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Dragonamedrake’s Guide to Traits while dated, gives a very good breakdown of trait utility. Anyone up for updating it?


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The Spells database on d20PFSRD can allow you to download an excel or csv file. With filtering it’s possible to generate the list of alternative class spell levels for any given wizard spell level.

Example:
Filter 1 Spell level CONTAINS Wizard/Sorcerer 2
Add a column to your file to ID those rows (enter W/S 2 as the identifier)
Filter on that row so you only see W/S 2
Then change the Spell level column filter to CONTAINS Bard 1
Now you can see all W/S 2 spells where they are also Bd 1

You can get more elaborate but that’s the quickest method to get all the relevant spells IDed.


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Blood Money coming as a reward at the end of RotR adventure path means at least some GMs won’t let you access it without equivalent story effort. Also isnt it arcane?


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Second the notion of referencing GMs Guide to Challenging Encounters. It gives a good explanation of what you should expect for different CR encounters with some very practical tips.

You might also consider E6 or E8 if you are concerned about power creep with level increase. Just a thought.


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Take a look at ShakaUVM’s guide to Necromantic Success. Interesting ideas on how to play a Necro-Cleric. Posting from my phone - having a little trouble copy/pasting the link.


Shackles of Durance Vile give you a permanent Dominate effect while worn by your captive. But very expensive.


If for a home game, request GM house rule. For society play, they don't work for the reasons cited.


Always remember there is a list of standard modifiers for Perception. It's harder to see something 100' away, than something 5' away, thus the distance modifier is a +1 / 10' DC increase. This is the most common adjustment that I see GMs miss (either for the PCs or for their opponents).

Since "through a closed door" is a +5 modifier, it would be reasonable to use a value between +1 and +4 for the curtains (your call depending on fabric thickness and amount of coverage of the opening).

For more general GMs guide stuff, I'd recommend the GM's Guide to Challenging Encounters and related discussion thread. It provides a good review of the CR system and how to balance based on party size/level.

The Guide to the Class Guides discussion thread includes some links to other GM useful stuff, including the Zenith Games Guide to Guides and Guide to Builds pages.


Take a look at Brewer's Guide to Undeath. It is listed on these boards and in the Zenith Games Compehensive Pathfinder Guides Guide. (I'm on my mobile, so apologies for not providing the link.)

The guide provides a very good analysis of options for necromancy. Brewer also provides an interesting approach to the control pool limit.


Is there a table similar to the Monster Statistics by CR table which shows average CMB and CMD ratings for different CRs?


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This seems like a great adventure hook. Assuming the Lich is super intelligent, the phylactery hiding place would also have a cash reserve and some emergency supplies (wands/scrolls) the Lich can use to get back on his/her feet after being beaten. First the Lich would attempt magic. Then, when that doesn't work, the Lich would start to reach out to allies to help find the group.

You could structure this as:
1) Lich hires one or more groups to research the group. Then leverage that intelligence for 2-4 below.
2) Lich contacts NPC group 1 to try to buy the bonded item (as part of a larger purchase of loot from the group).
3) Lich contacts NPC group 2 to find vulnerabilities in family or dependents of the group members, and conduct a kidnapping to use to leverage a trade for the item.
4) Lich contacts NPC groups 3-5 to do some basic snatch & grabs to steal things from various members - hopefully getting the bonded item as part of the burglary.

In all cases, the Lich would not want their hirelings or allies to know the value of the bonded item. Instead, the Lich directs each to try to get the bonded item as part of a larger set of items. That also hides the value of the item from the adventuring group.

It also sets up the potential of two or more groups bumping into each other as they work at cross purposes to try to get the item.

Could be very fun as the adventuring group now has a powerful hidden enemy moving pawns to hinder them. But the reason for the enemy's actions would (initially) be hidden from the group. So there's the opportunity for the group doing counter intelligence to try to find out why these different groups are targeting them.


Look at the GM's Guide to Challenging Encounters and related discussion thread. It provides a good review of the CR system and how to balance based on larger party size.

Simply said, each character adds to the XP value of the encounter - you can calculate the proper value based on cross referencing individual level with CR.

For 6 characters, a 50% increase in number of opponents is a decent upgrade for a campaign like Jade Regent. But you also have to deal with the encounters where a +50% numbers increase isn't easy to do. This guide provides the guidance on how to do that.


Big Juju
Heap Big Juju
Big Juju Heap


Slithery D, thank you for posting the rules excerpt from Ultimate Intrigue.

The example of 1 minute diplomacy being significant interaction while a free action witty banter with the illusionary ogre not being significant interaction indicate that you can interact without it reaching the level of 'significance' required to roll a Will save to disbelieve.

Since Detect Magic is scanning the area, I would say that after three rounds of Detect Magic, the GM should make a (hidden) Will save for you. As someone who has cast Detect Magic, you are paying attention to the area and are getting a clearer indication of the magic signatures in the area over several rounds. IMO it is logic to grant the check at the point where you have resolved which squares are affected by illusion magic. If the illusion magic's signature was overwritten by a more powerful magic, I could see the GM skipping the check.


Also, why would they have the Sniping section in Stealth if you could Full Attack (at range) and then 5' move and gain Stealth?

By the pro-Full Attack and 5' step Stealth side of the argument, you don't need a sniping rule. You can take a full attack with your range and gain stealth again (either by moving 5' or declaring a 5' move to 'hunker down behind cover' in the same square).

A Full Attack is a Full Round action. The fact that you are allowed a special type of movement called a 5' step before, during or after you execute the attacks does not mean you are not using a full round action during your entire round and that full round action is an Attack action. RAW you cannot stealth as part of a Full Attack full round action.

I'd tend to also come down on RAI that this indicates a 5' step isn't a type of movement allowing stealth on any other full round action, but that is my opinion.


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A 5' step can be taken as part of a Full Attack action. Therefore, that 5' step is part of an attack action. You cannot stealth as part of an attack action. Therefore, you cannot stealth as part of a 5' as part of a full attack.

Note: sniping gives the exception to the general stealth rule that you cannot stealth as part of an attack. It costs you a movement action (not the 5' step of a full attack). Since you cannot use the sniping rules for melee combat, IMO it seems pretty clear that the 5' step as a 'movement' that allows stealth is not a valid ruling.


Ethereal Gears, note that certain monsters, like Brimoraks, combine vulnerability and resistance. As a thought experiment, I'd go never allowing Immunity to an element for which your character starts with Vulnerability. But if you can somehow pick up Resistance through character progression, then it would layer on top of the Vulnerability. The net result is take x off the damage (resistance), then add 50% to the damage taken beyond that amount (vulnerability).

Mechanically, Resistance to Fire, Vulnerability to Acid. For flavor, I'd go with Resistance to Cold, Vulnerability to Fire - keeps it interesting.


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For more ideas, take a look at the GM's Guide to Creating Challenging Encounters and the associated discussion thread. When you're looking at an average party level of 15, you need to think about having some of the encounters be around CR18-20 to provide a challenge.

Also, since you're thinking about high level encounters, remember that single boss-type monster fights rarely go well. There's a good thread, Combat advice for a DM - single foes, attacks of opportunity and combat mobility, on things to throw in to spice up and make a high-level encounter more challenging. Hope this helps!


You can always have someone build a backpack framework for it - although Santa's Sack seems like a good visual. Two feet by four feet is a pretty large bag.

Generally, we assume it is contained within someone's backpack - so one action to take off the backpack, one action to get the bag of holding out of the closed backpack, and one more to get something from the bag of holding. That table assumption is why people buy Handy Haversacks.


Circle of protection spells (any of the four flavors: vs good, evil, law or chaos) has text for drawing the circle as inwardly facing. This is so you can cast the circle, then summon something within the circle, and the summoned creature will be trapped/constrained to the circle while your bargain or intimidate it into doing your will.


Firing into the mouth of a create with Swallow Whole could be handled by the to hit modifier of -5. Again, I'd agree there is no extra damage since it's an area effect and cannot target a vital area for extra damage. But if it is targeted on the inside of the creature's mouth, you could have the following effects:

  • Ignore the saving throw for the creature - it takes full damage.
  • Do not ignore SR. You would still have to check Spell Resistance.
  • Determine the point of contact. This would likely be 5' into the mouth, but could be as far as 10'. Have that point be the center point, and have the flames come back out the mouth in a (15' or 10'?) arc.
  • Since Fireball is low pressure, it wouldn't break through the throat to the stomach unless the creature was actively swallowing something when you cast the spell.
  • It also wouldn't break through the sides of the throat, unless you dropped it into something with gills.


RAW, I agree, inside a creature is not an open space that can be 'phased into' from the Ethereal or from Incorporeal.

Rule of cool, for creatures with the swallow whole ability, I'd allow it. Because with these creatures you have:

  • Rules specifying a creature can exist in the space
  • Rules addressing what you can do to the creature
  • Rules addressing what the creature's stomach does to you


Take a look at this site on Gamemastery 101. It's old, but it's got some great articles on preparation.

You've got what seems IMHO to be a fairly straight-line adventure planned. Adventurers rarely follow the straight-line path unless you force them. and most groups I've been exposed to are rarely happen with a forced plat.

So how do you get them engaged?

  • Give them multiple ways to find out things. This is the rule of 3 for each set of information you want to share.
  • Plot out motivations of key mover/shakers. The issue underlying your scenario is a problem with a BBEG which is a dragon. He's raiding the city - why? Stopping him can be done by acquiring weapons that (might) allow the group to kill him. But also, the players might be able to recruit help, or do something to shift his focus, or even negotiate with the BBEG.
  • Set up a timeline for how the situation evolves, and how events will occur without the player's intervention. Then add a few thoughts on how it might change based on different types of player intervention.
  • Lastly, consider having a node-based adventure where the nodes are multiply interconnected. This allows you to place the adventure hooks where they snag the players' interest. If done well, you'll wind up with a group that is really heavily invested in your game.


If you cast EFS after the spell appears, then, first, consider the concentration check with modifiers for taking damage. Once cast, it's GM fiat as to whether the volume inside the sphere contains a portion of the barrier, or all blades are external.

Regardless, the EFS takes damage over time. And per the Greater Dispell Magic rule cited above, the external parts of the barrier would still be in effect, even if the area of the EFS would break the circle. So damage would continue until the EFS is worn away.

The area of effect being a 3x3 set of 5' squares seems to be correct RAW, but I'd bet most tables run it as RAI either 2x2, or, less commonly, a single 5' square.


Take a look at the recent Paying For Permanence thread. It went over the same idea: +5 Great Magic Fang.


Laughing touch occurs on the first round of action of your target after they are affected by your spell. It doesn't wait until the rest of the spell effect runs it's course.

If you can give us an example of where you think there'd be an issue, we can address. In general, first the target has to be affected by your spell - so the spell effect happens first, then laughing touch applies (or not, like with Oppressive Boredom).


And, from another thread today, I just noticed the Memorable trait:

"...Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end."

This trait plus Laughing Touch and Deja Vu = a three round no-save laughing target. All they can do is move & laugh.


Sorcerer's Robes says:
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.

Laughing Touch (Sp) is a no save 1 round effect - but with Sorcerer's Robes, if a target of a spell to which it is attached as a rider saves against the main spell, then Laughing Touch is negated.

For Deja Vu, it causes the target to loop doing the same action two rounds in a row. "Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that." Since it's a no-save spell, if they failed their spell resistance, or don't have SR, then your Laughing Touch would cause them to Laugh, then next turn they'd Laugh again. Pretty good for a for a first level spell.

Oppressive Boredom is a second level spell which causes the target to check once per round or do nothing. If the character fails it's save the first round, then no action (so no Laugh action). If the character saves, then they also saved against the Laughing Touch, so no effect.

Measuring Oppressive Boredom against Deja Vu, I'd say Deja Vu + Laughing Touch is a better choice: 2 guaranteed rounds with a no save spell) than a once/round will save to not act.


I'd agree with DM Blake's reasoning.

Taking it further, a standard Ring of Feather Falling has a caster level of 1st - so it only covers a medium creature. If you create an upgraded version, by using item creation feats and using a higher caster level, you'd need to craft it with a caster level of at least 3. Crafting it at CL7 would be overkill - but also remember it's 1 round/level, so if you want to be able to fall safely from 600', you'd need a CL10 ring. CL3 gets you 180' - so you probably do want something with a higher CL.


The short answer is action economy dooms single BBEG - but writers continue to create packaged modules with the single BBEG as the end Boss fight. This means you almost always have to do some adjustment of modules.

Take a look at the GM's Guide to Creating Challenging Encounters and the associated discussion thread. This gives a solid basis for adjusting encounter difficulty.

To make Boss encounters challenging, you need to consider several things:

  • 1 - Play the BBEG intelligently - if using a packaged module and the BBEG gets any warning, then have it use that time wisely. This can include:
    -- 1.1 Self buffing.
    -- 1.2 Moving to a different (better) location.
    -- 1.3 Giving orders to minions/supporters in nearby or far away areas, either to move them to its current location or position them for spoiler attacks from unexpected locations.
    -- 1.4 Take advantage of the existing terrain, and adjust the terrain, using spells, special abilities, mundane abilities (add leaves to a fire for smoke), or minion abilities.
    -- 1.5 Fight tactics: try to plan for how the BBEG will use it's abilities to keep the party from surrounding, pinning & eventually bludgeoning it to death. Rather than planning for how to move away without taking too many AoOs, plan for how to keep from being surrounded in the first place.
    -- 1.6 Prep an escape plan (recurring villain anyone?). The heroes don't always have to defeat the BBEG, just chase 'em off.
  • 2 - Minions, minions, minions - again, if using a packaged module, consider duplicating pre-stated creatures as support.
    -- 2.1 Take advantage of minion abilities - a good example is positioning an archer on a balcony overlooking the main floor.
    -- 2.2 Set a minion strategy: what are their orders? If the BBEG sent someone around by a side corridor, when should they arrive?
    -- 2.3 Don't forget to think about morale effects. Is there any point where survival will outweigh their orders? Players can appreciate a heroic win where defeating a champion causes some or all of the rest of the opposition to surrender or run.
  • 3 - Consider other self-centered participants. Sometimes you'll find there is a neutral NPC or two in a module that would be interested in achieving a goal that can interfere with the Boss fight. This can be direct, joining one side or the other, or indirect, like throwing up terrain effects, or snatching the body of a downed PC or BBEG NPC (think food, looting or ransom). If someone doesn't react, what are the PCs giving up?
  • 4 - Adding mythic capabilities to make the BBEG a more even (and epic fight) can also help - but even with multiple actions, the BBEG usually can only be in one spot on the map. So if you add those capabilities, take some time to think about how he/she will use them to maximum effectiveness.
  • 5 - Add a negative event with a time clock.
    -- 5.1 A "Doom Clock" item that, if left unchecked, will destroy the world requires the PCs to split resources - some to deal with the BBEG, others to deal with the item.
    -- 5.2 A "Doom Clock" which will destroy the world and where every 2 rounds, a different bad effect building on previous effects occurs, really ramps up the tension and gives some of the non-combat specialists a chance to shine.
    -- 5.3 As stated earlier, the time critical negative event could be a sacrifice, a ritual, a geologic event (volcanic eruption anyone?) - the list goes on and on.
  • 6 - You can also equip your BBEG with some 'get out of jail free' cards by judicious adjustment of their equipment. This is usually best done with consumables, so that the BBEG uses them & doesn't leave them as loot. Any spell effect that allows a BBEG to relocate or block access of the martials to the BBEG is useful - if you can find a way to add it. Just remember that if you show a BBEG using an item, it's fair for the players to look for or create a similar item.

Most modules assume a specific group size and power level. If you've got 6 players with characters using a 25 point buy, you're going to need to adjust upwards significantly. Also, as Alexander Augunas points out in his guide, the CR rating is really supposed to be a 50/50 break even point at CR +4. This means if you've got charactesr with 20 or 25 point buy, or higher than expected wealth by level, you should start thinking about +5 or +6 as being the target for a true Boss fight.


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IMO it is overpowered to allow a CL20 Greater Magic Fang + CL20 Permanency. However, if you allow it, the pricing rules are clear:
Spellcasting services, costs Caster level × spell level × 10 gp

GMF = 20 x 3 x 10 GP = 600 GP
Permanency = 20 x 5 x 10 GP = 1,000 GP
Material cost of Permanency of GMF = 7,500
Total 9,100 GP

This assumes he gets a boon from two 20th level NPCs. That's verging on mythic/superpowered plotlines. While it doesn't cost much, the general assumption is these guys are very hard to find. Once found, it's very hard to get their attention to cast such spells - they're focused on much bigger, more important things. So if the monk found them & the Mage & Druid agreed to cast, it's probably because they decided they needed the monk to do something for them (plot hook!).

If instead you did a couple of rolls & determined that he might have bumped into a couple of 12th level senior adventurers, then you're looking at similar gold (8,460 GP), but lower power level and lower obligations. And the spell is more at risk of a dispel. It's a permanent +3 versus +5 - but with a CL of 12 for dispel checks.

<Ninja'ed by Suthainn! That's what I get for starting to write, then stopping to answer a call>


You can tie some of the past events to a much larger conspiracy, which pushes them to multiple metros and/or other locations to gather clues - eventually pulling them to a ruined city or plane-shifted prison. If they really like behind the scenes role-playing, then kudos to you for delivering on this.

If you're looking to adapt something, the first four installments in the Warhammer The Enemy Within campaign can be mined for material.

I'm trying to think of good story cycles, but coming up blank. If I think of some, I'll post.


The figment images Mirror Image creates adjust based on the condition of the target. Per the spell description: "These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly."

There is no statement that says 'if you are carrying a light source, such as a lantern or torch, mirror image figments are ineffective.' Since no such statement exists, you cannot assume the light producing qualities of the Faerie Fire spell would trump the explicit effect of Mirror Image.

Glitterdust would make the entire square glittery. The target outlined would be glittery, therefore the images would also be glittery.

Throwing paint or chalk dust at the target could stain/cover the target. This change would then be immediately duplicated by the images.

While the light produced by Faerie Fire is generated at the position of the target, I suggest the disorienting nature of the movement of the target and the figments results in the viewer seeing the light as emanating from the square, with no chance to localize it to just the target.


Perception rules interact with Invisibility and Stealth rules in ways that usually require some thought and adjudication in most games I've experienced. Perception lets you identify that someone invisible is in the room & casting a spell.

You've got the following Perception DCs to consider:

  • -10 Hear the Sound of Battle | (melee, or general spellcasting) Most games I've been in have linked the sound of spellcasting to a -10 penalty to the invisible spellcaster's stealth, since you have to speak in a strong, confident voice for verbal components.
  • Notice a creature using Stealth | Opposed by Stealth
    Modifiers
  • +1/10 feet Distance to the source, object, or creature
  • And, from Stealth, +20 Stealth if moving, +40 if not moving

Remember "Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action." So if you've just been hit, you can do a reactive Perception check to figure out the square from which the invisible creature launched the attack - but that's not the same as doing a move action to see if you can identify where the creature moved after attacking you.

There is a third party stealth rule listed on the Pathfinder PRD Stealth page: Pinpoint Sound: If you exceed the Perception DC to hear a sound by 20, you pinpoint the source of the sound, learning the exact space the sound came from. But this has not been adopted in the games I'm in for opposed rolls.

Generally, I've found Invisibility to be an issue when it appears for opposition creatures or NPCs in lower level campaigns. Once you're beyond 5th or 6th, most parties have some effective way of countering it. Similarly, it's usually used by PCs to allow full group stealthy movement, rather than mass stealth attacks. When we've seen Greater Invisibility used by PCs, there's always a chance of someone being engaged & knocked out away from the rest of the group - leading to lost characters & rescue missions.

Overall these haven't been unbalanced spells (either for the GM's creatures or for PCs) in my experience.


Also note that there are a number of feats built to allow you to overcome the "can't take any action until your next turn" limitation of Dimension Door.


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Dazing Merciful Burning Hands gun: gives you a 15' cone burst of 'Stop that!'

Glitterdust gun: lock them up with blindness. Think a wand with a heightened Glitterdust to give you higher DCs.


Reviewing spells with the light descriptor, you can see a few theme options. Cleric seems to be the best choice, but Druid or Paladin could be interesting. I've dumped the list with level & identification of whether a spell is unique to that class.

Alchemist

    [4] Unbearable Brightness

Bard

    [0] Dancing Lights
    [0] Flare
    [0] Light
    [1] Dancing Lantern
    [2] Discovery Torch
    [2] Light Prison
    [2] Snapdragon Fireworks
    [3] Campfire Wall
    [3] Daylight
    [4] Shield Of The Dawnflower
    [4] Wandering Star Motes
    [6] Shield Of The Dawnflower, Greater

Cleric/Oracle

    [0] Light
    [1] Dancing Lantern
    [1] Unwelcome Halo
    [2] Blinding Ray
    [2] Burst Of Radiance
    [2] Light Prison
    [3] Continual Flame
    [3] Dark-Light
    [3] Daybreak Arrow
    [3] Daylight
    [3] Discovery Torch
    [3] Light of Iomedae
    [3] Wrathful Mantle
    [4] Burst With Light
    [4] Shield Of The Dawnflower
    [5] Pillar Of Life (unique)
    [6] Shield Of The Dawnflower, Greater

Druid

    [0] Flare
    [0] Light
    [1] Faerie Fire (unique)
    [2] Burst Of Radiance
    [2] Campfire Wall
    [3] Dark-Light
    [3] Daylight
    [5] Wall Of Light
    [6] Blazing Rainbow (unique)
    [7] Sunbeam
    [8] Sunburst

Inquisitor

    [0] Light
    [2] Discovery Torch
    [2] Light Prison
    [3] Blinding Ray
    [3] Continual Flame
    [3] Daybreak Arrow
    [3] Daylight
    [3] Light of Iomedae
    [4] Judgment Light (unique)

Paladin

    [1] Unwelcome Halo
    [2] Blinding Ray
    [2] Light Lance (unique)
    [2] Light of Iomedae
    [3] Daybreak Arrow
    [3] Daylight
    [3] Wrathful Mantle
    [4] Burst With Light
    [4] Shield Of The Dawnflower

Shaman

    [0] Dancing Lights
    [0] Light
    [1] Dancing Lantern
    [3] Daylight
    [4] Wandering Star Motes
    [7] Sunbeam
    [8] Sunburst


Death from above! Strike from Space! Moving this from a readied action to a move + standard action, you could jump, attack their head as you come down in their square: you get +1 for attacking from higher ground, but then have to eat the AoO and be auto shifted to one square adjacent to them.

Or, for non-society play, ask your GM for permission to modify the Mouser underfoot assault action to include the readied action to a jump, then land in their space. I'd allow it for rule of cool. And if you do it when they come within 10', then you get your jump, their AoO, and you end up in their space - possibly not where they wanted to stop. They enemy gets a penalty to attack other party members, and if they try to move and leave you behind, you get an AoO on them.


The Channel ability doesn't stack from multiple classes per this FAQ (Cleric with Oracle of Life is the example). I'd suggest that the Order of the Star Channel stacking is explicit to just Cleric and Paladin, and other sources of Channel Energy would not get the bonus unless and until a FAQ comes out.

Otherwise, if you were Cleric 5/Oracle of Life 5/Order of the Star Cavalier 4 you could argue that you get the bonus on both pools of Channel Energy: Cleric for 5 (3d6) + 4/2 OotS Cavalier bonus or 7 levels worth (4d6), and Oracle for 5 (3d6) + 4/2 OotS Cavalier bonus or 7 levels worth (4d6).


Quote:
Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target

Yes, True Strike negates concealment miss chances due to a spell effect, such as Blur.

D'oh! Ninja'd


I don't see it as inconsistent in that, if you are in an square which hampers movement, it has the potential to have some small effect on your movement which, while not changing the cost of squares of movement away from it, would/could affect the initial step(s) which would prevent a 5' step.

A similar specific rule is diagonal movement - every odd square costs you 5' but every second diagonal square costs you 10'. (Note: I'm not saying that moving from a hampered square would count as diagonal movement.)

Again - this is my opinion based on my reading of RAW and my thoughts of RAI. Strictly on RAW, the rules are silent on the explicit question of a 5' step from a grease square to a non-grease square. The general rules of movement indicate that a 5' step out of a hampered square is possible.


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Checking magic items, it seems the maneuverability bonus isn't referenced in any of the Fly skill bonus values provided - although several don't seem to use the Fly spell's 1/2 CL as the bonus.

IMHO natural fly speed is a fly speed based on body or nature (wings, ghost). Spell based fly speed gets a bonus based on CL. The maneuverability values seem to be a hold-over from the 3.5 fly system who's only current value is for (a) natural fly speed Fly skill bonuses or possibly also as an optional (b) use of the 3.5 fly system's more detailed grid of flying actions & maneuver ratings.

Magic Items granting a Fly speed:
Wings of Flying
CL10 average maneuverability & +5 Fly competence bonus
CL10 Fly spells grants +5 - check

Wings of Flying, Lesser
CL10 poor maneuverability, no mention of Fly competence bonus
CL10 Fly spell should grant +5 - but the 'Lesser' status, and/or the Poor maneuverability result in no mention
If you started with +5 (spell) then subtracted 4 (poor), you'd still have a +1, which you don't

Cloak of the Bat
CL7 - no maneuverability listed - explicitly references the Fly spell; "including a +7 bonus on Fly skill checks"
CL7 Fly spell should grant +3 - matches if you're adding both the Fly spell's "Good" maneuverability plus 1/2 CL bonus. This doesn't align with other items - but this is one of three cloak items which actually gives you wings

Floating Feather Feather Token
No CL - average maneuverability

Carpet of Flying
CL10 - no maneuverability listed - explicitly references the Overland Flight spell; "a carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks."
CL10 Fly spell should grant +5 - check

Broom of Flying
CL9 - no maneuverability listed - explicitly references the Overland Flight spell; "+4 on Fly skill checks"
CL9 Fly spell should grant +4 - check

Cauldron of Flying
CL10 - no maneuverability listed - explicitly references the Overland Flight spell
CL10 Fly spell should grant +5 - not provided

Broom of Flying, Racing
CL5 - no maneuverability listed - explicitly references the Overland Flight spell
CL5 Fly spell should grant +2 - not provided, but CL looks wrong given the regular Broom of Flying

Chest, Flying Chest
CL10 - no maneuverability listed - explicitly references the Overland Flight spell; "with a +5 bonus on Fly checks"
CL10 Fly spell should grant +5 - check

Celestial Armor
CL5 - no maneuverability listed - explicitly references the Fly spell
CL5 Fly spell should grant +2 - not provided

Winged Shield
CL5 - no maneuverability listed - explicitly references the Fly spell
CL5 Fly spell should grant +2 - not provided

Artifact: Cloud Castle of the Storm King
CL20 - clumsy maneuverability - explicitly uses the Fly skill of the person controlling its motion; can hover without fly check & never risks falling
CL20 Fly spell should grant +10 - not provided


I am in agreement with Wheldrake: If you start in a square that is treated as difficult terrain as you move through it, then no free 5' step out of that difficult terrain. Even though, the movement action would allow you to make a full move if every square you entered was non difficult terrain.

This is an interpretation of RAI - I can see that by strict RAW, you could interpret "if your movement isn't hampered" to only apply to the squares to which you move, and not the square you start in.


Humanas, it's not 4 magic items, it's 4 items. Categories 1, 2, 4 and 6 on this list can be satisfied by either mundane or magical items. So you could have your sword (4 or 6) melted by a fireball even if it's non-magical (which makes sense).

So if you had items in 2, 4, 6 & 10:
1 - (nothing)
2 Armor
3 - (nothing)
4 Item in hand (say a dagger)
5 - (nothing)
6 Stored or sheathed weapon
7 - (nothing)
8 - (nothing)
9 - (nothing)
10 - Anything (your Magic Belt)
Then your magic belt would be one of the things checked.

But if you had 4 entries anywhere between 1 & 9 (magic or non-magic), your belt would have been safe.

The belt gets it's own saving throw for 1/2 damage. Now, 41 points, halved for a save, becomes 20 points of damage. If hard leather, then 1/2 again for standard item resistance to energy - now we're at 10 points. Now figure hardness and HP value of the item.

Leather/hide has a base hardness of 2 and 5 points per inch of thickness. I'd agree that 3 points base is probably good for belt leather of a magic belt (think the thick trophy belts of pro-wrestling).

Lastly, hardness and hit point adjustments may be available - but this is likely to have table variation. Some GMs only apply this to weapons and armor, while I've seen others apply it to virtually all items:

If GM agrees, then:

  • Item hardness gets a bonus of +2 for each +1 enhancement bonus - so a Belt of Giant Strength +2 would get +4 points of hardness.
  • Item hit points get a bonus of 10 hp for each +1 enhancement bonus - again, a Belt of Giant Strength +2 would get +20 hit points.

If you're talking a Belt of Giant Strength +2, then you could still have it (possibly damaged) even on a failed item save:

  • 41 HP base damage x 1 (failed save) x 1/2 (leather resistance to energy) = 20.5 HP
  • 20.5 HP minus ( 2 + 4 ) hardness = 14.5 HP
  • 14.5 HP versus ( 3 + 20 ) HP (Belt of Giant Strength +2)
  • Result item with 23 base HP with 15 HP of damage (rounded up)
In this example, the item gains the broken condition, but is not destroyed. Again - this is into the realm of GM ruling, as the hardness and hit point bonuses may or may not be in play at the table for non-armor/non-weapons.


45. Mule

  • Can carry supplies in
  • Can carry treasure and bodies out
  • Can be harnessed to drag things
  • Can be harnessed to pull wagons, buggies, trevois, etcetera
  • Can be ridden
  • Can be used as partial cover, either standing, lying down, or dead on the ground
  • Can be used as a trap detector (handle animal: 'push' it to walk down the corridor ahead of you)
  • Can be used as bait/distraction for animal intelligence predators, especially if you cut it before slapping it's rump to send it off in a random direction
  • Can be butchered for food
  • Can be loaded up with massive amounts of oil (possibly with blasting or gunpowder, if your campaign includes such) and set alight for an in-town distraction or in-combat distraction (careful of the flying hooves)


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There's a lot of great feedback, suggestions, commentary already provided. And kudos to you for jumping in with both feet. Sounds like everyone is having fun, which is the main point of game.

If you start to feel like it's too hard to continually improvise, don't be afraid to lean on modules or adventure paths. There are some very good low level modules and adventure paths that can take some of the burden off you by providing a ready made plug-in adventure when your current plot thread starts to thin out - or can act as drop in alternatives if the group takes a strong left turn away from your main plot.


Post all four characters, including the race build for the custom. There's no hard and fast rule that is going to help you do a simple adjustment, but the group mind of the boards should be able to provide specific advice once we see the differences in the characters.


For PFS, the region trait Wayang Spellhunter gives you a bonus similar to Magical Lineage. Taken together, they can reduce the effective level of metamagic by two levels (a free Empower) on a single spell of third level or lower.


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Is this PFS? The traits Magical Knack and Magical Lineage are both good - but they are both Basic category/Magic subcategory traits.

Pathfinder Society Roleplaying Guild Guide wrote:
Characters choose their traits from six different categories: basic, campaign, equipment, race, region, and religion. A character can have only one trait from each category (or subcategory, in the case of basic traits, which fall into the areas of combat, faith, magic, and social).

This may not matter depending on your GM if you're not doing PFS, but worth noting.

Human Sorcerer FCB is so good, it makes human the strongly preferred race to take for a dedicated sorcerer build. If you go crossblooded then plan to use metamagic and traits/feats to increase spell level and reduce metamagic costs, so you can use boosted low level damage spells as your blasts.

Words of Power can be very fun - but need a lot of preparation and buy in by the GM.

There are a couple of good guides on Sorcerer blasting builds discussed on the Guide to the Class Guides thread. And take a look at Zenith Games related Comprehensive Pathfinder Guides Guide.


Note that with the interpretation that movement up 45 degree through squares result in those squares treated as hampered terrain, you can avoid this with 10 skill ranks. With 20, you can make a 5' step straight up.

Fly Skill wrote:

10 Ranks: A successful DC 30 Fly check allows you to ascend at a 45-degree angle at full speed. You treat falls after midair collisions as 10 feet shorter with a successful DC 10 Fly check, plus 10 feet for every 10 points by which you exceed the DC.

...
20 Ranks: A successful DC 35 Fly check allows you to fly straight up at full speed. You are considered two size categories larger when determining wind effects on Fly checks.

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