragglers will be botted. A lot. If you don't like this please give your spot to someone else. If real life takes me away for a few days I will notify you all. If real life takes you away for a few days please notify the GAMEPLAY thread with ooc tags and I will bot you.

My GMing style is that I'd rather roll with it than debate it. If it's reasonable I accept it. If it smells like cheese I say no. I expect mature players that don't take my rulings on a personal level. Also, when in doubt, full defense it, or delay. Thank you!


Hello there! I intend to run this in module mode starting Wednesday. So this is for legal 1st level Pathfinder Society Roleplaying Characters only (you may bring a 2nd level if and only if you've never received this chronicle before with another 2nd level Pathfinder Society Roleplaying Character, and only if this 2nd level character has never received it at 1st level... confused yet? :) ). As usual, a character can never receive the same chronicle twice... even if you're 1st level. Hope it's as clear to you as it's clear to me! if you have doubts due to having played it before, PM me and I'll try to explain it in the context of your character(s).

Player selection will be based on clear online stat block and listing of sources for the more recent feats, spells and abilities that have been printed in the last two years or so (I have most of the books, but pointing me in the right direction would be nice for the new stuff, just in case I haven't looked it up yet).

I reserve the right to refuse disruptive players from play, so be respectful to everyone in your communications (that includes me, and that includes picking fights on rules, so be respectful of my time and my decisions; if you don't like it, please leave your spot to someone else).

The Exchange

So I'm looking at Rogue's Edge, being level 5 now... and I'm just wondering what's the best one... I think it's coming down to Acrobatics or Escape Artist (getting out of grapples as a move action sounds good to me... and moving full speed while tumbling is awright too, but the penalty may make it less useful...)


Out of character discussions here!


1 person marked this as a favorite.

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

“Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

“But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.”

Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.”

Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.


Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

As a Tier 1–2 scenario, The Confirmation can be replayed
for credit with 1st-level characters an unlimited number
of times. A player may also receive credit for playing and
GMing the scenario once each for a 2nd-level character.
Unlike other scenarios, the subtiers for The Confirmation
are only 1 level apart. As a result, most encounters present
only the Subtier 1 creature numbers and statistics; sidebars
on how to scale encounters also describe how to make the
encounter more challenging for a group playing in Subtier 2.
When calculating the Average Party Level (APL) for a group,
round to the nearest value; allow a group with an APL of 1.5
to choose which subtier to play.

This confirmation game is for an all-dwarf party! Those wishing to play this scenario are to post the following info: <Keep in mind this is for whatever character that will be receiving credit for this game>

Player Name:
Character Name:
PFS ID and character number:
Faction:
Day Job Roll (or Say "None"):

Applicants must bring a 1st or 2nd level dwarf PC and will be selected on a first come, first served basis. Good luck!


Out of character discussions to be posted here. Enjoy the game!


Please dot the thread and delete your post; thank you! Links for NPCs art and maps are at the top of the page. Let us begin!

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

“Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

“But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.”

Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.”

Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.

Please make a knowledge: geography AND a knowledge: history check.


Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

As a Tier 1–2 scenario, The Confirmation can be replayed
for credit with 1st-level characters an unlimited number
of times. A player may also receive credit for playing and
GMing the scenario once each for a 2nd-level character.
Unlike other scenarios, the subtiers for The Confirmation
are only 1 level apart. As a result, most encounters present
only the Subtier 1 creature numbers and statistics; sidebars
on how to scale encounters also describe how to make the
encounter more challenging for a group playing in Subtier 2.
When calculating the Average Party Level (APL) for a group,
round to the nearest value; allow a group with an APL of 1.5
to choose which subtier to play.

Those wishing to play this scenario are to post the following info: <Keep in mind this is for whatever character that will be receiving credit for this game>

Player Name:
Character Name:
PFS ID and character number:
Faction:
Day Job Roll (or Say "None"):

Please also let me know when your character sheet is ready to go. In a few days I will randomly select players from the pool of players who have filled the above and completed an online profile for their character (full stats under profile, and stats preview showing on the PFS avatar).

Liberty's Edge

Can you chuck bombs under inspired rage?

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Hello everyone and Happy New Year 2017!

I may from time to time add a thread or two devoted to the martial classes, hence the ominous thread title, which suggests there may be more to come. By all means feel free to add threads named in a similar manner - this is for ease of tracking down the road.

My first thread relates to the old staple that was the Gauntlets of Ogre Power. Please bring it back. I don't care if it doesn't stack with the belt (or perhaps partially stacks i.e. if you have no belt, you're treated as STR 18, if you already have a belt, it adds +2...) ...BUT please... bring it back.

This won't make a smidgeon of a difference on the relative power level of a fighter vs. wizard, but this will go a long way in making the fighter, paladin, ranger, and other martial classes more enjoyable, as you are no longer slave to pumping STR up that much, which may result in other higher stats. Various builds could be possible with a comfortable STR 18 - you won't have the best damage, but you'll be able to qualify for most feats with it, and if you've upped INT to 13 (DEX to 15, CHA to 13) you now have more options down the road.

Also, such an item could be really cool for clerics, who could regain a little bit of melee luster when the oh-so-rare occasion presents itself - not to talk about the elusive wildshaping druid or polymorphing wizard too... look! I can put those gloves on before going smashy smashy, and lo and behold! I can be wise and smart again! (respectively! :P)

2nd edition didn't have to worry about stats in terms of feat prerequisites, so maybe also firm up language for such an item as well, making it plain and simple that you can qualify for STR feats with that item on. Pathfinder added some much needed verbiage on the temporary vs. permanent wearing of magic items, but perhaps it's time to relax a bit about 'no longer qualifying for feats' if you say, lose your pants (and the belt of STR that was holding those up!)

Just some randomized thought outputs in the eve of 2017. ;)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Can my psychic with the Rebirth discipline's Mnemonic Esoterica ability pick the druid's spell tree shape and cast psychic spells while in tree form? psychic spells are purely mental...

Same question with Cloud Shape.

Thank you!

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Is anyone aware of an Excel-based character generator that can handle the Psychic class? I'm realllllly close to doing this the good old pen and paper way (I've been spoiled for years with the stuff from Blue Canary and more recently, YAPCG) but I just want to check one last time before I go look for pencils in my old storage room... :)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

I'm about to stat up an elven psychic; flavor is Mordant Spire going for Explode Head (i.e. character focused on reading minds, forcibly if need be, so I'd favor options that make the enemies' heads hurt). I'm looking for general suggestions for low to medium levels. I'm currently leaning towards Rebirth discipline for survivability. I've looked at the online guides already, so while I don't want to stat up something anemic, I'm also looking for flavor/hidden gems steeped in the Campaign Setting (i.e. things that basically get the Mordant Spire theme across).

Any help would be greatly appreciated! thanks!

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

TGIF!

I'm seeking advice to see what are the best magic mugs/tankards out there.

Cailean Fighting Tankard counts as a light hammer, which means it has a thrown range of 20 ft.
--> What would be the pricing to add the returning enchantment to it? (+6,000gp i.e. difference between +1 and +2 weapon? I'm thinking the same would apply for Carouser's Retort in order to make that rapier keen...)

Tankard of the Drunken Hero is not designed as a weapon.
--> What would be the pricing to add a +1 enhancement bonus to an improvised weapon?

Any others?

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Is Agile Maneuvers required to add the Dex bonus to CMB even if the wielder has Weapon Finesse?

In other words, if you have Weapon Finesse, do you add your Dex bonus to CMB attempts? (using unarmed, gauntlet or a light weapon)

Thanks!

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Hello fine feathered friends!

I'm about to stat up a psychic for the first time, so I'm looking for suggestions as I have only one rank in knowledge: Occult Adventures rules (cross class skill; the rank was granted as a bonus perk of buying the PDF! :) ).

The flavor I'm going for is telepathy mind reader and head exploder. He doesn't care much about controlling people or delaying tactics. He takes what he wants from their head. If resistance, mind thrust / head explode etc.

I was thinking Rebirth discipline but Lore is tempting. Not sure about feats yet, and I haven't finished the section on skill unlocks.

Thoughts?

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Dear Santa,

Could you please prepare some kind of package with all the minis related to Hell's Rebels or Hell's Vengeance that can be found in deadly foes? Some very dedicated fans would like to know if this is possible! :)

Regards,
PDK

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Archbaron Fex starring as Queen Elizabeth II's cohort, Tommy Lascelles

"The Crown", currently streaming on Netflix

Book 1 of 6, Hell's Vengeance Adventure Path

The Archbaron, in this amazing performance, skillfully emulates the dignified efficiency of the perfect servant of a head of state... with properly composed restraint, patience and due attention to protocol.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Wow. I'm glad Red Sonja is playing with Valeros now! Playing a bit rough I admit... :P

LOVE that new ranger archetype Erik Mona created for her! (I might... ahem... use this at some point... in the very near future... you see, our Hell's Rebels GM is very brutal... and Red Sonja's archetype makes her less gear dependant as well... she can... fight naked basically)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Fencing Grace (Combat):
Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
and
Precise Strike (Ex) (swashbuckler deed, 3rd level):
At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
and
Cayden Cailean's Blade and Tankard:

Source Weapon Master's Handbook pg. 11
Cayden Cailean is famous for wading into battle with a tankard in his off hand.
Optional Replacement: A chaotic good fighter or swashbuckler who worships Cayden Cailean can replace proficiency with shields or bucklers with the following initial benefit.
Initial Benefit: You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trickAPG combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

I really want those three abilities to work together, and fankly, I kinda see the tankard in the off-hand as working similarly to a Swordmaster’s flair (a tankard is the ULTIMATE piece of flair for Caydenites...)

Do those all work together, or is the Blade and Tankard style a huge waste of time for a Swashbuckler?

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Hello there. Last game I was pitting the boss of Hell's Vengeance's first book against all those gruesome evil PCs. She has smite evil 2/day, so in round 1 I smote (sp?) one PC, and in round 2, smote another. Then round to round proceeded to smite PC 1 or 2, depending on my mood.

Was this right, or can you have only one smite going on at the same time?

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Alignment: Any neutral.
Feats: Deceitful, Improved Initiative,
Skill Focus (Perform).
Skills: Bluff 3 ranks, Disguise 5
ranks, Stealth 5 ranks, either Perform
(sing) or Perform (act) 3 ranks.
Special: Inspire competence bardic
performance, servant of Taldor or the
Sovereign Court affiliation, sneak attack
+2d6.

Do you need all 3 to qualify:
1- inspire competence; and
2- servant of taldor [b]OR/b] sovereign court affiliation (what's that by the way?); and
3- sneak attack 2d6.

Assuming you need all three, is there even a way to qualify for all this by level 6? (ranks prereqs are achieved at 5th...)

Seems like the earliest might be level 7 since you need bard3/rog3...

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

I couldn't find a section where people put their HV PCs or NPCs; forgive me if I missed it, in which case please move this post to the appropriate existing thread.

Here's a character I just rolled for one of the off and on players at our table.

I'd encourage others to post their characters as well; keeping a link to this thread on one's smart phone could thus speed up play if a player comes unprepared or if one of the PCs dies early on a given gaming night! :P

Regards,
PDK

=============================================

Targar Ironfist
Male Half-orc Antipaladin (Tyrant) of Asmodeus 3
LE medium humanoid
Init +1 Senses Darkvision (60) Perception +2
DEFENSE
AC 22, touch 11, flat-footed 21
hp 30
Fort 7 Reflex 5 Will 8
OFFENSE
Speed 20 ft
Melee Masterwork Longsword +8 (1d8+3/19-20/x2) or Unarmed Strike +6 (1d3+3/x2) or Masterwork Longbow, composite (+3) +5 (1d8+3/x3)
Space 5 Reach 5
STATISTICS
STR 16 DEX 12 CON 13 INT 10 WIS 14 CHA 16
BAB 3 CMB 6 CMD 17
Feats Weapon Focus (Longsword), Dazzling Display
Skills Acrobatics -5, Appraise 0, Bluff 3, Climb -3, Diplomacy 3, Disguise 15, Escape Artist -5, Fly -5, Heal 2, Intimidate 11, Knowledge (religion) 5, Perception 2, Ride -5, Sense Motive 6, Stealth -5, Survival 2, Swim -3
Languages Orc, Common
Gear Masterwork Full-plate, Masterwork Heavy Shield, Masterwork Longsword, Masterwork Longbow - composite (+3), Backpack - masterwork, Kit - Disguise, Kit - Grooming

Half-orc Traits
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race
• Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying
• City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
• Darkvision: You can see in the dark up to 60ft

Traits
• Ex-Iomedean (combat) (APHV 12): Against followers of Iomedae, including many (but not all) archons and angels, you gain a +1 trait bonus on attack rolls and weapon damage rolls
• Almost Human (UCa 62): You gain a +4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you

Class Features
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields)
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons
• Aura of Evil (Ex) (APG 120): A paladin who uses smite evil on you deals 2 points of damage per paladin level on its first successful attack
• Detect Good (Sp) (APG 120): You can use detect good, as a move action by concentrating on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds
• Smite Good (Su) (APG 120): As a swift action, you can choose one target within sight to smite. If this target is good, you add +3 on your attack rolls and you can add +3 on all damage rolls made against the target of your smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack is 6. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. While smite good is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.
• Unholy Resilience (Su) (APG 120): You gain a bonus equal to your Charisma bonus (+3) on all saving throws
• Touch of Corruption (Su) (APG 120): As a touch attack, you can do 1d6 points of damage. You can use this ability 4 times a day. You can also use this ability to heal undead creatures
• Aura of Cowardice (Su) (APG 120): You radiate a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you
• Plague Bringer (Ex) (APG 120): You do not take any damage or take any penalty from diseases. You can still contract diseases and spread them to others, but you are otherwise immune to their effects
• Cruelty (Su): At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a DC 14 Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty.
-3rd level cruelty: Shaken (The target is shaken for 3 rounds)

Background: Targar Ironfist is the son of Baron Ronvern Ironfist, who rules over the village of Montaire (made up), approximately two day's ride in the foothills west of Kantaria. His zeal in following the doctrine of Asmodeus' church is only exceeded by his yearning to please the House of Thrune. Soon after his training with the Cheliax military, he was recruited by the Royal Family as one of their loyal agents. During his early years of service, he served as an undercover agent to infiltrate a Iomedan parish located in a small town beyond the patrolled border of Cheliax. There he fell in love with one of the novice priestesses, enough so that he forgot his dark oaths to Asmodeus for a few months and took on the full on worship of Iomedae. When his superiors covertly requested updates on his assignment and failed to get a response from him, they sent spies to find him. Recognizing them for who they were, Targar met with them secretly and requested additional time for his assignment. When the spies refused and swore to report his blasphemous behaviour to the church of Asmodeus, Targar slew them both, and realizing the folly of his ways, he then proceeded to slay several Iomedans in their sleep, including his beloved girlfriend. Returning to the church of Asmosdeus with his dark trophies, he was promoted and displayed as an example of the glory of Asmodeus.
A bit heavy-handed at times, Targar works best as part of group of skilled individuals which he can supplement with his fearsome physical intimidation. However when a situation calls for subtlety or requires an exit plan, Targar can pass for almost anyone, blending in the crowds and able to assume a low-profile.

Tyrant's Code: A tyrant must be of lawful evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean the tyrant can't take actions someone else might qualify as good, only that such actions must always be in service of his own dark ambitions. A tyrant's code requires that he place his own sinister goals above all else, respect rightful authority even as he twists its loopholes to his own ends, impose tyranny, and punish all those who dare dissent. A tyrant can accept underlings of any alignment; he cares not who serves him, only that they are truly loyal to him. He can even work alongside good-aligned individuals, as long as he is secretly manipulating them.

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Hello there,

I've been playing the same gunslinger for a few years now, in a local Skulls and Shackles campaign, and since we're all busy/married/withkids, the campaign has slowed down quite a bit in frequency.

I've basically become a bit bored with the gunslinger experience, but want to retain the same character in the roleplay sense, so the GM has kindly agreed to let me rejig my gunslinger into an inquisitor (of Besmara).

Without further ado, here's my current character stats (not optimized, but targeted blast + gun training + deadly aim against everyone in a 30-foot cone isn't too shabby and pulls the party out of several jams...).

10th level gunslinger stats:
ALBATOR
Male Gunslinger 10 (siege gunner)
CN Medium Half-elf / Humanoid (Half-elf)
Init +8; Senses Perception +17, Low-light Vision, Keen Senses,
==DEFENSE==
AC 24, touch 20, flat-footed 15 (+2 armor, +2 shield, +8 dex, +1 dodge, +1 insight)
hp 87.5 (10d10+10)
Fort +11, Ref +18, Will +9
Armor Defiant (Humanoid [Human]) Quilted Cloth +1, Light, Gain DR 3/- against small ranged piercing weapons., +2 enhancement bonus to AC and DR 2/— vs the designated foe
Shield Fortification (Light) Buckler +1, 25% miss on critical hits
Defensive Abilities Elven Immunities (PFCR 24), Gunslinger's Dodge (PFUC 12), Cheat Death (trait)
==OFFENSE==
Spd 30 ft/x4
Melee Spiked Gauntlet +1 +11/+6 (1d4+1) 20/x2 CM +1; disarm
Ranged Distance Dragon Pistol +1 +16/+11 (1d6+15) 20/x4 CM +1; scatter; [MF] 1-2 (5 ft); [DA]
Ranged Merciful Dragon Pistol +1 +16/+11 (1d6+15 [+1d6 NLD]) 20/x4 CM +1; scatter; [MF] 1-2 (5 ft); [DA]; deals nonlethal damage
Ranged Masterwork Double Hackbutt +16/+11 (2d12+6) 20/x4 CM +1; [MF] 1-2 (5 ft); [C] 2; [DA]
Ranged Masterwork Thrown Dagger +16/+11 (1d4+6) 19-20/x2 CM +1; [DA]
Ranged Distance Double-Barreled Musket +1 +16/+11 (1d12+15) 20/x4 CM +1; [MF] 1-3 (5 ft); [C] 2; [DA]; as a standard action can fire both barrels simultaneously at -4 penalty
==STATISTICS==
Str 10, Dex 26, Con 13, Int 16, Wis 14, Cha 7
BAB +10, CMB +12, CMD 32
Feats Armor Proficiency (LIGHT) (PFCR 118), Deadly Aim (PFCR 121), Deft Shootist Deed (PFUC 95), Dodge (PFCR 122), Exotic Weapon Proficiency (Firearms) (PFCR 123), Gunsmithing (PFUC 103), Master Siege Engineer (PFUC 109), Mobility (PFCR 130-131), Rapid Reload (PFCR 132), Siege Engineer (PFUC 118), Skill Focus (Profession (sailor)) (PFCR 134)
Skills Acrobatics +21, Climb +11, Craft (alchemy) +7, Craft (ships) +7, Heal +6, Intimidate +7, Knowledge (engineering) +18, Knowledge (local) +16, Linguistics +4, Perception +17, Profession (sailor) +23, Ride +12, Sense Motive +16, Sleight of Hand +21 [Conceal Small Objects +25, Conceal Weapon +23], Stealth +18, Survival +6, Swim +10
MC Deeds (Targeted Blast, Gunslinger's Dodge, Quick Clear, Pistol-Whip, Scattershot, Utility Shot (Blast Lock, Scoot Unattended Object, Stop Bleeding), Dead Shot, Startling Shot, Targeting (Arms, Head, Legs, Torso, Wings)), Siege Gunner Grit, Gunsmith, Engineer Training (Ex)
Traits Bruising Intellect (Social) (PFUCgn 59), Cheat Death (Religion: Besmara) (PFCo: PoIS 27), Honor-Driven (Race: Human) (PFCo: PotN 10-11)
Languages Aquan, Common, Elven, Orc, Polyglot, Sahuagin
==Magic==
Eq'd Magic Belt of Incredible Dexterity +6, Endless Bandolier, Boots of the Cat, Gloves of Reconnaissane, Besmara's Tricorne, Swarmbane Clasp, Ring of Swimming (R), Cape of Free Will, Dry Load Powder Horn, Far-reaching Sight (on DB musket), Handy Haversack
Ioun Stones Dusty Rose Prism, Typical
Misc Ioun Torch

We're getting a new player who wants to play a fighter, so I've decided to lay off the damage, as the fighter will help shore up the party on that front, and convert to inquisitor with the following simple rules:

- try to keep skills similar for flavor, unless inquisitor doesn't allow for it;
- try to keep ability scores similar;
- go nuts on feats and completely redo those, as the current ones are all oriented towards a ranged gunslinger;
- keep the pistols for flavor, so I'm thinking Black Powder inquisition there... since this plays against spellcasters, I'd be very receptive to any suggested builds that helps further 'take down' or 'harass' spellcasters.

Thank you! Any help/suggestion will be greatly appreciated!

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

See subject line - I'm interested to see what most people's assumptions are in regards to this simple item that every party has. :)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Most prehensile racial traits let you draw items. Monkey Belt's prehensile tail mode prevents you to do anything requiring fingers. One could interpret this as 'complicated' stuff like crafting items, using tools and using Disable Device to disarm a trap or open a door.

What about plain old drawing items from a backpack? or hanging down from a tree branch? Both could be looked at as requiring fingers. The latter can be done in nature without hands i.e. by monkeys, so I'm guessing chances are most people would agree this one is ok, but drawing from a pouch, bag or backpack is less obvious.

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Q: looking at this spell there seems to be quite a short list of actions you can take.

Raven's Flight:
School transmutation; Level bard 3, druid 3, inquisitor 3, magus 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 swift action
Components V

EFFECT

Range personal
Target you
Duration 1 round

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DESCRIPTION

You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. You gain a fly speed of 50 feet with good maneuverability, and apply appropriate size modifiers (though your ability scores don't change). Until the beginning of your next turn, you can take only the 5-foot step, move, run, or withdraw actions. If the spell is dispelled while you are still aloft, the power of flight dissipates slowly; you float downward 60 feet on your next turn, then fall any remaining distance.

Now, during my last game one of my players used this while prone in front of an enemy (in a threatened square); I allowed him to use the withdraw action from the prone position due the 'cinematic' effect of this spell which says 'in a burst of shadowy feathers' but I suspect I was a bit generous on this one, unless some of you know of a rule that says flying creatures can fly away from a prone position?

Any insight would be appreciated!

Regards,
PDK

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber
Hustle (prd) wrote:

A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

A fatigued character can't run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.

Mounted Movement (prd) wrote:
A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

Can someone please check if the following is correct?

- Let us assume that the horses are under light load, including rider, at speed 50, which would normally enable 40 miles a day (5 miles per hour for 8 hours);
- Hustling: 10 miles per hour.
- Let's assume there's no negative terrain multipliers (i.e. highway conditions)
- Hour 1, 2, 3 and 4: 5 miles per hour x 4 hours = 20 miles
- Hour 5, 6, 7 and 8: 10 miles per hour x 4 hours = 40 miles
- Total for such a day: 60 MILES (overland flight yields 64 miles, so not bad)

--> Hour 5 horsies can hustle no problem; hour 6: 1 lethal damage; hour 7: 2 dmg; hour 8: 4 dmg (total: 7 dmg; horses are down to 8 hp from their initial 15 hp)
--> Hour 6, upon taking 1 dmg, the horses become fatigued (they can't run or charge, but the rules do not say they cannot hustle).
--> Hustling 4 hours seems to be the limit because hustling 5 hours within an 8 hour cycle would take the horses to 0 hit points (i.e. the 5th hour incurs 8 dmg; I guess technically feasible if you really don't like your mount and/or really need that extra 5 miles...)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Wow, just wow. I finished Season 1 last night, and I'm already bummed out there's only 3 seasons of this. Last 2 minutes of S1E2 is unbelievable! Well done!

Anyone else watching this? I had some vague flashbacks to Carrion Crown AP while watching this! :)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Can gods, upon dying, for whatever reasons, benefit from the effect of a clone spell?

- Clone spell says "If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return)".

- Outsiders do not have separate souls: "Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be."

- Do gods have souls? or should they be treated like outsiders? (i.e. no dual nature) We know that gods can be omniscient so no dual nature seems a bit to confining for them, as they can normally spread their essence through the multiverse to listen to prayers and other cosmic chatter, able to know when any creature talks about them, etc. Perhaps their "soul" or essence is confined to their domain/home in the Outer Planes? If so, would a clone need to be within the boundaries of their domain to be activated? or can that clone sit pretty in some completely different plane (say, in a cage next to Asmodeus' Throne, or the material plane)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

The subject feat from Inner Sea Monster Codex goes as per the following:

Feat:
Voracious Blade (Combat)
You can channel your daemonic energies through the vile
blade you wield.
Prerequisites: Weapon Focus (rhoka sword), base attack
bonus +4, urdefhan.
Benefit: When wielding a rhoka sword, you can channel
your daemonic energies through the blade as a swift
action, causing it to deal Strength damage as your bite
attack. You can use this ability a number of times per day
equal to your Constitution modifier (minimum 1).

Does this mean you deal STR in addition to your rhoka sword's damage? is the STR damage equal to your bite damage? (your modified bite damage i.e. with STR bonus or not?) Finally, does this last only for one attack, or for one round? (i.e. full attacking with STR damage on each swing)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

What's the best source for info on Mendev? specifically for the south part (Nerosyan to Chesed north of the Egelsee River)

Thanks!

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

I'll ask the obvious question: upon casting this spell, would a cleric need to hold his breath if he can't breathe underwater???

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

- 25pt build ability score array;
- gear value 36K;
- ship used as the "community";
- stats:

BUTANDRA / SILVER MAIDEN
(Mwangi, Bonuwat) Female Vigilante 8
CN / CG Medium Human / Humanoid (Human)
Init +2; Senses Perception +13
==DEFENSE==
AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield)
hp 58 (8d8+8)
Fort +3, Ref +6, Will +8
Armor Breastplate (Agile) +2, Medium
Shield Light Steel Shield +2
==OFFENSE==
Spd 30 ft/x4
Melee Unarmed Strike +14/+9 (1d3+21/1d3+18) 20/x2 CM +1; [PA]
Melee Unarmed Strike +15/+10 (1d3+15/1d3+12) 20/x2 CM +1; [TW-P-Lt] and Light Shield +12 (1d3+3) 20/x2 [TW-S]
Melee Light Shield +13 (1d3+18) 20/x2 [2HD]; [PA+Charge]
==STATISTICS==
Str 22, Dex 10, Con 12, Int 12, Wis 14, Cha 14
BAB +8, CMB +14, CMD +24
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Charge Through (PFAPG 156), Dragon Style (PFUC 98), Improved Overrun (PFCR 127-128), Improved Shield Bash (PFCR 128), Improved Unarmed Strike (PFCR 128), Power Attack (PFCR 131), Shield Slam (PFCR 133), Two-Weapon Fighting (PFCR 136), Weapon Focus (Unarmed Strike) (PFCR 136-137), Weapon Specialization (Unarmed Strike) (PFCR 137)
Skills Acrobatics +9 [Jump +14], Climb +17, Diplomacy +13 [Gather Information +17], Disguise +23 [Act in character +43], Intimidate +13 [Vigilante identity +17], Perception +13 [Social identity +17], Profession (clerk) +13, Sense Motive +13 [Social identity +17], Stealth +8
MC Vigilante Specialization: Avenger, Vigilante Talent 1 (Close the Gap), Vigilante Talent 2 (Fist of the Avenger), Vigilante Talent 3 (Shield of Fury), Vigilante Talent 4 (Signature Weapon: Unarmed Strike), Renown, Startling Appearance, Loyal Aid
Traits Charger (Regional) (PFCo: ISP), Reactionary (Combat) (PFAPG 328)
Languages Common, Polyglot
==Magic==
Eq'd Magic Belt of Giant Strength +2, Boots of Striding and Springing, Hat of Disguise, Amulet of Mighty Fists +2

Background notes:
While in vigilante form she's CG and her hat of disguise gives her a shiny mirror like finish all over and her head is an expressionless closed faced helm with mirror visor (think Cobra Commander mixed with Cap America mixed with Metal Mario lol)

She adopts her "silver maiden" look when she reaches her jaded quota on the pirate ship she serves, and she's as likely to strike against her most greedy or evil crew mates as she is likely to strike against the enemies of her ship... she also becomes the Silver Maiden when the ship is under attack and boarding is imminent.

To her ship mates she is known as the jovial and very friendly quartermaster. She keeps the ship stores well supplied and her customers ahem... satisfied.

-playtest report:
Building full of rogues with an Alchemist boss. Rogues landed every single hit due to avenger's low AC. Low hit points ensured she was dead quick. She died in about three rounds total. She didn't have time to land any damage whatsoever. She managed to overrun one rogue on the way into the house but got AoO'ed in the process.

The class needs self healing or more hit points or class AC bonus like monks (actually all of the above would make this class more viable)

The dual identity was cool when conducting investigation/gathering info, but was a real bummer when action was required. We had to retreat and come back ten minutes later. Real silly and tedious. The class should have quick change from the get go or at least an amount per day equal to 1+dex bonus....

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Playtesting this tomorrow. Please find any holes in this, if applicable. The playtest uses a 25pt build ability score array. Gear value normally at 33K for 8th level but this was built with slightly higher 36K I believe. Any input will be appreciated.

BUTANDRA / SILVER MAIDEN
(Mwangi, Bonuwat) Female Vigilante 8
CN / CG Medium Human / Humanoid (Human)
Init +2; Senses Perception +13
==DEFENSE==
AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield)
hp 58 (8d8+8)
Fort +3, Ref +6, Will +8
Armor Breastplate (Agile) +2, Medium
Shield Light Steel Shield +2
==OFFENSE==
Spd 30 ft/x4
Melee Unarmed Strike +14/+9 (1d3+18) 20/x2 CM +1; [PA]
Melee Unarmed Strike +15/+10 (1d3+12) 20/x2 CM +1; [TW-P-Lt] and Light Shield +12 (1d3+3) 20/x2 [TW-S]
Melee Light Shield +13 (1d3+18) 20/x2 [2HD]; [PA+Charge]
==STATISTICS==
Str 22, Dex 10, Con 12, Int 12, Wis 14, Cha 14
BAB +8, CMB +14, CMD +24
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Charge Through (PFAPG 156), Cleave (PFCR 119), Improved Overrun (PFCR 127-128), Improved Shield Bash (PFCR 128), Improved Unarmed Strike (PFCR 128), Power Attack (PFCR 131), Shield Slam (PFCR 133), Two-Weapon Fighting (PFCR 136), Weapon Focus (Unarmed Strike) (PFCR 136-137), Weapon Specialization (Unarmed Strike) (PFCR 137)
Skills Bluff +13, Climb +17, Diplomacy +13 [Gather Information +17], Disguise +23 [Act in character +43], Intimidate +13 [Vigilante identity +17], Perception +13 [Social identity +17], Profession (clerk) +13, Sense Motive +13 [Social identity +17], Stealth +8
MC&nbsp;Vigilante Specialization: Avenger, Vigilante Talent 1 (Close the Gap), Vigilante Talent 2 (Fist of the Avenger), Vigilante Talent 3 (Shield of Fury), Vigilante Talent 4 (Signature Weapon: Unarmed Strike), Renown, Startling Appearance, Loyal Aid
Traits Charger (Regional) (PFCo: ISP), Reactionary (Combat) (PFAPG 328)
Languages Common, Polyglot
==Magic==
Eq'd Magic Belt of Giant Strength +2, Boots of Striding and Springing, Hat of Disguise, Amulet of Mighty Fists +2

Background notes: while in vigilante form she's CG and her hat of disguise gives her a shiny mirror like finish all over and her head is an expressionless closed faced helm with mirror visor (think Cobra Commander mixed with Cap America mixed with Metal Mario lol)

She adopts her "silver maiden" look when she reaches her jaded quota on the pirate ship she serves, and she's as likely to strike against her most greedy or evil crew mates as she is likely to strike against the enemies of her ship...
she also becomes the Silver Maiden when the ship is under attack and boarding is imminent.

To her ship mates she is known as the jovial and very friendly quartermaster. She keeps the ship stores well supplied and her customers ahem... satisfied.

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Wonderful new system!

Questions:

1-Can someone voluntarily increase crafting difficulty? If not, how can we address base progress per day for extremely simple masterwork items like slings? (300gp masterwork component would mean 300 days to craft? Even good daily rolls wouldn't yield much more than a daily 5 - 6 gp progress after quintupling result...)

2-Can helpers take 10? Ten unskilled laborers yielding +20 to the craft roll? what is the point of hiring trained laborers? Can they just aid your check or can they provide their own daily progress values?

3-special raw material cost such as flawless steel: how do we figure out the base material cost of anv item? Is there a simple multiplier we that can be figured out?

Thanks!

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Here's the description of the sap.
Read it carefully. It's hilarious.
Now let's speculate as to what a masterwork sap should be made of! ;)

DESCRIPTION
This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.

Sovereign Court

1 person marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Q: Are the movement penalties listed under the Invisibility special ability only applicable to creatures not using stealth while invisible? The same table contains a row showing that creatures "Using Stealth" have a perception DC to get noticed equal to "Stealth check +20", and we all know that using stealth requires a creature to move at half speed.

Effectively, is the DC to notice a creature using stealth while moving equal to "stealth +20" or is the DC further modified with the -5 penalty listed when creatures are "Moving at half speed."

(NOTE: several abilities in the game, such as the Fast Stealth rogue talent, allow creatures to use stealth at full speed without any penalty to stealth, and thus if the ruling above is a flat "stealth +20", such creatures would be harder to notice or pinpoint while they are invisible -- i.e. moving at full speed is normally a -10 penalty to the perception DC to notice an invisible creature)

Any help would be greatly appreciated!

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

First of all, tip of the hat to whoever is responsible for the magnificent "Champion of the Gilded Host" entry within the new Lost Treasures PFCS book. The story behind the colossus and the art are just marvelous. In my most humble opinion, I believe the Champion of the Gilded Host could be the subject of an Adventure Path or epic quest written by Paizo. The lore is just that good, and the "pieces scattered across the land" approach to this colossus are just begging for a quest.

I would love to see more on this item. Period. I really hope this is not the last of it as I believe it has some seriously great potential for the Pathfinder Campaign Setting as a whole.

With that, a few questions/comments:

1) hit points: way too low! when I read the intro I was expecting at least 5,000+ hp, considering a sailing ship has 1600+. I know this is probably accurate based on HD and all, but honestly: forget the rules or HD when you have something this great. This is the stuff of legends and should be bumped up accordingly, even if it's via some handwaiving / creative new creature "ability" called "Massive Bulk (Ex): this colossus is just too damn massive and gains a bonus 4500hp" :)

2) size: the art is wonderful and the small size of sand dunes and oasis at its feet suggest this colossus is 200+ feet tall. Is this an accurate representation or is this size only applicable when the colossus adopts the form of "immense war monument".

3) shape: the art suggest humanoid form vs. the text which suggests a serpentine form. Or is the normal form in combat serpentine with just two fists and the war monument form humanoid with spear?

4) composition / weight: the serpentine form much be much smaller and less dense than the monument form based on the 600 tons weight... if composed almost entirely of gold, it wouldn't take something this big to clock the 600 tons weight. The monument form (if that's what the art represents) if made of gold would have a staggering weight far exceeding 600 tons. An elephant can be 7 tons (14,000 lbs) thus the colossus as it stands weighs like 86 elephants; while this may seem huge if those elephants would be made of gold, assuming they weight is equal or less as their weight in water (otherwise they'd sink), each gold elephant would weigh 135 tons (so the colossus at 600 tons is the equivalent of 4.4 gold elephants; gold being at 19320 kg/cu.m vs. water at 1000 kg/cu.m) I would be extremely interested to see the art/sketch of the serpentine form, as it must be much sleeker to allow for a swim speed of 50 ft., akin to the way metal ships are hollow in order to allow them to float. Of course, if the answer is "because magic" I'm completely good with that too, as it could be a feature of its creation to help support its great weight / prevent damage to the landscape / bedrock, etc.

5) the section at the end: which speaks of other, lesser gold colossi... I think it cheapens the "real" colossus somehow, and frankly I don't see other kingdoms / other creators being able to muster such as effort for creation... and people in Golarion would have heard about those. If it's just meant as a creation / cost blurb that's ok, but if there are other such colossi in Golarion I would love some lore on those. Perhaps on other planets? :)

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

Hello fellow Televisionists!

I heard Agent Carter starts tomorrow night; what about tonight? is Gotham coming back tonight?

Sovereign Court

Pathfinder Adventure Path Subscriber, Roleplaying Game Subscriber; Pathfinder Deluxe Comics Subscriber

It's this time of the year when we scour the books in wonderment to figure out Golarion holidays good and bad!

Merry (fill the blank) and such common sayings for each holiday are welcome! :)

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