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Shadow Lodge

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An eidolon can telepathically communicate with you at all times, even when it isn't manifested. Can it perceive the world around you as the summoner, or is it purely a mental connection?

Of the four types of eidolon presented in the playtest, the Angel is considered an actual angel, and the Dragon is an echo from the Astral Plane. I would think that they would exist in Nirvana / Astral Plane when they're not manifested. Based on the 1E Spritualist, the Phantom comes from the Ethereal plane and exists there when it isn't manifested. The Beast seems to have come from "nature", which doesn't give me much idea where they would exist aside from the first world, or maybe as some disembodied form on the material plane.

Has there been any treatment to this in the past, with, for example where Sarkorian God-Caller Eidolons exist when they're not with their summoner? I thought there was a series of stories that included a god-caller with a brilliant coloured bear eidolon, but I can't find it anymore.

Shadow Lodge

How do Supernatural and Spell-like abilities interact with Spellcraft, detect magic and dispel magic? Do they work differently depending on how similar they are to an actual spell? Here are a number of cases I've been able to think of, along with examples (all the examples have durations, as that's the most likely way detect and dispel magic can interact with them, but there are, of course, a plethora of instantaneous versions):
.

  • Supernatural Abilities with durations, eg. Destruction Domain's Destructive Aura (Su)
  • Supernatural abilities that are always on, eg. Babau Demon's Protective Slime (Su)
  • Supernatural abilities that partially replicate spells, Avoral Agathion's True Seeing (Su), Cetaceal Agathion's Protective Aura (Su), Witch Hex Flight (Su)
  • Spell-like abilities that don't replicate spells, eg. Luck Domain's Bit of Luck (Sp)
  • Spell-like abilities that partially replicate spells, eg. Fey Bloodline's Fleeting Glance (Sp)
  • Spell-like abilities that exactly replicate spells (minus components), eg. monster spell-like ability lists

  • Shadow Lodge

    What fey would someone powerful hire to/coerce to cultivate and manicure a decorative garden? Dryads are generally the go-to but even then, they are tied mostly to their tree. Are there any others you can think of to help one out?

    Shadow Lodge

    I am having some trouble creating my next site adventure, I thought I would look at some of the Paizo APs for inspiration. There's so much material to look through, though!

    In the APs that you've played or GMed, what dungeons / site adventures stuck out as particularly well done? What captured your attention about it?

    I am particularly interested in areas with believable ecosystems or have a properly lived-in feel (manned fortresses etc), but really, any location that you have enjoyed running or playing through would be greatly appreciated.

    Shadow Lodge

    The spell in question:

    Assume Appearance wrote:

    School transmutation (polymorph); Level alchemist 3, arcanist 3, bard 3, investigator 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3, skald 3, sorcerer/wizard 3, spiritualist 3, summoner 3, summoner (unchained) 3, witch 3

    Casting Time 1 minute
    Components V, S, F (corpse of the deceased creature whose form you plan to assume)
    Range personal
    Target you
    Duration 1 day/level (D)
    Description
    This spell functions similarly to alter self, except for the following differences. You assume the exact form of a deceased Small or Medium creature of the humanoid type. Your voice changes to match that of the form you assume. The creature whose form you assume must be dead and you must have access to its fresh corpse (either dead less than 24 hours, or preserved via gentle repose or similar effect). Any attempt to copy the form of a living creature causes the spell to fail. You do not have access to the assumed form’s abilities, memories, mannerisms, or speech patterns. The spell grants a +10 bonus on Disguise checks to appear as the imitated creature.

    If the assumed creature is returned to life while this spell is active, assume appearance immediately ends.

    The initial sentence "this spell functions similarly to alter self, except for the following differences" implies that the caster gains all benefits except that the form chosen is limited to the corpse used as a focus. This includes darkvision, scent, etc. and the size bonus to Strength or Dexterity. The racial abilities seem fine, but a 24+ hour size bonus with no corresponding penalty raises a red flag for me.

    Shadow Lodge

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    In an effort to help build NPCs that my players encounter on their trip through Irrisen, I've compiled all of the names of native Irriseni I could find in The Snows of Summer, The Shackled Hut, Cities of Golarion, and Irrisen - Land of Eternal Winter into a Google Sheet.

    Serum's Irriseni Name Generator

    If you find your players have gone off the beaten path and are exploring slightly more of Irrisen and Whitethrone than you expected, please feel free to use and/or copy this generator to populate your encounters with Irriseni.

    Some notes:

    • The majority of humans in Irrisen are made up of two ethnicities: Jadwiga, who make up the majority of the noble and officer classes, and Ulfen, who make up the majority of the peasant and soldier classes (otherwise filled by other races, but generally not other human ethnicities). The merchant class is made up of a mix of Jadwiga, Ulfen and other foreign ethnicities and races.
    • Non-Jadwiga humans who show great potential in witchcraft (and likely other arcane magic) are sometimes adopted into Jadwiga families and are henceforth raised as Jadwiga.
    • Ulfen born in Irrisen almost always have Irriseni names, not the Ulfen names one associates with the Land of the Linnorm Kings.
    • The majority of the Jadwiga ethnicity have surnames descended from their ancestral queen progenitors, but a significant minority have taken up other names for various reasons. These names seem identical to what the Irriseni merchant and peasant classes use.
    • Similarly, there seems to be no difference in the first names of Irriseni in different classes.
    • Other ethnicities/races found in Irrisen generally follow the guidelines for their own ethnicity/race.
    • Monsters and fey found in Irrisen have names that follow the general guidelines for their kind; the closest names that match an ethnicity are those of Frost Giants and Winter Wolves, which are similar to traditional Ulfen (Scandinavian) names.
    • Irriseni names are similar to Slavic names, with the addition that either the traditional patronymic name or surame can be used as an Irriseni surname. Irriseni surnames are not dependent on a person's gender, unlike most Slavic names.
    If you'd like random names for characters of other ethnicities and race, check out dungeonetics name generators and Emily's name generators. Emily's site has all sorts of other helpful generators, including a Slavic name generator that works very well as a additional source of Irriseni names.

    Shadow Lodge

    How might I determine how the effective CR of an encounter is modified if not all participants are present at the beginning?

    For example, here is a CR 10 encounter to be used against a 5-member 6th level party, with the conditions for each creature to start participating:

    • The PCs start out fighting a CR 5 creature, 5A
    • The round on which 5A is defeated, a second CR 5 creature with ranged attacks, 5B, joins the fight at medium range
    • one or two rounds later, a CR 7 creature with ranged attacks, 7A, joins the fight at medium range
    • if a PC closes with 5B, a third CR 5 creature, 5C, joins the fight
    • if a PC closes with 7A, two CR 3 creatures, 3A and 3B, join the fight
    Clearly, this setup is less difficult than if the PCs started the encounter engaging all 6 creatures at the same time. Technically, since 5A dies before anyone else engages, it could be considered a completely separate encounter from the rest. If 7A and 5B spend rounds to buff themselves while the PCs are fighting 5A, how does that change the consideration?

    When would you have each of these creatures roll initiative, assuming they were all aware of the PCs when the encounter began?

    • Would they roll when they entered combat? In this case, they would enter combat at the beginning of the round, and then (and then at an initiative order not necessarily when they expected to be)
    • Would they roll initiative when 5A is initially engaged, then delay (or spend actions to buff themselves) until the condition when they enter combat is triggered? In this case, by delaying, they can enter initiative order when they desire.
    • Something else?
    If everyone rolls initiative at once, then this would officially be considered a CR 10 encounter, even if most of the opponents are not participating in combat.

    Shadow Lodge

    Below is the unique weapon (spoilers removed), Emberchill:

    Emberchill 12806gp wrote:
    Emberchill is a +1 frost sickle whose cruel blade is crafted entirely of magical ice. The weapon itself is immune to fire damage. A spellcaster can store a single spell of any level with the cold descriptor and a casting time of one standard action in Emberchill. The wielder can use the stored spell to counterspell any spell with the fire descriptor, provided that the stored cold spell is 1 or more levels higher than the target fire spell (unless the cold spell specifically counters the fire spell). The wielder must still ready an action and succeed at a Spellcraft check to identify the spell to counterspell it. Once stored in the weapon, the cold spell cannot be used for any other purpose, but the wielder can harmlessly discharge the stored spell as a swift action to make room for another spell.

    For the extra price of 4500gp, the wielder gains an extra spell slot (assuming one wasn't used the day before, and therefore can be stored in the weapon), which can be only be used to counterspell a spell with the fire descriptor of a lower level than the highest the user can cast.

    As a GM, I'm not happy giving this unique ability to my players. Knowing how they will come across it, there is almost zero chance they will ever be expecting to come across a fire spell, and actually ready a standard action to counterspell it. In fact, off the top of my memory, I don't think they ever will come across any enemies who do cast fire spells. As such, I predict this heirloom will be sold as soon as my PCs can find a merchant willing to buy it, since the back-liners won't use it for its weapon qualities, and it's not a great primary weapon for a front-lining spellcaster, and it's a terrible backup weapon.

    I'd like to expand its counterspelling options somewhat. Here are what I'd like to do it:

    • The wielder may store any spell in the weapon.
    • The wielder can use the stored spell to counterspell any spell that shares a school with the stored spell, provided that the stored spell is the same level or higher than the target spell. The wielder must still ready an action and succeed at a Spellcraft check to correctly identify the spell to counterspell it.
    • (?) The wielder must succeed at a caster level check as per dispel magic.

    How far out of line is this with the 4500gp price tag, especially attached to a +1 frost sickle that is rarely if ever going to be used as a weapon? Assuming your character didn't start out building to counterspell and randomly found this, would you still sell it as soon as you could, or would you find it amazing for its price? What about with/without the caster level check?

    Compare to ring of counterspells for 4000gp:

    Quote:
    Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.

    This works on only a specific 6th levels or lower spell, but doesn't take an action or a Spellcraft check (or a caster level check).

    Shadow Lodge

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    What are your thoughts on having all PCs start with the heroic NPC stat allocation of 15 14 13 12 10 8?

    Shadow Lodge

    Concentration wrote:

    Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

    If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

    An opponent is currently casting summon monster IV. I cast waves of fatigue affecting her. I have a casting stat of 18, Spell Focus (necromancy), and am a gnome with the Fell Magic racial trait. What is the DC of the concentration check the opponent must make?

    Shadow Lodge

    Is there any way to disguise, for example, a boot as a dragon's tooth? I want characters to be able to pick up the object and carry it around without realizing the object's true nature. This puts the image spells off the table, since they are anchored to a given area, not an object.

    The only thing I can find is polymorph any object. Are there any others?

    Shadow Lodge

    Given the following information, what would you say is the spell level of the following spell, for the classes that can cast it?
    .
    .
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    .

    United Resolve wrote:

    School enchantment (compulsion) [mind-affecting]; Level bard ?, cleric/oracle ?, skald ?, others ?

    CASTING
    Casting Time 1 standard action
    Components V, S, M/DF
    EFFECT
    Range close (25 ft. + 5 ft./2 levels)
    Target you plus 1 creature/3 levels
    Duration 1 minute/level or until discharged
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    DESCRIPTION
    This spell imbues you and your allies with a collective will to stave off afflictions that would disrupt your goals. The targets gain a +1 morale bonus on saving throws against spells and effects that would impede movement or cause them lose control of their actions. This bonus increases by +1 for every 6 caster levels you have (maximum +4 at 18th level).

    As an immediate action, any of the spell's targets can end it for all affected creatures to reroll a failed saving throw that the bonus applies to.

    What would you change to reduce the spell level that you believe it has? Any other changes or additions that might help fit the goals of a collective saving throw bonus?

    You might be able to tell I was going for 2nd level, but I am worried it is too much.

    Shadow Lodge

    Thorny Entanglement

    ACG:
    This spell functions as entangle, except the plants also grow thorns and can fling them up to 15 feet. Any creature that moves within 15 feet of the spell’s area is attacked once on its turn by the animated plants. The plants use your caster level as their base attack bonus and add your spellcasting ability score modifier (Intelligence for witches; Wisdom for druids, rangers, and shamans) to the attack roll. A volley of thorns counts as a thrown weapon and deals 2d6 points of piercing damage on a successful hit. A creature that enters the spell’s area or ends its turn there automatically takes 2d6 points of piercing damage.

    If a creature starts and ends its turn in the spell area, does it take the automatic 2d6 damage while also getting attacked (potentially taking another 2d6 damage) if it moves through it? If a creature doesn't move at all in or around the spell area, does it get attacked?

    Would any of this damage be considered continuous damage for the purposes of concentration?

    Shadow Lodge

    Can you use Bullseye Shot as a move action before you ready an action to make a ranged attack?

    Bullseye Shot (ISG):

    Quote:

    Prerequisite(s): Point-Blank Shot, Precise Shot, base attack bonus +5.

    Benefit(s): You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.

    Does my turn end before my readied action triggers (generally on someone else's turn)?

    If I state that I'm making a ranged attack with the readied action, is that enough to satisfy the conditions to allow the +4 bonus?

    Shadow Lodge

    Can a creature with the telepathy ability communicate to creatures it is unaware of by just projecting out to its range?

    That is, can a telepath shout?

    Telepathy (Su) wrote:
    The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

    Shadow Lodge

    One of my players has a Wild Caller Unchained Summoner with an agathion type eidolon. During one of our encounters (at level 5), I pointed out that life link helps the eidolon stay alive at the expense of summoner hit points, not the other way around, which changed how he was playing his summoner/eidolon duo during encounters quite a bit.

    After the session finished, he commented that there wasn't much point even having his eidolon out when he could just summon d3 (or soon d3+1) augmented earth elementals etc with a much better attack routine. I pointed out that the eidolon is potentially more survivable, but he correctly responded that survivability doesn't matter when he can just use another of his 3+CHA uses and even place the new set of summons in a new position as needed.

    This is somewhat disheartening since his eidolon is an interesting character to have around, and I believe he would rather have it out as well.

    Has anyone with an unchained summoner found this situation to change later on not have an issue with this at all?

    Shadow Lodge

    [/quote=Getting Started: Intelligence]
    You apply your character's intelligence modifier to:
    The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
    The number of skill points gained each level, though your character always gets at least 1 skill point per level.

    A player brought up two points that support the notion that Int modifier increases also give extra languages: that "start of the game" doesn't necessarily begin at level 1, and that skill points gained from Int modifier increases happen retroactively (I can't find where it says this, but we know it to be true), so the same should apply to languages.

    What are your thoughts?

    Shadow Lodge

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    How many times per day can a coven use the gained spell=like abilities? There doesn't seem to be any wording that limits it, but, for example, Witchfire covens add blight 3/day to the list that already contains a (seemingly) unlimited blight at the same DC.

    For reference:
    Hag Covens

    Quote:

    When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.

    Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

    All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag's Charisma modifier.

    Witchfire Covens
    Quote:


    Witchfires occasionally join or subjugate existing hag covens (see page 167 of the Pathfinder RPG Bestiary). A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/day—blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.

    On a semi-related note, has it ever been established anywhere that the witchfire's witchflame bolt is supposed to be ranged touch or not?

    Shadow Lodge

    Your party has infiltrated deep into hostile territory via a magical portal. Your current objective is located in a fort hosting a garrison which is used to control and terrorize the local village and area. You have already defeated the garrison, but a majority of them have miraculously staved off death and are instead scattered throughout the fort unconscious. Achieving your current objective will close the portal you came here through, and your next objective is several days away deeper into hostile territory. Reinforcements from other forts are likely on their way.

    What does your mostly good party do with the surviving garrison?

    Shadow Lodge

    1 person marked this as FAQ candidate.

    In a spell's saving throw entry, does "(see text)" refer directly to the save in front of it, or does it perform identically to other cases where there is an immediate save when targeted, with the spell's descriptive text including more?

    Compare two relatively similar spells:

    hold person:
    Hold Person
    Saving Throw Will negates; see text
    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

    oppressive boredom:
    Oppressive Boredom
    Saving Throw Will negates (see text)
    You fill your target with boredom. The target loses all interest in its current task and must make a Will save against the spell’s effect in order to perform its next action. If the target fails, it takes no action that round. The boredom lasts until the duration expires or the target breaks the spell’s effect with a successful Will save.

    For hold person, it's long been established that the target immediately gets a save when the spell is cast, then can spend a full-round action on their turn to save again. This works out to the target spending one round paralyzed per failed save. In this case, it is likely that the "see text" phrase in the saving throw entry refers to the additional saving throws allowed after the target is afflicted, while the "Will negates" allows a save upon being targeted.

    For oppressive boredom, we see that the target must make a Will save at the beginning of his turn (at no cost) in order to be able to act. Is this the Will save that the Saving Throw entry is referring to? Is the "(see text)" phrase in this case used to identify that what exactly "Will negates" is referring to, or does the spell allow an initial saving throw to negate the effect entirely before the target takes his next action?

    In order to have oppressive boredom require exactly one round inactive per failed save, without changing the descriptive text, would the Saving Throw entry need to say "None; see text" / "None (see text)"?

    Shadow Lodge

    I'm looking for ways for a character to move when it isn't his turn. So far, I've come up with:
    Sidestep feat
    Combat Patrol feat
    Dodging Panache (Ex) deed from Swashbuckler

    Are there any other abilities/items that would allow this to happen?

    Shadow Lodge

    So, a large portion of the summoner's power is his eidolon. However, post of this advantage is the increase in the player's action economy, which means ideally the summoner should be doing something while the eidolon does whatever.

    Obviously, he has spells, but, just like all of the other 3/4 casters, he doesn't exactly have enough spells to be using them in every round.

    What else do you have your summoner do in combat?

    Shadow Lodge

    A creature with the Rake (Ex) special attack gains two free claw attacks against its target under special conditions (generally pounce & grapple). Looking at grapple in particular, it looks as if it gets these two attacks in addition to anything else the creature wants to do after it successfully maintains the grapple:

    eg. The creature who started its turn grappling its target successfully maintains its grapple. It then decides to pin the target, and also gains two rake attacks against it.

    Is this correct? If so, it should also be able to instead move itself and the target (as part of its standard action action only), and also use its rake attacks. It would also have a move action to do whatever it wanted.

    Shadow Lodge

    I will be starting to GM Reign of Winter soon, and I am looking to minimize the role of the Dancing Hut's keys (in order to reduce the effects of plot coupon mentality), and the effects of the Black Mantle or maybe removing it entirely.

    Note that this entire post has spoilers running through it for the entire AP.

    --------------------

    I'm sorry for the disorganization of the following. It's mostly my rambling thoughts, presented here in case anyone else desires to contribute or that it provides ideas for those thinking along the same lines.

    Positives that need to be accounted for in my final version:
    The Black Mantle and the Black Rider give the PCs direction. He specifically tells them to get to the Dancing Hut, throw the two keys that he holds into its cauldron, and find Baba Yaga, since she's the only one who would know enough about Elvanna's ritual to stop it (oh, and then he puts the Mantle on them to force them to do so). He's a massive info dump.

    The keys give a reason for the PCs to be in such wild locations. They provide the trail for the PCs to follow toward Baba Yaga, without letting the players know where each teleport will take them, so that books 4 and 5 are a massive surprise for players who haven't read the books.

    One large thing about how the keys allow the Hut teleport across the universe is that the players don't know where they will end up (aside from the two clues in the keys themselves). This keeps each of books 3,4, and 5 a surprise.

    Negatives that I wish to reduce:
    The Black Rider is a massive exposition dump. In one encounter, the PCs go from being completely clueless about what's going on to knowing their goal for the rest of the adventure path, which is then enforced by the Black Mantle. Over the course of the AP they see first hand how evil/petty Baba Yaga can be, so they ideally they are weighing the evil of Baba Yaga over the fate of their world. The Mantle seems unneeded for anyone but the selfish. The only story piece for it seems to be allowing them full access to the Hut without springing all the wards, since otherwise none of Baba Yaga's minions even know the PCs have the Mantle.

    The keys (and the pieces in book 6) are blatant plot coupons that serve as the ultimate goals of books 3 and 4. Book 4 feels like filler. The fact that there are only two sets of breadcrumbs (one to Triaxis and one to Russia, with Baba Yaga straight out telling the Riders to start at Artrosa) is kind of flimsy. Either Baba Yaga should have laid an excessively long trail of breadcrumbs, or she should have provided the full information for her Riders right in Artrosa. At least Artrosa is related to Baba Yaga; no one on Triaxis knows she exists except for any minions with the winter generator at the pole.

    Related to the keys: book 3's hut only purpose seems to be giving clues to the keys' locations, unlike the other four configurations. Perhaps I can remodel this as the location she uses to test a potential Rider's worthiness.

    Goals:

    Spread out the Black Rider's exposition over books 1 and 2. By the end of book 2, the PCs must know:
    - Elvanna will bring eternal winter to Golarion if not stopped, starting with Taldor and several other locations. They can close the portal to Taldor if they interrupt the ritual in the Pale Tower.
    - Elvanna has rebelled against her mother to circumvent her removal from the throne of Irrisen, helping her brother trap her on Earth.
    - The winter ritual is complex enough that reverse-engineering it in order to stop it all at once would take years. Baba Yaga, on the other hand, would be able to reverse it almost immediately.
    - Travelling in the Dancing Hut is going to be the best way for them to find Baba Yaga.
    - anything else?

    The presence of the portal, and lack of anything in the camp that looks like it could close it, should be enough to convince the PCs to go through the portal. Perhaps the sight of trees on the other side will help confer that the other side isn’t completely inhospitable (like say, the boundary between the elemental planes of air & water). Perhaps Teb or one of the other fey can shout something about the Pale Tower, or maybe Rohkar has some correspondence with Radosek stuffed somewhere in the Sentinel’s Lodge. One the other side of the portal the PCs watch the end of a battle between the Black Rider and some of Nazhena’s minions ending in him killing them all but a final ice spear fatally wounds him and his essence enters the nearest artifacts of Baba Yaga, reactivating the two keys in a way obvious that makes them obvious to the PCs.
    Once in the ritual chamber in the Pale Tower, another chunk can be given: the PCs see that there are tons of portals all over the world, with more opening.
    Need some hooks to go to Whitethrone, perhaps in hopes to stop Elvanna directly before realizing they’re no match for her and need to escape in the Hut before they’re surrounded and killed.

    Find reasons for the PCs to go to Artrosa and Triaxus aside from getting the keys. Since the PCs are travelling space (and possibly time!) I can try to borrow heavily from Dr. Who: the doctor frequently shows up in a location that needs his meddling. Artrosa is easy: the Riders have been specifically told to go to there to find her if she doesn’t appear on time. Since Kostchtchie's minions have invaded the place, helping Jadrenka out will help prove that the PCs are on her side and allow her to tell the PCs what’s going on. Triaxis is harder: no one knows who Baba Yaga is, and no one really cares. Both sides get a key as a gift from her in disguise for no real reason aside from wanting to make it difficult for her riders to find her. I guess the point could be to make it difficult for “the assassin’s” followers to find and destroy the keys: although, at this point they would have had to kill the Riders, learn that Artrosa is the next step, and wreck Artrosa and kill Jadrenka to get here.
    Perhaps, Triaxis is a fallback: Baba Yaga gave these keys away long ago as another means to get to her home world, and something happened in Artrosa that prevented the keys to Russia from working. Maybe the eagle and the bearskin are related to why Yrax started the war in the first place. I would like to have some reason for the PCs to be there other than the second breadcrumb of a two crumb trail.

    Conflicts
    - bypassing the wards inside Baba Yaga’s hut (due to the mantle)
    - keys are the entire reason to go to Artrosa / Triaxis
    - the hut configuration sections in books 3 & 4 are used as clues to find the keys in said books
    - others?

    Shadow Lodge

    How many days has your party been chasing Baba Yaga for, both in-game and out?

    What is the party currently doing? Have they taken any breaks along the way? At what points?

    Shadow Lodge

    In this thread, I ask for input on several firearm houserules. My goal is to get them inserted into a setting, where a large number of people can use them as, at the very least, an opening shot before wading into melee.

    Houserule #1: The action to reload a gun barrel cannot be reduced to a free action.

    Houserule #2: Shooting with a firearm no longer targets touch AC in the first increment. Instead, they ignore X amount of armor+natural armor, at all range increments. X is probably 4 or 5.

    Houserule #3: Firearms are martial weapons. Characters with simple weapon proficiency can use Firearms without penalty, but the action to reload one increases by one step.

    Houserule #4: Firearms have the standard 10 range increments for all projectile weapons.

    A couple of thoughts of my own: This effectively replaces the crossbow once characters can afford it. It still has the issues that crossbows have in terms of damage scaling, and can't make multiple attacks a round without a pepperbox (which has its own complications once its barrels are empty).

    Likely pricing will change. Firearm costs go down (1/2 or 1/4 price), as well as other supplements (alchemical cartridges especially, such that they're the common item: 1gp per round/5 rounds or so).

    What else would need to change in order for you to want to use a firearm as:
    A) a secondary weapon for any character, and
    B) a gunslinger?

    Shadow Lodge

    Can an eidolon whose base form includes an evolution that the summoner doesn't want, can he remove it (without getting an evolution points back)?

    Shadow Lodge 2/5

    I've seen it mentioned in a couple of threads that a GM is supposed to initial each item in the Bought/Sold area of the chronicle sheet. Reading the PFSGtOP, I can only find this paragraph that could possibly refer this idea:

    Filling Out a Chronicle Sheet[/quote wrote:
    Step 8: Sometimes a player must have you witness a roll to verify he successfully scribed a scroll into his spellbook or trained an animal companion to do a new trick. Write your initials next to any such entries in this section to show that you witnessed the roll and that the PC was successful in the attempt. Any equipment purchased or sold, that is more than 25 GP, should be tracked on the character's current Inventory Tracking Sheet, denoting the Character Chronicle # (A) next to the item purchased, sold, or expended during the course of the scenario or after its conclusion.

    The bolded sentence seems to only refer to rolls made by players, nothing else. Signing the sheet at the bottom is supposed to verify everything done on the sheet, according to Step 9. Am I missing something?

    Shadow Lodge

    Arcane Training wrote:
    Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

    Is the text about spell trigger items superfluous? They don't care what level a user is when being used.

    I ...guess... you could make your favored class Wizard even though you're a Fighter, at which point you could use Wands and Scrolls as a 1st level wizard. That's kind of neat, although you give up all your favored class bonuses to do so.

    Shadow Lodge

    Emulate a Class Feature wrote:
    Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).
    Page of Spell Knowledge wrote:
    This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.

    I think I've bolded the relevant lines.

    The Spells class feature covers what each class' spell list contains. If your PC emulate a spontaneous caster class' Spells class feature, you should be able to fulfill the PoSN's bolded conditions (spontaneous caster, spell on your spell list). Now, given the bolded sentence in the UMD, emulating the Spells class feature doesn't actually grant the PC spell slots, so that by itself doesn't let the PC do anything.
    The question then becomes: what if the PC is a spell caster herself? How ambiguous is the sentence? Can she then "use her spell slots to cast that spell as if it were one of her spells known"?

    Shadow Lodge

    Quote:

    Through a select, worthy few shines the power of the divine. Called champions, these noble souls dedicate their swords and lives to the battle against evil and the tenets of their deity. Knights, crusaders, and holy warriors, champions seek to embody the teachings of the virtuous deities they serve. In doing so, they lead by example, encouraging others to follow in their footsteps. To aid them in their causes, their deities bless these divine paragons with boons: powers to banish evil, heal the innocent, protect their comrades and inspire the faithful. Although their quests are varied, and may come in conflict with all champions will risk their lives to do right and fight to bring about a brighter future.

    Role:: Champions serve as beacons of hope for their allies in the clamor of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.
    Alignment: Any good. Champions must be the same alignment of the deity they worship.
    Hit Die: d10
    Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    Class Skills
    The champion's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
    Skill Ranks per Level: 2 + Int modifier.

    Class Features:

    see Table 3-11 in the CRB

    All of the following are class features of the champion.
    Weapon and Armor Proficiency: Champions are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
    Aura of Good (Ex): The power of a champion's aura of good (see the detect good spell) is equal to her champion level.
    Detect Evil (Sp): At will, a champion can use detect evil, as the spell. A champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the champion does not detect evil in any other object or individual within range.
    Smite Evil (Su): Once per day, a champion can call out to the powers of good to aid her in her struggle against evil. As a swift action, the champion chooses one target within sight to smite. If this target is evil, the champion adds her Cha bonus (if any) to her attack rolls and adds her champion level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the champion possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
    In addition, while smite evil is in effect, the champion gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the champion targets a creature that is not evil, the smite is wasted with no effect.
    The smite evil effect remains until the target of the smite is dead or the next time the champion rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the champion may smite evil one additional time per day, as indicated on Table 3-11 in the CRB, to a maximum of seven times per day at 19th level.
    Divine Grace (Su): At 2nd level, a champion gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
    Lay On Hands (Su): Beginning at 2nd level, a champion can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her champion level plus her Charisma modifier. With one use of this ability, a champion can heal 1d6 hit points of damage for every two champion levels she possesses. Using this ability is a standard action, unless the champion targets herself, in which case it is a swift action. Despite the name of this ability, a champion only needs one free hand to use this ability.
    Alternatively, a champion can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the champion possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
    Aura of Courage (Su): At 3rd level, a champion is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the champion is conscious, not if she is unconscious or dead.
    Divine Health (Ex): At 3rd level, a champion is immune to all diseases, including supernatural and magical diseases, including mummy rot.
    Mercy (Su): At 3rd level, and every three levels thereafter, a champion can select one mercy. Each mercy adds an effect to the champion's lay on hands ability. Whenever the champion uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the champion. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
    At 3rd level, the champion can select from the following initial mercies.
    Fatigued: The target is no longer fatigued.
    Shaken: The target is no longer shaken.
    Sickened: The target is no longer sickened.
    At 6th level, a champion adds the following mercies to the list of those that can be selected.
    Dazed: The target is no longer dazed.
    Diseased: The champion's lay on hands ability also acts as remove disease, using the champion's level as the caster level.
    Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
    At 9th level, a champion adds the following mercies to the list of those that can be selected.
    Cursed: The champion's lay on hands ability also acts as remove curse, using the champion's level as the caster level.
    Exhausted: The target is no longer exhausted. The champion must have the fatigue mercy before selecting this mercy.
    Frightened: The target is no longer frightened. The champion must have the shaken mercy before selecting this mercy.
    Nauseated: The target is no longer nauseated. The champion's must have the sickened mercy before selecting this mercy.
    Poisoned: The champion's lay on hands ability also acts as neutralize poison, using the champion's level as the caster level.
    At 12th level, a champion adds the following mercies to the list of those that can be selected.
    Blinded: The target is no longer blinded.
    Deafened: The target is no longer deafened.
    Paralyzed: The target is no longer paralyzed.
    Stunned: The target is no longer stunned.
    These abilities are cumulative. For example, a 12th-level champion's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
    Channel Positive Energy (Su): When a champion reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A champion uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
    Spells: Beginning at 4th level, a champion gains the ability to cast a small number of divine spells which are drawn from the champion spell list. A champion must choose and prepare her spells in advance.
    To prepare or cast a spell, a champion must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a champion's spell is 10 + the spell level + the champion's Charisma modifier.
    Like other spellcasters, a champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3-11 in the CRB. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Champion indicates that the champion gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
    A champion must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A champion may prepare and cast any spell on the champion spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
    Through 3rd level, a champion has no caster level. At 4th level and higher, her caster level is equal to her champion level – 3.
    Divine Bond (Sp): Upon reaching 5th level, a champion forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
    The first type of bond allows the champion to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per champion level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the champion but resumes giving bonuses if returned to the champion. These bonuses apply to only one end of a double weapon. A champion can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
    If a weapon bonded with a celestial spirit is destroyed, the champion loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the champion takes a –1 penalty on attack and weapon damage rolls.
    The second type of bond allows a champion to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium champion) or a pony (for a Small champion), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the champion's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
    Once per day, as a full-round action, a champion may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the champion's level. The mount immediately appears adjacent to the champion . A champion can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
    At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.
    At 15th level, a champion's mount gains spell resistance equal to the champion's level + 11.
    Should the champion's mount die, the champion may not summon another mount for 30 days or until she gains a champion level, whichever comes first. During this 30-day period, the champion takes a –1 penalty on attack and weapon damage rolls.
    Aura of Resolve (Su): At 8th level, a champion is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
    This ability functions only while the champion is conscious, not if she is unconscious or dead.
    Aura of Justice (Su): At 11th level, a champion can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the champion's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
    Aura of Faith (Su):At 14th level, a champion's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.
    This ability functions only while the champion is conscious, not if she is unconscious or dead.
    Aura of Righteousness (Su): At 17th level, a champion gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
    This ability functions only while the champion is conscious, not if she is unconscious or dead.
    Holy Paragon (Su): At 20th level, a champion becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her champion level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

    Ex-Champions
    A champion who violates the code of conduct required by her god loses all champion spells and class features (including the service of the champion's mount, but not weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a champion of that god until she atones for her deeds (see the atonement spell description).

    This is just my first crack at it, critiques are welcome. I think the weakness in the concept is currently the thematic tie-in with a specific deity, which isn't supported in the mechanics.

    Shadow Lodge 2/5

    According to the FAQ, A PC wizard can find an NPC wizard who is willing to charge a fee for access to his spellbook. Now, apparently this is supposed to be rare; are PCs not supposed to be able to look around Absalom / the Pathfinder Lodge to find a wizard willing to do this?

    PC Witches, too, can learn new spells via finding a willing NPC Witch and familiar. Are they able to pay an NPC witch gold to learn new spells in a way similar to PC wizards?

    Shadow Lodge

    I'm beginning a campaign at fourth level in a party of five gestalt characters, and it looks like the GM will have enough content to bring us past level 20. We'll be adventuring through a megadungeon with the only nearby population centres being a village days away and a small city weeks away. We are currently heavy on melee characters (currently three melee, one ranged), and it sounds like everyone's decided to go heavy on the damage front. We do have an arcane caster, but being half-magus, he's also interested on being in the front-lines. At the moment, I don't see that we have much in the way of crowd control, so I can expect we're going to take quite a bit of damage while dealing with it.

    I've decided I want my character to be a Paladin/Oracle of Life, initially due to the synergy between Life Link / Shield Other spam and Lay on Hands (in addition to the benefits of Charisma for both classes). Hopefully, I won't spending all my time enabling the other party members' offensive focus, and can be useful elsewhere. To this end, I am caught up on feat selection. Here are a bunch of feat groupings I'm interested in, along with thoughts surrounding them. If anyone could comment on them, I'd be grateful.

    Healing Related:
    Fey Foundling - Level 1 pick: The strongest healing feat I can get.
    Extra Lay on Hands - A very good healing feat, but given the number of feats that are competing for my slots, I probably don't have enough room for it.
    Greater Mercy - Scales almost on par with ELoH when not , and it gives access to UM.
    Ultimate Mercy - Free Raise Dead on everyone but me? Yes please. Oh wait, how frequently are we going to die? This is something I'll be interested in figuring out as we play if I look at how frequently we are close to dying. Not taking it frees me up to take ELoH instead of GMercy if needed.
    Selective Channeling - needed if I'm going to be using Channel in combat, but will I really be using it in combat?
    Quick Channel - well, this lets me use Channel in combat. Do I have better things to be doing?

    Survival Related:
    Toughness - improves my hp buffer moderately, but not exactly exciting considering the other options.
    Diehard - I'm already a half-orc with Shaman's Apprentice (giving Endurance), and I've traded out Ferocity for Tribal Tatoos. On the plus side I gain a decent hp buffer, and can still act if I've absorbed a huge hit. On the down side, I'll never drop off the threat list, and can be pounded until dead. Also, it might be not needed at all if I don't find my self yo-yo-ing around the 0hp line frequently.
    Deathless Initiate - upgrading Diehard to full-round actions could be useful? If I spend a LoH to bring me back above 0 hp without this feat, do I lose the staggered condition and will be allowed to use full-round actions again?
    Tenacious Survivor - Free Raise Dead on me! The other side of Ultimate Mercy, and possibly more useful if I'm frequently needing to Diehard due to hp absorption. Still has the same problem as Ultimate Mercy, and there is one other person who will be able to Raise Dead in the party, (but two who can cast healing spells).

    Utility Related:
    Unsanctioned Knowledge - There are so many spells off the bard list that can make for awesome utility.
    Craft Magic __ - We're far away from trade centres, so it could be handy to have a magical crafting feat.

    Archery Related:
    Given the number of non-combat feats I am interested in, I don't think I can afford delving into feat-intensive archery, even if it would help bring the party away from the huge melee focus we currently have.

    Melee Related:
    Power Attack - I've got full BAB, a high-crit two-hander, decent strength, and smite! This should be a pretty easy choice, shoudln't it? I wouldn't take much else damage focused, considering everything else fighting for feat slots. My reservations comes from the massive damage potentials in the other characters (who are mostly melee). Do we need my damage to be improved, especially when I don't see my self on the front lines as often as the other three melee characters?

    Protection Related:
    Escape Route - With a melee heavy group this is pretty awesome, especially since the whole group is looking at it anyway.
    Combat Reflexes - Currently running a decent Dexterity modifier with a reach weapon in my golf bag. Considering I'll be in full-plate (eventually mithral), it does limit my provoking opportunities
    Bodyguard - +2 AC per incoming attack up to your Dex modifier is pretty nifty, especially if using a reach weapon from behind (DM variance etc etc)
    Arcane Strike - This is way out there, but Unsanctioned Knowledge makes this available, and Gloves of Arcane Striking makes Bodyguard fearsome. Of course, this is a four feat investment (plus magic item) for a pretty gimmicky use, even if every feat (and item) gives MORE options as opposed to just adding numbers to current options.

    Once I actually get playing the character, I can see what direction I'll be gravitating toward, but that doesn't really help me choose the level three feat slot that I need before I start playing. If channeling turns out to be be bad mid-combat, I don't want to take Selective Channeling. If I'm rarely hitting things with my stick aside from smiting, then Power Attack kind loses its attraction. If I'm not swinging in and out of negative hp frequently, Diehard's wasted. Etc. So, I guess the question is: What do I see myself doing in combat? I'm still a full divine caster, and as such I can see myself spending a lot of time enabling the rest of the party. On the other hand, I have smite and full BAB. It seems kind of a waste to neglect that portion my class completely, drop my strength a bit more, and go into something like Hospitaler (especially since that archetype shuts out both Oaths of Loyalty and Vengeance, which could be useful on occasion).

    Maybe I've missed some feats that I should be interested in. Does anyone have any ideas? Comments? Critiques? Criticisms?

    Shadow Lodge

    Disclaimer, if you play PFS and don't know which NPC this is, you probably shouldn't read further.
    .
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    .
    Consider this: A bard caster is used to convincing the masses with charms, compulsions, and magicked speeches (ie. perform: oratory bard). The PCs have discovered that this bard is running a criminal underground organization, and have shown evidence to the city council (in her presence). After the (level 2) PCs have been given approval to arrest/kill her, she retreats to her quarters with the intent of packing up her plans and schemes, and run. Unfortunately, the PCs follow her and she has but a moment to drink a potion of invisibility before they enter her room.

    Now that the PCs are here, she's going to have to kill/incapacitate them before she can get all her stuff out.

    Her abilities:

    • Standard level 5 bard class features
    • 2nd level - enthrall, hypnotic pattern, suggestion
    • 1st level - cause fear, charm person, lesser confusion, sleep
    • poor martial ability, and a dislike of being in melee anyway

    All of her spells are Will Negates, and she needs to get charm person off to not die quickly from action disadvantage. How would you run this encounter?

    I would start off berating the PCs while invisible (starting up inspire courage at the same time), then open with a Charm Person on whoever seemed like would have the lowest will save and would be the most dangerous to the party (remember, she's had at least an hour to observe the PCs before they come to her). After that...what? It looks like all the best options is to spam charm person on as many people as possible, then suggestion (I don't know of any good suggestions, aside from possibly 'leave the room and guard the door to make sure she doesn't have any minions come in to help her').

    Is there anything else I'm missing?

    Shadow Lodge 2/5

    I'm having a devil of a time trying to figure out the last encounter.

    The BBEG has a spell list entirely built around convincing crowds to do her bidding. In Tier 1-2 and 3-4, how have you spent her spells to foment discord between the PCs?
    I'm having a real hard time thinking of ways to use her 2nd level spells without getting immediately attacked, especially since her first action (likely Charm Person) is when she's invisible.

    Shadow Lodge

    What methods does a level 1 party have to bypass an mental Alarm spell covering a guarded, sealed room to reach a Macguffin in the centre (Assume that it would be a very bad idea for them to trip it: the caster comes with guards to investigate, with a Message spell linking him to reinforcements if necessary)? Since it's a magical effect and not a trap, it seems the only method to find it in the first place is through detect magic, or can you knowledge:arcana a spell that doesn't seem to have any visible effects? Can you understand whether it's an audible/mental alarm by looking at it (with detect magic or otherwise)? It's not a trap, so it can't be disarmed with trapfinding, but someone does need to come and recast it every couple of hours.

    I guess the PCs could try to remove the caster before entering, then wait for it to dissipate (or not, if they found out it was a mental alarm). I can't see a whole lot else, though: they don't exactly have access to dispel magic.

    An aside: Am I reading the CR tables correctly, in that a group of four level 1 PC class NPCs with PC wealth is a CR 5 encounter?
    level 1 PC class = CR 1/2
    PC wealth = CR +1
    CR 1 = 400 xp
    4x400xp = 1600 xp = CR 5 encounter.
    I thought APL+4 encounters would be fights that would be almost impossible to win. The power level on each side (assuming 4 level 1 PCs) is roughly the same, so either side should have a roughly equal chance to win, even if they use up all of their resources.

    Shadow Lodge

    My friend is starting up a module involving the hunting and killing of two dragons: one a bronze, and an other of unknown type. I've decided I want to play as a druid, but I admit, back stories aren't my strong suit, and I'm having trouble coming up with ideas why said druid would want to go on this hunt to kill good-aligned dragons. Even if he's evil, he is supposed to travel an extremely long distance to essentially do mercenary work for an influential party.

    Does anyone have any ideas that I might be able to use as a starting point?

    Shadow Lodge

    Someone who is below 0 hp and stable has a chance to regain consciousness every hour. What happens to someone who is unconscious due to nonlethal damage? Is he forced to wait to wake up until his nonlethal damage is reduced back to his current hp?

    Do smelling salts work on someone reduced to unconsciousness via nonlethal damage?

    If someone with the Diehard feat (or half-orc racial) is reduced to 1 hp, can you hit him with a sap to knock him unconscious without him being able to activate it?

    What does this quote mean:

    Quote:
    Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.

    Does this allow characters to use spell-like abilities (since they only require mental actions, not physical ones)?

    Shadow Lodge

    Are Detect Magic/Good/Undead/etc spells constant effects while concentrating? Or do they pulse information when you spend your standard action concentrating?

    I'll give an example:

    You've just started your second round of Detect Undead. There are three (apparently invisible) undead auras in your vision, and you end your turn. During their turn one moves out of your 60ft cone. Do you learn this immediately (by sensing that there are now only 2 undead auras in your cone)? Or do you only find this out when you spend your action concentrating on your third round?

    If it's a constant effect, does this mean that your entire turn is spent looking in one direction? Do you lose the ability to see anything happening in other directions?

    If it's a constant effect, but you can see what's happening around you normally, shouldn't you be able to use this to do a 360 degree sweep and find out the direction (not the location) of every aura within range in the first round?

    Shadow Lodge

    In a desolate bay region, far from proper civilization, a bronze dragon rests with her treasure. She's made a nest here, content even though she's trapped by magical barriers that form the borders to this region, just as they do to many others. Still, she's decided that 450 square miles is room enough for her. As a proper dragon, she chases off those who threaten her peace of mind, killing if necessary, but in the centuries of living there, has formed agreements with the more reasonable members of the local monstrous populace. She's even made deals with the occasional adventurer's guild to the benefit of both parties. Being in such a isolated area with nothing else of interest, she has been free of the greedy gaze of the more powerful people in the civilized city centers.

    In this new age, the barriers are weakening. Humanoids have started finding that they can travel into and explore previously inaccessible areas, and previously unheard of monsters have started breaking through and rampaging through the countryside. One such weakened barrier has allowed a glacier to float into the bay of the bronze dragon's territory. Rumors has it that another dragon has come emerged from the glacier, and that now the two are warring for control of the territory.

    These rumors have reached the ears of a man who is frequently called the Host. He is named for his penchant to throw private parties, wherein each of the guests chooses an agent to join an expedition into the untamed wilds, scrying on them while betting on their lives, actions, and general happenstances as they struggle to complete their goals. The Host has decided that a dragon hunt that includes not one, but two fine, covetous dragons to kill and skin, along with hoards of treasure, could be profitable for all involved, in addition to some wonderful entertainment for his next party.

    One of the invited guests, a dwarf of gruff disposition, known for seeming to have his hands in every rare earth mining production, and unknown for many, many other endeavors, has entered into a wager that involves sending a druid to represent him on this expedition. He doesn't quite know how to convince one to go yet, but he has the influence, power and willingness to bargain, bribe, lie, cheat, steal, blackmail, and anything else required to have one on his service.

    That's where you come in. As his chief headhunter, you have access to all manner of people that would be suitable for this endeavor, but as your employer is adamant on sending a druid, your options have narrowed quite a bit. To make matters worse, you and your employer have little knowledge of this bay region, and he is unwilling to use his connections to search for information regarding it for fear of drawing attention to profitability of the venture. He is, however, planning on visiting the Host tomorrow, and is amenable to asking any questions you might have while he is there, as the Host's information is much greater than his own. Finally, you have two days to find this person before the expedition is underway.

    What questions do you ask, who do you find, how do you convince this druid to go on the expedition to kill a relatively peaceful good dragon along with the (possibly) evil one, and why?

    Shadow Lodge

    2 people marked this as FAQ candidate.
    Tactical Movement: Hampered Movement wrote:
    Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

    The table confirms that the movement is twice the cost as normal.

    Fog Cloud wrote:

    A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

    A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

    The spell does not function underwater.

    So, fog cloud gives us zero vision past 5 feet, and really bad vision within 5 ft. I think this would count as poor visibility.

    Therefore, you start spending double movement the instant you enter a fog cloud, and you can't make 5ft steps inside it.

    Blindness wrote:

    Blinded

    The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

    Since you can't see anything, I think that also qualifies as poor visibility. So, a blind character treats all movement as double cost, and in addition must make the acrobatics check to move at more than half speed. (If only the acrobatics check applied, then a person who was completely blind can move around easier than someone who can still see a bit).

    A 30ft speed human who is blinded essentially can only move 5ft as a move action or 15ft as a full-round action (withdraw), and can't make 5ft steps.

    Do I understand this correctly? What other possible explanations of poor visibility are there?

    Shadow Lodge 2/5

    1 person marked this as FAQ candidate.

    Can you upgrade a headband/belt of one stat to a headband/belt of more stats?

    eg. Headband of Alluring Charisma +2 to a Headband of Mental Prowess +2 (Int & Cha).

    There's precedent that you can upgrade generic weapons into specific weapons if the specific weapon can do everything the generic one can do, plus more. Just wondering if this could be applied to wondrous items.

    Shadow Lodge

    So, I'm starting a new paladin character in PFS today, and have decided to equip him with a reach weapon (a bardiche), due to recommendations that reach weapons are awesome. Since I've never played with a reach weapon on a front-line character before, I thought I'd give it a try.

    Now that I think about it, however, I don't really know exactly what its strengths are, and how to actually use it in combat.

    So, the major strength I see is that, at the beginning of combat, I can ready an action to attack the first person in range, and then if anyone without reach tries to attack me, they end up taking the readied attack, and then the AoO as they try to move further inward. Once they get within my reach, however, it seems that the fight just becomes a moving dance of 5-feet increments.

    If I'm trying to protect my party, I can see myself get herded away quite easily just by them keeping inside my reach, forcing me away until there's a clear path to the squishy member in the back. What about if I'm paired with another melee character who decides to charge at the beginning of combat? I'm then stuck in the back, forced to now run up with him, while he gets beat on by the others.

    I've paired it with a cestus until I can afford to buy armor spikes, to use if I get cornered or grappled (or step-up'ed). Am I also allowed to use the cestus to threaten adjacent while wielding the bardiche? If not, it might just be better to carry around a scimitar to switch to when needed.

    Shadow Lodge

    So, I'm relatively new to my PFS group, and the people over there have been running critical hits quite a bit different from how it was done in 3.5.

    They use the paragraph in the CRB:

    Quote:

    When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a "threat," meaning the hit might be a critical hit (or "crit"). To find out if it's a critical hit, you immediately make an attempt to "confirm" the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

    A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

    They say that the bolded part means that only the rolled part of your damage gets rolled more than once, and all of your other bonuses only get added afterward.

    As a simple example: When a person using a heavy mace with the stats 1d8+4 (from 4 Str) crits, the damage becomes 2d8+4, not 2d8+8 as I had originally believed.

    Am I not understanding this properly?

    BrokenTwin has not participated in any online campaigns.