There’s also the rules for rarity to help you. Most items are of “common rarity”, which means they might be for sale in a typical market that sells items of that value. Some are “uncommon” or “rare” or “unique”, which decreases the chance they could be purchased or created. If you’re thinking of rules along the lines of “how do I know how many level 3 common items should be available at market”, I don’t think there is a specific rule for it - a suggestion would be to have number of players +1 items of the party’s average level for sale, either selected carefully or randomly rolled depending on taste.
As someone who has had a hand in web-based marketing before, I'd like to second (er, fifth?) what DQ said: these ads have nothing to do with anything inappropriate your search history might contain. Instead, they are carefully tagged so that they reach the right demographic, such as 20-50 year old males with disposable income. And guess what demographic crosses heavily into roleplaying gamers? And these aggregators don't check for content much beyond actual pornography. Borderline stuff slips by all the time. I mean, does anyone else remember the Evony ads? Guess who they were targeted to?
Sitting on a disk dozens of miles across is a city of metal and glass. Yet, for as intimidating as it appears from a distance the streets are a riot of warm colors and filled the soft sounds of laughter and good cheer. This is the city of Orbi: home to the exotic Nomi and galactic hub of entertainment. Orbi isn't a normal city, however, but a city-sized ship and space-station that serves as home to more than half a million aliens from across the galaxy, most of who were picked up in their home systems, as Orbi touched down on their planets to sample their culture. Landing on these worlds isn't an exception, but rather the rule. Thanks to the city-station's incredible Bend Engine, Orbi is more than capable of landing on nearly any planet they can reach. Also included in this book are rules for the Nomi, the excitable six-limbed explorers of the universe. Gregarious and curious to a fault, this small race excels in the use of alien technology, using their excellent problem-solving skills and short term memories to break down alien cultures or mechanical problems with equal ease. Orbi is a perfect fit in any science-fiction setting, such as the Starfinder Roleplaying Game, but already contains rules to be instantly adapted to a fantasy setting instead, such as the Pathfinder Roleplaying Game. And the mobile nature of the station says it doesn't need to only show up once - it can appear in different times and places throughout a campaign, no matter how far the party might travel. And one last thing - this PDF brings you into the future as much as the setting does: this PDF is available in screen-focused landscape designed just for your desktop or mobile devices. No more scrolling back and forth and up and down just to read one page!
So, there's lots of rules at play here. First, and this is probably most important, at 16th level, if you can fly you are probably never going to take falling damage. If you have a fly speed, it is a DC 10 Fly check to negate all falling damage. At 16th level, the fly spell alone gives you +12 to fly checks, making it an automatic success (+4 for maneuverability, +8 spell bonus). Any flying creature with even a few ranks in Fly at this level will have at least a +10. Second - if you moved with your fly speed, you cannot then fall in the same turn. Choosing to fall instead of fly is a move action. So, the grappler cannot fall the same round they grab, unless they made the grab before they had to move. Third, if the grappler was using the fly spell to fly, they can't fall themselves, either. You have to dismiss the spell, which is a standard action. Finally - if the other flyer is strong enough to carry the first creature without going over maximum load, then it doesn't matter. The grapple-ee just carries the grappler. EDIT: grappling specifies the creature cannot move, but it doesn't explicitly say a flyer can't fly. Still, the DC to fly in place is only DC 15.
Nobody said anything about the condition of the gear. The one who fell into the chasm? They find themselves covered in leather tatters, corroded metal, and the remains of whatever their magic items are. They're there, but they sure don't work. Nobody said anything about where their companions would end up. How about 100 feet up in the air? Or buried under the ground. Nobody said anything about them or their gear staying there. All of their gear appears in a big sack, which the Tsar can then pick up and walk or teleport off with. Similar to the 'home' idea above, what about a twist on 'posessions' that includes everything that character has ever owned. Pets, homes, trash, and so on.
The cold chill of death fills the air. You spot a single figure standing at an awkward angle, its flesh pallid and its eyes unfocused. It turns towards you, and you instantly know... zombie! And Then... Zombies features a collection of elements can be added to nearly any encounter or adventure to add a short, focused way to spice things up. Specifically, it provides three encounters that allow you to add zombies to any game, combat, social or otherwise and tips on how to explode any of these encounters into a full-fledged adventure!
That's right - or if you used the embellishment to grant a bonus to skills instead, at 18thy level you could grant a total of +9 to one target to all skills for seven points of eloquence - +6 from morale, and +3 from enhancement. Although, keep in mind that enhancement bonuses and morale bonuses don't stack with very many other things - like most magic items.
There's lots of things that can be done to make one-on-one ship combat viable for the entire crew.
All of these are things the design team is probably thinking of, but they're just what popped into my head. I don't expect to be disappointed if it's something that's going to be a relatively major part of the game.
Okay, it has been revised: Enchanting Story (Ex) Beginning at 4th level, a storyteller can begin to create magical objects through use of her story. When she creates a storied object, she can attempt to create a magical item, instead of a mundane one. To do so, she must spend no less than ten minutes writing her story, and spend a number of additional eloquence equal to each 2,000gp in the item’s base price. At the end of this time, the storyteller makes a Spellcraft check with a DC equal to 10 + the item’s caster level + twice the number of spells listed in the item’s prerequisites. If the check is successful, the item created is the magical item intended by the storyteller - otherwise, the check produces a mundane version of the item instead. A storyteller cannot create a consumable item for which she does not know the spell word that the item would replicate.
Good catch sten, here's the updated story ability, which includes the normal maximum size of a storied object and a few other tweaks: Story (Su) A storyteller can write so precisely that they can bring objects and creatures into being from nothing. The appearance of an object or creature created by a storyteller’s story is limited only by the storyteller’s preference - their creations can appear to be made of glowing force, to be naturally constructed or anywhere between or beyond - though to a keen eye their supernatural origin is obvious. Regardless of their superficial appearance, their statistics do not change, except as noted in any words used in the story.
1HD, Hp 10, AC 11, bab +1; attacks slam +1 (1d6); no good saves; base speed 30, medium size; any one skill at +4. It has the same type and subtypes as the storyteller.
Whether a storyteller brings to life a new creature or crafts an item with their story, a she can choose to add any of the words she knows to her story. Doing so requires a number of eloquence equal to the number of words included, plus additional eloquence as noted in the particular word.
Now with a more complete list of words: Spell word: instead of a typical word, a storyteller can learn a wizard spell like it were a word. This spell must be of a spell level one third their storyteller level or less (minimum 0th level spells) and it can only be written as a phrase. Doing so requires a number of eloquence equal to three times the spell level (minimum 1). Talented word: calling to mind great accomplishments of all kinds, this word represents the exemplars of particular talent.
Protection word: This word represents continued existence through sheer perseverance.
Life Word: This word represents the positive energy that flows through all living things.
Heat word: this word calls to mind every sort of heat, from the warmth of an embrace to the scorching sun of the desert.
Chill word: this word calls to mind chills of all sorts, from the freezing vaccuum of space to the eerie shiver of a cold shoulder.
Spark word: this word begets the very electric thrum that underlies all nature, from bolts of lightning, to the tiniest static spark..
Movement word: This word is movement itself, bringing to mind swift, sure movement and graceful sweeping motions.
Hold word: This word is still and unmoving, calling to mind stoic mountains and hardened metal.
Death word: This word represents the dark, negative energy that draws all souls to evil and destruction.
Weakness word: This word is the entropy that slowly degrades all things, and the destruction of all things.
Pervasive word: This word is all things, places and times at once.
Portal word: This word is a paradox, always in many places at once, and seeming to seep into the very fabric of the layers of reality.
Secret word: This word is invisible to the naked eye, and refers to everything hidden from sight or thought.
Revelation word: This word reveals all secrets, piercing through the darkness of shadow, illusion and deception alike.
Big word: This massive word refers to giants, towers, mountains - and even entire worlds.
Little word
Mundane Word Surprisingly plain, this word seems almost like a mundane word in a common language, its true power hidden from all but the most discerning eye.
Restricting Word This word is small, tight and constrained and tightly woven like tangled vines, or binding chains.
Figment word This word calls to mind all that isn’t real; every lie and illusion.
Puppet word
Sight word: This word plays on both light and darkness, shadows and how they reveal and hide.
Aqua word: This word calls to mind raging oceans, calm seas, and even the moist air after a rainfall.
Multiplicity word: This word is repetitive, almost to infinity, and refers to everything which there is multiple of.
There is some weird grey area in being helpless - theoretically, you could willingly be helpless. But nothing in the rules says you actually can be. I had a similar corner case where a high level monk was asking someone to kill him, except there's no way RAW to lower insight bonus to AC other than being helpless. Ultimately, when it boils down to it, if a player wants to coup de gras themselves, let them. It's a weird thing to do, but players do weird things. Rednal, as far as the dominate/kill yourself problem goes, I'd be willing to allow it. Those spells already allow extra saves for doing things against your nature, and things that are self destructive. If someone failed three consecutive saves against a dominate effect, one with a substantial bonus... well, that's no big difference from failing three saves against another spell of equivalent level - like finger of death. The means is just different.
It's a little less typical fantasy, but you could try the Crisis of the World Eater, the prequel for which is already out, and the rest of the campaign is Kickstarting soon!
I'll also point out that Neil's concern about 2d6 not being a threat to PCs is unfounded. coup de graces are automatic critical hit, and the guillotine has a x3 critical multiplier, so you're taking an average of 21 damage and making an instant death save against an average DC of 31. A Level 6 fighter with 18 Con (total bonus +9) would still need a natural 20 to pass that. Sure, it needs plausibly four rounds (summon, grapple, pin, kill) to activate it so it probably will never happen, but... if the rest of the party is distracted? it can kill anything. So really the problem is totally off in the other direction. If it hits a PC, they're dead. Hell, it could routinely kill a 20th level fighter with this ability. I mean, they probably can't grapple them, but still. It's a weird balance.
I immediately noticed that the descriptive text is phrased to imply that it's covered with pieces of bits of armor? Just me? Okay. Anyways, as to the monster itself, I was very disappointed. Mechanically it's sound enough, I suppose, but as I read it... What is it? "It's a giant clam that uses swords"
I just woulda liked to see a bit more... variation in what it does. Or what it is. The whole thing feels to me like "because I can"
As Adam mentioned, there's some formatting weirdness in your entry. Hopefully that's a result of a technical hiccup during submission and not carelessness on your part. This creature feels fun, but reading the comments I'm seeing the obvious abuse of the immolation ability. Perhaps limiting this to creatures the Kravyad damages with fire, or maximum once a round. Otherwise, everyone is probably on fire all the time. Except for those tricksy rogues. It's very clear to see there's a tight theme here, and an obvious way for GMs to run it. That's really good. Your descriptive text and background are interesting, too, though they remind me strongly of the high level flaming bear magical beast with the snake tail, whose name escapes me. Admittedly, this one is about 10 CRs lower, but still.
Before I begin, I'd like to say that I like your creativity here - that's not an issue that needs to be debated. A handful of monsters animated by swarms (hellwasps and that undead spider, for instance) exist in a few places, but this is a fun take on it. I find it odd that nobody's mentioned the name, so I'm going to bring it up. It's not going to be called the swarmwyrm, ever. It will be called the swarmswarm, or something else. It doesn't really roll off the tongue, and is easy to mistake for a very silly version of the same name. In fact, I had to read it twice before I mentally corrected it. I would have liked to see it called something else linguistically related, but slightly less 'same sounding' as swarmwyrm. I also don't like the swarming wounds ability. I mean, it is at least fine, but it's the sort of thing that makes you imagine other cooler things you could do. Like, what if whenever it was damaged more than a certain threshold in a round, it spawned a wasp swarm? Or, what if damaging it in melee inflicted the attacker with swarm damage like a lesser version of its breath weapon.
portable protective pedistal
Anyways, what it boils down to for me is that this is a "trinket" - a non-essential item that doesn't grant bonuses. Which probably means I wouldn't spend more than 1/4 my total WBL even considering it. Which means I'd be level 9 before I even thought about it. And at level 9, 3 hours/day of floating disk is not nearly enough when a single casting of the spell would last me 9 hours. Most of the rest of these effects could be replicated by other level 1 spells as well, like air bubble. in conclusion - price and power don't really match up well. And, the effect is neat, but too close to the effect of a level 1 spell to be really 'wow'. Nettlefin Sash
I mean, it's a cool idea: armor spikes that you don't need to have affixed to armor. And can be poisonous. The price point seems off, though. for 18,000 gp, I'd expect this to have about a +2 enhancement bonus, not a +1. I think practicing writing sentences that flow together into a paragraph would help you a lot.
Trekkie90909 wrote:
Thanks for the feedback! The bit about magical or living materials turned out to be a major overthink on my part - I should absolutely have just left it with earth and stone.
Owen K. C. Stephens wrote:
This. Cartographers, like any artists, have to work with what they're given. If they see a bunch of brown squares on the map and they're not clarified, 9 times out of 10 they're going to reproduce them as brown squares, even if you meant they were trapped tiles, or stacks of boxes, or what-have-you.
Garret, I'd bet the reason the map appears to be bigger than the listed area is because he colored in a template, which included a border that simply got colored over. You do raise a good point, though, in that by doing so he actually made the map a full square bigger in each dimension, even if it's only a half square on every side. That's really sloppy work.
I'd like to stop in and point out that "It's been done before" is no reason not to vote for something. Otherwise, every abandoned temple, riverside cottage, huaunted castle, mad laboratory... well, you get the idea. This idea has, apparently, been done before once. That's a pretty good track record as far as 'done befores', because most things you simple can't keep a list because they've been done before so many times.
Stephen, I really liked your map at first glance, but thinking in what the judges said, I have to agree - its a bit too obvious. Now, obvious can work sometimes, and as a combat map obvious is implied... But I'm not too sure. There's no reason the PCs can't be caught off guard already partway up the switchback trail, by the trap for instance, before you draw the map. Which makes it more interesting. Of course, I'd loved for you to hint at something like that - or who is using this trap or why, or what's nearby. As to those big grey things... I had assumed they were embellishments for the legend, frankly. But it would have been nice to know what they are for sure.
Frank, I have to be honest. That is not a pretty map. I had to even do a double check that it had a grid at all, and I mostly had to assume so, based on the evenly sized xs. The encounter you've described is okay, though not particularly superstar, but the bigger problem is that the round is supposed to be focused around the encounter map, and that's not incredibly inspiring. Sure, its a neat place that could use a map in play, but not the sort that would last more than a few minutes.
Kim, that's the Cabin in the Woods cabin, all right. Though you neglected to include the stairwell down into the villians lair
Another thing that bugs me is the arrows on the stairs. After some puzzling, I realized that they point at where the 'entrance' of the stairs are. I expected them to either both point up, or down. Because of your pencil walls, and the unusual arrows, I was thinking the stairs were from out of the living room. I get that it can be hard to draw clear stairs... But this is about as far from clear as possible, even with the labels.
Robert, you kept your focus here really tight, and to your benefit. I really like the shrine in the swamp, even if you hadn't tied it to the mana wastes. As it is, I can absolutely see a great, unfolding encounter at this site with all sorts going on. And that's really what the round is about, no? Sure, we could talk about your map being pretty, or how it offers some interesting terrain choices. Both are true. But, more importantly, it makes me want to play there. Props. I really look forward to seeing what you give us in future rounds.
Mark, I need to introduce you to my little friend, contrast. Wow. That said, I actually really like this map. Sure, its largely a dungeon crawl, but it's an interestingly designed one. There's a way for the derro to sneak behind the party, a secret stash, a crossed tunnel bound to mess up parties of PCs... Lots of good stuff. On the other hand, while this is a cool dungeon map, you could probably have gone the extra mile and made even the entrance and first junction interesting as well, and your split focus between two demon lords hurts you as much as it helps. In looking forward to what you do in future rounds.
Mike! I just want to say, you have a wonderful first name. Really says a lot about your character, right? ;) Aaaanyways, I'd like to start out by saying I really appreciate that your linework is all clear and crisp. I love being able to clearly see what is going on even without zooming in on the map. However, I'll echo everyone else and say that at.first, I didn't realize the bottom half of the map was an interior for the top half. I thought it was an island at the bottom of the falls. Unlikely as that would be, geologically, it would be a memorable location as a result. That one problem aside, I think your map is nice... But it's not very exciting. A cave in a waterfall can be a good place for an encounter, but it doesn't really wow me. Especially not when your biggest hook is a mysterious pit.
Daron, your map is pretty... Until you go in closer. The pixelly edges suggest that you had a smaller image to start with, and fprce-scaled it up? It can work sometimes, but not for everything. Outside of some technical issues, your map has an interesting premise, but ultimately boils down to two big rooms. There could be some interesting fights here, sure, but critically, I could replicate it without a specific map by drawing a few squiggles on a piece of blank paper. Then, fip the page over and repeat for the next room. That, to me, says you under-reached a little.
James! The lair of an ice devil. It's an interesting scene for a fight, probably the capstone to an adventure. I see a lot of terrain to play around with here, which is good, but... It's way too much for a single creature to make sure of. Barring a scenario where every time the devil gets hit, it teleports away, PCs will probably deal with only one or two of these in a fight, and the rest is extra, unneeded work. Perhaps this would have been better broken into several mid-sized rooms that could at least have different fights in them. It's even almost set up that way, ist with lines of statues and terrain features instead of proper walls. I'm also sad to see your maps resolution is so small. Coupled with doing the whole thing in pencil makes it really hard to read. While a sharpie or a pass in Photoshop (or gimp, or even paint) would be preferable, even going over the map in pen would have made a world of difference.
Brandon, this is a gracefully simple map. It's about one encounter, around that shrine, and that's it. Ultimately, though, this is a nice map of a decent location... but there's nothing that says this is a Golarion location. Which is part of the challenge. This is just "temple map" as far as I can tell. I mean, the statue isn't even Gozreh, nor is this the Sodden Temple (implying the sodden lands). This is just the swamp temple, and the statue. Also, I want to halfway disagree with Neil: I also prefer my compass roses to be north-facing, but I don't love the idea that they always have to be 100% north - I think North-east is just fine... though, I like it to be within 30% of up, so there's no "I go east" confusion. After all, most architects probably don't start building with true north in mind.
Elizabeth, I'm sorry to say I'm not a fan of your map. The others have mentioned some concerns about the most interesting feature here, the hot springs, but I have another question: where are the trees? You call this out as a sparsely wooded area, and a tree has clearly fallen over or been brought there to make that log, but there are no trees on the map. I mean, I guess they might not grow close to the gysers, but they're close enough you mention that the area is sparsely wooded in your description. That says to me there should be at least one tree, somewhere visible. One last thing - the poison ivy. It's a great, low level hazard. But on the map you call it out in the legend, but you also drew on top of them. Since those leaf symbols aren't in the legend, there's a possibility the cartographer might think they're literally drawn on the ground there, in the poison ivy. Maybe out of rocks or sticks. Which would cause a potentially expensive delay if nobody catches it.
John, are those clouds? I forget where exactly it was said, but in one of the previous years, there was a comment that you should only include at least semi-permanent things on your map. Powerful magic aside, clouds are not permanent. I mean, there might be constantly leaking methane or steam, but... that's not said here. All you say is that there is a cloud of methane there. Even if there were perpetually clouds of methane there, by the time PCs are fighting dragons, they probably have access to gust of wind and could blow them away, so I'd have liked to see what was beneath them. Also, I don't think the rules said you had to make it a specific Golarion location, but it would have at least been nice to get some idea of specifics here. Like 'this is the black dragon Razazama's lair, in Galt' All said, it's a dragon's lair. It's neat, and has some fun opportunity for play, but it's nothing that makes my jaw drop.
Donald, that's so pretty! Unfortunately, though, once I got over the dazzling floor design, I realized that this was, basically, a gigantic, empty room. I mean, I guess there's a ledge at one end, and two pillars, and some stairs... but that's it. The middle 90% of your map is empty space. Not so much as a bench for people to sit on, or use as cover, or.... or anything. If this were re-done in black and white, it would quickly become visible that this is just a big, boring, empty space.
Jarret, that's one huge, and very square wagon. I mean, the map looks fine - though nothing really exceptional, it's some sort of foundry, but the wagon in the top right corner rankles me. *too much research later* Firstly, it is not a wagon, but a cart, because it has two wheels. In Pathfinder, carts are 5x10. This cart looks to be 12x12, which looks like it might be a medium chariot. then, by the rules. Anyways, it looks off, and since it's white on orange, it's quickly visible. I appreciate the flow of the space - there's multiple ways in and out, but it really boils down to just a few spaces here - the biggest of which is the molten metal room. Which, while cool, doesn't quite grab me enough to make up for the fact that you might not have the mojo to follow up on the cool idea you're showing.
Issac, this is an interesting map. I can see the potential for adventure, and I like the idea of an aboleth dig site - after all, what the heck is a vieled master doing so far above sea level - but I'm getting stuck on your map itself. Specifically, those are pretty dang big tents. At least, as far as a tepee style tent, like you're using as an icon, 10x10 feels enormous. (and they are, a 10x10 tent would sleep about 5 people, comfortably) so, there's apparent sleeping space for 15 people... and no work space beyond the dig site? I mean, it's a pretty minor concern, all things are concerned, but it's less clear than it could be. There's a lot of opportunity for fun stuff on this map, though a lot of it is potential more than a single obvious great encounter. Though the idea of an undead fossil aboleth is a pretty cool idea.
Crystal, while at first I didn't think I like your map a closer reading has undone my first impression. I quite like it. But what I think I like the most is that this is clearly not a "combat space". There might be a fight or two, but there's more concern over who might get caught in which haunt, and solving the puzzle of the garden. It does things quite differently than most maps, and for that I applaud you. Of course, I'll still call you out that outside of your main hub, it doesn't look like any other two rooms are connected, which could have been even more awesome. I look forward to what you put forward in future rounds.
Mark, it looks like death is the real winner here, that portal is right on his doorstep! Seriously, though this is an interesting map, and an interesting location, bit it feels like you misstepped a little with your golarion-fu. As Lucus above said, the four horsemen are rivals, so they're not really interested in working together. Certainly not to widen a portal into a shrine of the horseman of death. Certainly, the map oozes flavor, but a little more focus and polish could have lead to this being really spectacular.
Nick, this.. Wait, didn't I comment on this one earlier? Must not have submitted it. Ah well. Anyways, this is a nice map. I like how you play with the 3D space, and I can see a lot of detail. Unfortunately, while cool, I started having trouble picking out what was at what hight compared to what, because every twenty feet there's an elevation change. It's brave to do such a vertical map, and I haven't decided if I like it or not. A 3/4 view from the front or side would have gone a long way in improving your clarity here. Especially considering how much of your map is given over to the legend.
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