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Argbadh Karambagya

Ramarren's page

Pathfinder Society Member. 369 posts (1,492 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 9 aliases.


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My take...staying entirely within the Land of RAW:

1 - "Simulacrum creates an illusory duplicate of any creature." - so there is nothing to prevent duplicating a Solar (though the Solar migh get pretty irked)
2 - "Effect one duplicate creature" - So it can be affected by Magic Jar..I see nothing in Magic Jar that discusses type.

The creature will have "half of the real creature’s levels or HD and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)."...a lot of fudge factor here, as there is no discussion of Stats. Personally, I'd say Stats are the same, but the GM would be entirely within RAW to reduce stats by 1/4 HD lost...still, probably pretty good.

But there is where it gets significantly less cool. From Magic Jar:
"You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body."
So you'd get the STR/DEX/CON/Hit Points (modified by the level loss, possibly) but not much else, really.

It seems to me that there are other players involved here who need to step up.

If you want to make sure he has a chance to grow as a DM, and you want to avoid too much in the way of hard feelings, I would suggest to the group that *everyone* take some time in the big chair. Each person would be DM for one 'adventure' (which may be more than one session), and then the responsibility would shift.

The adventures need not (and I suggest should not) occur in the same game world, or even in the same game system. It exposes everyone to some different play styles and genres, gives each GM plenty of prep time, and gives some breathing room if someone isn't very good at it.

Eventually, people will likely develop favorite games, and some people will want to drop out of the DM rotation, so you'll likely eventually end up with 1 or 2 games, but in the meantime you've had a change of pace, and the less experienced DM has had time to season.

DM: "The attorney slaps you with a lawsuit. Take "<rattle>" 300gp in damages"

This also brings to mind something similar to Inevitables

Sera Bondesborn
Sera was born as the result of an illicit liason between Lady Irina Bondesborn and a travelling Elven Bard by the name of Urmiel. Sera was small, and Lady Irina carried her well, so the elongated pregnancy passed without notice, and no one realized the child's origins until Sera was born. Her father, Lord Denrim, was devastated by his wife's infidelity, but still considered the child his own, morally and legally, and he decided to be a father to her in truth. The Bondesborns repaired their marriage for Sera's sake, and raised her as best they could.

Her true nature, however, had to be concealed to prevent the political destruction of the family. Fron an early age, Sera's parents taught her how to disguise her heritage. They paid the midwife to continue as her nanny, and kept her away from other children with thie explanation that she was sickly. Once Sera was old enough to maintain the disguise on her own, they pensioned her off a comfortable woman.

Sera now lives a careful life, hiding her true origins so as not to damage her family, but trying to find her own way in the world. She has been sent by her mother as a possible match <one of the kingdom rulers>, but Sera is uncomfortable with having to lie to the man her mother hopes her to marry.

Jenica Ionescu
Jenica has no lands, and while she has the right to the title 'Lady', she is essentially a courtier, generally representing someone else's interests at court. Currently at loose ends, she would be interested in attaching herself to a household whose star is rising.

technically, a 4th level heightened Continual Flame should cost 330gp (plus the cost of a dead ioun stone).

As a GM, I'd add a premium, as it seems a cheesy way to neutralize most, if not all, magical darkness.

DR x/Silver and Magic means the weapon needs to be both Silver *and* Magic to bypass DR.

Compare the Vampire: DR 10/magic and silver
with the Kyton: DR 5/silver or good

Your players are wrong.

snickersimba wrote:

One idea:





This is multiple ideas...

Raging Barbarian Gnome with Cannon
Raging Barbarian with Gnome Cannon
Raging Barbarian with Cannon that shoots Gnomes
Very Angry Gnome Cannon with Class Levels (Barbarian)

My 3.5 Wizard enchanted his own gloves with the 'clean' function of Prestidigitation, and a set of long johns that could only perform the 'warm/cold' function of the same spell.

He was always immaculate and comfortable regards of the rigors of adventuring

This same wizard *always* carried Secure Shelter (later replaced by Magnificent Mansion) in his spell load. Creature comforts were critical to him (he was in the middle of designing a Baba Yaga-like secure shelter on legs in order to avoid all that tedious walking when the campaign ended).

You can import a .png into the software, and set it on the bottom layer. That's more or less what I did when making my maps; I then traced over the folio maps to create a completely CC3 version.

After getting it into the program and making sure the hexgrid matches with CC3's hex grid, you can drop icons, draw roads, add text, etc.

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Campaign Cartographer *is* overwhelming, but the results are worth it.

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I gave them free Cost of Living upgrades.

While they were just a Barony, each PC had an average lifestyle (normally 10gp/month). This increased to Wealthy (100gp/month) when Greenmarch became a Duchy, and Extravagant (1000gp/month) when they became a Kingdom.

While it is reasonable that the Council would be paid, it is equally reasonable that they would have to keep up a lifestyle that reflected their position or power. If they failed to do so (and took the money as cash instead), people would lose confidence in their rulers and in the Kingdom, which obvious could not support it's rulers...generating Unrest :)

It's a good deal all around. They get manors and servants and fancy clothes, but they don't break WBL when it comes to 'adventuring' gear. (This may play better to your group if you make use of their positions/servants/holdings during some of the RP portion of your game).

Rather than 'Evil Twins' (been done to death), have you considered shadow copies that followed 'the road not taken?'

The wizard who was tempted to become a blaster instead of a battlefield controller meets what he would have been like. The fighter that has been looking for his lost sister for the campaign meets the version of himself that gave up, became bitter and hit the bottle...still an effective warrior, but without honor...or on the other side who dedicated his life to Iomedae and became a Paladin

They don't necessarily even have to be Evil...these 'shadow duplicates' may consider themselves the originals, who have been supplanted in reality by imposters via some twist of fate (maybe they're right...).

The paladin version of yourself who is morally torn because he has no choice but to kill you in order to 'set things right' could be an interesting encounter, as could the Inquisitor version of the Cleric character...who finds the Cleric to be heretical by his (more dogmatic) understanding of the faith.

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DmRrostarr wrote:

From the FAQ:

"Acrobatics: What happens if I fail the check when using this skill to move through an enemy's square?
You lose the move action and provoke an AOO. (Note: This means you can attempt this up to two times in the same round, once as a move action and once as a standard action.)

Update: Page 88—In the Acrobatics skill, at the end of the third paragraph (which begins on page 87), add the following sentence: “If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.”

—Sean K Reynolds, 08/30/11

The key phrase in both of those is "enemy's space", not "enemy's threatened area". The movement stoppage only occurs if you are trying to paas through a square actually occupied by an enemy.

My only suggestion is that we are already pretty fragmented and quarrelsome as a group, so something that people won't spend their time thinking "Why am I travelling with this person?" might be a good idea.

The Kingdom of Greenmarch, shortly after things have heated up in War of the River Kings.

We've converted over to the Ultimate Campaigns kingdom building rules, so the grey 'roads' are highways.

Having just completed Dragon's Demand as a player, my only caveat is to be aware that it seems the treasure is *way* out of whack. It seems like it is designed to pump up the PCs for the final fight, but I'm not sure how it will affect the rest of the campaign.

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Technically, it is possible to mangle full-scale armies with one person. As your GM, I would have said "No", just as I did with my players when the possibility came breaks any reasonable immersion in the game.

As a side note, we've found the abstract combat system from Kingmaker (and Ultimate Campaigns) to be unsatisfying. For our next mass combat, we will be using a slightly modified version of the rules presented in Warpath (a product I highly recommend, and the only 3rd party product that's ever passed muster with our group). We've tried it before, and find that it gives more weight to the individual commanders' abilities, making for a more engaging battle.

First...'NPCs, NPCs, NPCs'. Create the local hunters/trappers that must be stopping in occasionally at Oleg's, set a few names/personalities for a few of the Lizardmen in the Lizardfolk village. Have some personalities of the roaming bandits ready toon go....everyone is ready for Happs to be questioned after the fight at Oleg's, but he is not likely to be the only survivor, so create a backstory or two, and paste it on to whichever bandits survive (same for the Thorn River camp).
IMC, the future Baron ended up marrying one of the trapper's the party met while holding a massive 'Tuskgutter BBQ' party, and she's turned out to be pretty interesting.

Second, let the players see the effects of what they do. Well before they defeat the Stag Lord, they should see increased traffic/trade around Oleg's, and perhaps meet a farming family that is striking south out of Brevoy after they've heard that it is getting safer.

Once Kingdom building starts, those effects include watching an area become more civilized...seeing traffic on the roads they've built, passing through the odd hamlet that has sprung up in one of the claimed/settled hexes, etc.

Kingmaker requires a lot more work to make it reach its potential, but the payoff is significant.

If he has been successfully scrying/spying on them, then it is perfectly reasonable that he prepares against the things he's seen, including Eidolons.

Note that his spellbooks are supposed to contain a selection of spells from every level in addition to what he has memorized, so determine what he has in his books by whatever means you feel fair, and go to town. As he regularly deals with extraplanar creatures, it seems reasonable that spells for dealing with such would be in his books.

The crack was sealed (in Big Bang 2, I believe), but left a weak point, and the Gallifreyans levered it back open.

So I assume the 'shaken' from 1/2 HP is effectively 'battered' (physically based, paladins not immune, stacks with fear effect, etc), just with the same mechanical effects as shaken?

(Makes sense, just want to get it right in my head)

Kingmaker seems particularly prone to early shutdown. I've now been in my tenth Kingmaker PBP that didn't make it to the second scripted encounter.

I think that GMs see the debates that start after the first encounter and realize they've bitten off more than they can chew.

I'm posting my interest with Kern Therensgard.
Human Wizard (Transmuter), but with a martial outlook.

Kern is a bastard of House Surtova, sent away before birth to avoid embarrassment. As requested, I'm holding off on posting the full back story. In short, he is out to prove to the Surtova family that they made a mistake in rejecting him.

I have GM'd the AP (my group is just starting Book 5), but I feel I can keep that knowledge compartmentalized.

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I'll put in another plug for Campaign Cartographer ( As I am not a professional AutoCAD user, I don't find the interface poor, although the learning curve is steep.

Though I am not particularly artistic, I've seen some really beautiful maps come out of the software, and have been able to make functional maps for my own use.

Personally, I'd use GURPS for this sort of game. GURPS handles a wide-range of skills and variances in Tech Level, and can be scaled in power level with relative ease.

(GURPS falls down if you try to use it for 4-color super heroes, but is otherwise very flexible).

zylphryx wrote:
Ramarren wrote:
In the same fashion, I wouldn't allow the spell to turn sawdust into a tree (even a dead one), or powdered rock into a boulder (bricks would be OK, but not solid rock).
Would you allow sawdust to be fabricated into a wooden plank? That would be more in line for an accurate analogy.

If materials were also provided to make an appropriate wood bonding glue, and the non-magical technology existed in game to produce enough pressure, I would allow it to create fiberboard.

I'm also perfectly comfortable with the spell cutting rough diamonds into more valuable diamonds (with a Craft check). I just see the 'dust to solid diamond' as being beyond the pale.

Ultimately, this would be a GM call. I don't think the spell is written to be bulletproof. There are enough very good uses to the spell in regular situations that I don't see a need to expand it.

I know I wouldn't allow it as a GM. First, a diamond isn't a 'product', it's a raw material. Second, the intent of the spell is clearly to create items from the material that is used to craft them.

In the same fashion, I wouldn't allow the spell to turn sawdust into a tree (even a dead one), or powdered rock into a boulder (bricks would be OK, but not solid rock).

In a modern-day or futuristic setting I might be more flexible, if a non-magical way existed in the setting to aggregate diamond dust into a single jewel.

Not sure about BBCode, but I frequent two sites that have very useful tools for running PBFs...

Myth Weavers (
RolePlay online - RPoL (

Personally, I like utility. Prestidigitation is really underrated for it's versatility, presuming that the wielder is a non-caster.

A more direct option is Lead Blades or Gravity Bow, which are significant boosts for anyone who gets involved in weaponed combat.

As a general rule, Council NPCs and other significant NPCs (PC Spouses, for instance), run at 1/2 the party's level. For the most part, their stats don't come into play much.

I did have a 'change of pace' game where the NPC Baroness decided to handle an issue herself while the PCs were off in Varnhold, and a bunch of the councilors went with her to protect her, so each of the players played one of the councilors for part of a session. (The Baroness, who was also run by one of the players, felt she had something to prove to the regular party, many of whom were not overjoyed with the Baron's choice of spouse).

Now that Armies are coming into play, Kesten's stats are more important, as he will be leading one of the armies.

While I would have no issue with it, I also would not apply the roll (and option to fail) until the attack sequence is resolved, so it wouldn't help in avoiding full attacks.

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Hama wrote:
Great. Made myself look the fool. Ah well, thank you.

As someone who *only* communicates in English, any piffling mistakes you make put you way ahead of me in the linguistics department.

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Note that the OP never said he wanted to bash with the Shield, simply that he wanted the shield to deal damage *when it was struck*.

I think Tangaroa hit it on the head. Fire Shield is the enchantment you are looking for. There is a *lot* of GM judgment that would have to go into it, but here's my take:

Lvl 4 Spell x Caster Lvl 10 = 40 x 2000gp (Use Activated) = 80,000gp
80,000gp/5 (for '1 charge) = 16,000gp. (At Lvl 10, Damage is 1d6+10)

That could be flavored as 'Fire Shield activates for 10 rounds the first time it is struck each day' or (my preference) 'When the shield is struck, Fire Shield activates for 1 round (maximum of 10 rounds each day).

I figure the advantage of the Fire Shield not being used up when it is not needed is counterbalanced by the fact that it would not provide energy protection on any round that it is not struck...personally, I'd just remove the energy protection entirely, as it really doesn't fit.

Technically, for the effect you want, the power should only activate if the attacker misses by the amount of AC the tower shield provides (or less)...but that seems like a lot of bookkeeping to me. If you decide to go that route, I'd significantly drop the price.

Edit: Ninja'd by the OP

Master of the Dark Triad wrote:
Rocky Williams 530 wrote:
If you combat train the horse, I believe the hooves become primary attacks.
Then if it has INT 6, shouldn't they become primary now that it need not be trained?

INT 6 or not, it still has the Docile 'Special Ability' unless specifically trained for Combat. Fortunately, a first level Horse Animal Companion starts with 7 tricks, and that's how many are needed for General Purpose combat training (with the additional Attack trick to attack anything). That takes care of the secondary attack issue, and the INT 6 pretty much removes the need for further tricks.

Also, as this is an Animal Companion, it gets its own Feats, and Improved Natural Attack (Hoof) is a good start there, followed by Improved Natural Attack (Bite). Note also that due to the Horse's high INT, you are not limited to Animal Companion Feats.

I think it is intentional design to prevent more than one swift action per round.

Rather than '2nd year', I'd say to scope this in between books 3 and 4. The kingdom should be big enough to handle it, and it will hep your PCs start thinking I a more martial way.

I wouldn't purchase a game without an *advancement* mechanic, but that's not really what you are asking. What you are asking seems to be "Would you buy a level-based game without XP rules?"

For me, that would be no. Even if I as a gm eventually throw it out, and use story-based leveling, I think it is important to have an idea of the expected progression that the system is designed for.

I'd also be leery of a system where the leveling mechanic is based on 'sessions'. How long is a game session? In college, it could be upwards of 12 hours at times, or as little as 3. For an awfully long time, 4 hours was the best I could fit into my schedule. Now, I game about once a month for 9-10 hours, but a piece of that time is taken up with socializing, dinner, do you place a 'session mechanic' on that? If you start counting hours, then you are in worse shape that dealing with XP.

I might *play* in such a system, assuming I was comfortable with the GM, but I wouldn't be likely to spend money on it.

I'm a big fan of MapTool. As others have noted, you use as much or as little as you like. Campaign Frameworks are available if you want to use them, but otherwise it's just a basic shareable map with tokens.

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In one game I regularly said 'Wubba Wubba Paff!" when casting curative spells. It became shorthand when one of the other party members, badly injured in a fight, looked at me doe-eyed, with a trembling lower lip, saying "Wubba Wubba Paff? Wubba Wubba Paff?"

This is the key statement to me:
"If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable."

This is not the same as:
"If a mark is made invisible, a detect magic spell causes it to glow and be visible, though not necessarily understandable."

Arcane Mark/Detect Invisibility does not defeat invisibility. The intent is that a caster can deliberately create an invisible mark that shows up under Detect Magic (much like a hand-stamp that shows up under black light).

Invisibility (2nd level) trumps Arcane Mark (0 Level).

You might be able to play semantic games if you start off with an invisible Mark, and then cast detect magic, but I wouldn't allow it.

Oladon wrote:
Same Effect with Differing Results wrote:
The same spell can sometimes produce varying effects if applied to the same recipient more than once.

(emphasis added)

Is it the same spell? Yes.
Is the chosen/desired effect different? Yes.
Is it being applied to the same recipient more than once? Yes.

I disagree.

It is not 'the same effect with differing results'
(this is good for two different spells that both provide differing levels of Fire Resistance, for example)

It is 'the same spell with differing effects'...that's perfectly valid to stack. (1 effect to Resist Fire, 1 to Resist Acid, etc)

If I get hit twice with Bestow Curse, once to give me -6 to an ability score, and once to give me -4 to hit, I'd expect to have to suffer both effects (and if I get hit with it again to give me -6 to a different ability score...I am a very unhappy camper indeed).

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If you are willing to change the name a bit, I give you:

Fargi Nicehole, Goblin Prostitute. Actual class is pretty irrelevant, you can even make him/her something really useful, and just crank up the squick factor to whatever level is desired...

To be fair, that's going to be very difficult to pull off for an alien race that isn't a 'throwaway'. If the race is truly alien in thought processes, then it will be close to impossible to generate the connection viewers need to keep them interested.

Babylon 5's Vorlons were a pretty good example of non-human psychology, and that while important, their participation in episodes was quite rare.

And here is a finalized Kern Therensgard for your consideration.

Set 2 seems the smart one to take :)

I currently have Kern Therensgard (Transmuter Wizard with a martial outlook) in consideration for another Kingmaker PBP, but should know by tomorrow whether he is in that game.

If he is not part of that game, I'd like to submit him with the following stat range:
Set 1
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
Set 2
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12

It's via a GUI, but parts of that GUI will put you into coding windows. So you'll build 90% of a class using checkboxes and dropdowns, but it's likely you'll have to delve into Herolab's programming language to complete things.

For the most part, you can swipe copies of code for what you need from other classes/items/feats, as long as it is a mechanic that already exists somewhere. Otherwise you may have to get a bit more down and dirty.

GregH wrote:
Deanoth wrote:
You do realize that Hero Lab only needs the core system and once you have that you can enter ALL the information yourself. It is not to terribly difficult to do if that is what you want to do that is. Just takes time.
Just to clarify, cause I thinking about getting it, are you saying you can add any custom information, including, say, a home brew prestige class into Hero Lab? Thanks.

You can.

Be aware, however, that the learning curve is steep (though the people on the forums are very helpful in figuring out how to do something).

Does Roll20 offer dynamic reveal of Fog of War based on character sightlines? That's one of the big features of MapTool for me...I don't want to manually reveal FOW, as I use the Vision Blocking Layer tool extensively.

..which is directly counter to RAW. Those GMs are misapplying the rules.

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