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Valenar Nomad Charger

Sethvir's page

232 posts. No reviews. 1 list. 1 wishlist. 1 alias.


Osirion (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I'm running Crypt of the Everflame next month to start what I'm hoping to be an ongoing (if long-distance) campaign. I decided to create some character traits for the players; with one exception, they're all new players, and I thought this might give them some ideas on creating their PCs. I also wanted to encourage their characters to be heroic members of the Kassen community to justify them being selected as the heroes for the quest.

Please let me know if anyone has any feedback (or, better yet, any additions)!

----------

Select one campaign trait during character creation. Include the associated details as appropriate as part of your character’s background

Close Call: A local child went swimming in the river nearby, but was pulled under by the current. You were able to swim to her aid and bring her back to the shore, and you and your friends revived her. Pick one of the following skills: Heal or Swim. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.

Defense of Honor: Grimscar, a half-orc local known for picking fights, was harassing Asina at the Seven Silvers Tavern. You stood up to him, and ended up taking a serious punch from the hulking brute. Your stoic response to the best he could give caused Grimscar to back down; you have a +1 trait bonus on Fortitude saving throws.

Discerning Eye: You noticed that a traveling merchant was trying to buy what appeared to be a mundane item from Braggar Ironhame for a fraction of its value. You pointed out the item’s true value and unique qualities, preventing the stranger from taking advantage of the surly dwarf- and possibly making an enemy in the process. Pick one of the following skills: Appraise, Knowledge (arcana), Knowledge (religion) or Spellcraft. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.

Healing Touch: A local child ate an herb from the nearby Fang Wood and became very ill, collapsing in the town square. You used your knowledge to quickly purge the child of toxins and save her life. Pick one of the following skills: Heal, Knowledge (local), or Knowledge (nature). You gain a +1 trait bonus in that skill, and that skill is a class skill for you.

Horse Whisperer: You have always had a way with animals- and it sometimes comes in handy. Recently, a saw horse nearly throw its rider. You were able to calm the animal and help the rider dismount safely. You gain a +1 trait bonus in Handle Animal, and the skill is a class skill for you.

Nick of Time: You pushed Len Becker, the town drunk, out of the way of a cart just outside of town, saving his life. Your swift reactions have always had a tendency to serve you well, and grant you a +1 trait bonus on Reflex saving throws.

Perseverence: A local child recently went missing in the nearby Fang Wood. While others stopped their search when night fell due to bad weather, and tried to convince you to stop, you persevered. You found the child several hours later and brought him home safely. Pick [u]one[/u]: you gain a +1 trait bonus on Will saves, [u]or[/u] you gain a +1 trait bonus in Survival, and the skill is a class skill for you.

Showdown: You encountered a group of ruffians from out of town threatening a townsperson, and, through your strength of personality, got them to back down. Pick one of the following skills: Bluff or Intimidate. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.


Hey Folks, Fat Goblin has put together this charity bundle to help artist Rick Hershey. Rick is a full-time freelance artist working in the gaming industry. His work is seen in Kobold Quarterly and Open Design projects (illustration and layout), in Dreamscarred Press' variety of Psionic Books, and he's the Art Director for Adamant Entertainment and Fat Goblin Games, and illustrates www.creaturedaily.com

Due to financial strain from clients unable to pay (3k owed), dealing with various hardships this last year (including the loss of his son and his wife's continued battle with Crohn's Desease) Rick works around the clock to bring stability to his family.

Right now Rick is behind from clients not paying. This bundle is an effort to help Rick and his family out and allow him to breath, catch up on work, and get ahead. He is a fantastic artist dedicated to this industry and love of the game. Please help them out.

This bundle includes all of the Fat Goblin Games products bundled at over 50% off. Buy this bundle, tell your friends, spread the word. Let's take care of someone who gives so much to the industry he loves.

Go to Charity Bundle.

Silver Crusade (Pathfinder Roleplaying Game Subscriber)

General Sey'lok as a graveknight of death made a big impression on the Ulfen paladin in the Carrion Crown campaign. He had already encountered one creature calling itself by that name, but that guy went down like a punk so he was somewhat dismissive of this version (we'll call him "True Sey'lok"). However, when True Sey'lok cancelled out his smite evil (corruption resistance), he re-evaluated his opinion real quick. And as the general escaped the fight, he'll be back to face down the paladin in the future...

So, as promised, I present my version of General Sey'lok, as the graveknight of death.

Spoiler:

Clad in charred armor adorned with spikes and screaming souls over its surface, this grim rider has a flaming skull floating where its head should be.

General Sey'lok
Male half-orc advanced graveknight death knight 15
NE Medium undead (human, orc)
Init +6; Senses darkvision; Perception +30
Aura sacrilegious (DC 25, 30 ft.)

AC 31, touch 12, flat-footed 29 (+13 armor, +2 Dex, +6 natural)
hp 315 (15d10+165) (105 Cha +15 Toughness +15 favored class +30 desecrate)
Fort +20, Ref +16, Will +20; Defensive Abilities channel resistance +4, rejuvenation; DR 10/magic; Immune cold, electricity, fire, undead traits; SR 28

Speed 30 ft.
Melee +5 keen grayflame ghost touch adamantine falchion +33/+28/+23 (2d4+23/15-20 plus 3d6 fire plus 1d6 divine) or
chastising lash +28/+23/+18 (1d6+19 plus 3d6 fire) or
flaming burst spiked gauntlet* +28/+23/+18 (1d6+14 plus 4d6 fire; *greater fiend barbs)
Special Attacks channel destruction (3d6 fire), channel negative energy (DC 25, 8d6), devastating blast (Reflex DC 25, 10d6 fire), grave strike (+1 to hit, +3d6 damage), undead mastery
Spell-Like Abilities (CL 15th; concentration +22)
At will – detect undead
Death Knight Spells Prepared (CL 12th; concentration +19)
4th – nightmarish transport (already cast), penance skull (already cast)
3rd – burst of speed (x2), deadly juggernaut, greater fiend barbs (already cast)
2nd – chastising lash, corruption resistance, undetectable alignment, vestment of the champion
1st – bane, hellfire armament (x2), litany of sloth (x2)

Str 32, Dex 15, Con - , Int 14, Wis 22, Cha 24
Base Atk. +15; CMB +26; CMD 38
Feats Combat Reflexes, Deadly Finish, Devastating Strike, Following Strike, Improved Initiative*, Improved Vital Strike, Mounted Combat*, Ride-By Attack*, Step Up, Step Up and Strike, Toughness*, Vital Strike
Skills Diplomacy +21, Intimidate +19 (+24 to demoralize foes), Perception +30, Ride +14, Sense Motive +24, Stealth +20 (+18 due to ACP); Racial Modifiers +10 Intimidate, +10 Perception, +8 Ride
Languages Abyssal, Common, Draconic, Orc
SQ aura of darkness, aura of death, aura of despair, aura of murder, aura of repose, bestial, cruelty (sickened, staggered, cursed, stunned [Fort DC 25]), deathly boon (weapon), intimidating, phantom mount, ruinous revivification, touch of corruption (7d6, 14/day), unholy resilience, weapon familiarity
Gear +4 death knight plate (treat as Hellknight plate), +2 keen grayflame adamantine falchion (Zar'thos), belt of giant strength +4, cloak of resistance +2

I made him a half-orc because the name Sey'lok has a distinctively orcish sound to it. Bar-Taphon used the orcs of Belkzen as part of his war-machine to take Ustalav. And as the orcs are known to breed half-orcs for the purpose of command roles, I figured that this guy displayed a ruthlessness that went beyond anything normally exhibited by his kin to attract the Whispering Tyrant's notice to become one of his generals. And that quality was rewarded not only with being made one of his elite (death knight) but with undergoing the ritual that made him a powerful undead. Add to that the fact he has learned the secrets of using hellfire (learned from the Tyrant himself) and you've got the ingredients for a powerful recurring foe.

Anyway, I hope you enjoy seeing this as much as I enjoyed using him (and I did give my players a big cheesy grin for you, btw.) The look on my players faces when I said "he swings his large curved sword that flickers with ash-gray flame once in a deft stroke" (grave strike+vital strike+his previous channeled energy) went from 'Whaaa...?' as I picked up 6d4 and 7d6 to roll (for 80 total damage) to 'Holy Crap!' when the victim (the dhampir sorceror) blew their Fort save and died without benefit of stabilization thanks to Deadly Finish. And to think I almost went with conductive instead of grayflame for his sword Zar'thos (hope you like the name).

EDIT: I know nightmarish transport is supposed to be only used on the bonded mount, but I used it on his phantom mount instead to great effect.


First, what this thread isn't. It isn't about whether or not the current magic item system works. It isn't about whether or not the crafting feats should be nerfed or buffed. It basically has nothing to do with the existing system. So no need to post that the current system is or isn't working. Obviously, if you hate magic item crafting, then you shouldn't bother with this thread.

Now, my question is, assuming everything else was left alone (the classes, races, CR system, enemies, magic, WBL, etc.) but they completely redesigned the magic item system (potentially including the distribution of the crafting feats), including rebuilding all the items in the book (no cut and paste issues), what would you want out of such a system?

Personally, the biggest thing I'd want to see would be that the system was designed from the beginning with the idea that the players could make use of it (though of course the GM retains veto rights).

The second thing I'd like to see would be that the system has some flexibility to handle different campaign assumptions regarding the availability of spellcasting. Really, I suppose it'd be better to say that the system should include a guide for what assumptions need to be made for a high-magic world vs a low-magic world, or a high-level world vs a low-level world, and some info on how to adjust things.

A less important aspect I'd like to see would be for the system itself to be built to encourage more colorful items.

Ok, have at it. I doubt this will actually last more than 5 posts before it goes up in flames. :D


Be warned: the Shadowcaster, while extremely cool and very much a bad-boy (or girl, as the case may be) of 3.5, was an extremely complex and complicated class. This conversion retains much of that complexity. I would like any suggestions that you might have to fully convert this class over to Pathfinder. Don't worry about hurting my feelings; I had those surgically removed years ago. LOL

Anyways, thanks in advance, ladies and gentlemen. And I do hope that you manage to enjoy what I have put together for you tonight.

Master Arminas

Shadowcaster

Alignment: Any.

Hit Die: d6.

BAB: Low

Good Saves: Fort and Will

Class Skills: Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Any) (Int); Linguistics (Int); Perception (Wis); Profession (Wis); Spellcraft (Int); and Stealth (Dex).

Skill Points per Level: 2 plus Intelligence modifier

Weapons and Armor Proficiency: Shadowcasters are proficient with simple weapons and with light armor. They are not proficient with medium armor, heavy armor, or shields of any type. Armor does interfere with the somatic gestures required to cast mysteries as spells, so there is a chance of arcane spell failure when the shadowcaster wears armor. Mysteries invoked as spell-like or supernatural abilities are not subject to arcane spell failure when cast by a shadowcaster.

Fundamentals of Shadow (Su) : A shadowcaster masters certain basic powers before proceeding to deeper secrets of shadow. These powers—known as fundamentals of shadow (see below for a list of the different fundamentals)—function as supernatural abilities and can be used at will. Initially, a shadowcaster begins play with knowledge of three fundamentals of her choice. At 2nd level, and every even shadowcaster level gained thereafter she may learn an additional fundamental until all nine have been learned at 12th level. The save DC for a fundamental—if any—is equal to 11 + the shadowcaster’s Intelligence modifier.

Mysteries and Paths: A shadowcaster does not cast spells as other classes do, but instead invokes mystical secrets called mysteries. Rather than learning a single mystery at a time, a shadowcaster learns them in a triad of powers known as a path. Whenever a shadowcaster learns a new path, she learns all three mysteries on that path, even those whose level is greater than she is able to invoke. As a shadowcaster gains experience, she becomes able to access these higher level mysteries.
At 1st level, a shadowcaster can only invoke 1st level mysteries. At every odd level gained thereafter, a shadowcaster gains access to the next highest level of mysteries along the paths that she knows, to a maximum of 9th-level mysteries at 17th level.
Paths are divided into three categories, each one representing a new tier of shadow-magic. Apprentice level paths contain mysteries of 1st through 3rd level, and are available to a starting shadowcaster. Initiate level paths contain mysteries of 4th through 6th level and become available when a shadowcaster reaches 7th level. Master level paths contain mysteries of 7th through 9th level, and are only available to shadowcasters who have achieved at least 13th level in this class.
At 1st level, a shadowcaster may select two Apprentice level paths to add to her repertoire. At 3rd level, and every two shadowcaster levels gained thereafter, she may select one additional path of her choice. She may freely choose between any path for her selection, so long as she possesses high enough a class level as a shadowcaster to qualify for the chosen path.
At no time may a shadowcaster ever know more Initiate level paths than she knows Apprentice level paths. Nor may she ever know more Master level paths than she knows Initiate level paths.
Mysteries represent thought patterns and formulae so alien that other spells seem to pale in comparison. As a shadowcaster progresses, however, your connection to the Plane of Shadow grows stronger, and her mysteries become more ingrained in her essence. When she is capable of casting only apprentice level mysteries, she invokes them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever she casts a mystery as an arcane spell, observers can make a DC 15 Spot check to note that her shadow is making different gestures from the ones she makes when casting the mystery.
At 7th level, when a shadowcaster becomes capable of casting initiate level mysteries, her apprentice level mysteries have become so much a part of her that they now function as spell-like abilities, and they no longer require somatic components. Her new initiate level mysteries are now invoked as arcane spells as described above.
When a shadowcaster reaches 13th level and become capable of invoking master level mysteries, another change occurs. A shadowcasters master level mysteries now functions as arcane spells, and her initiate level mysteries function as spell-like abilities. Her apprentice level mysteries become supernatural abilities at this level, and as such are no longer subject to spell resistance or hostile dispelling. Nor do they provoke attacks of opportunity when a shadowcaster invokes them.
Mysteries and spells do not easily interact. Spell attempts to dispel mysteries (or vice versa) take a -4 penalty on all dispel checks. Mysteries can be identified with a Spellcraft check, but requires a different understanding of that skill (and likewise in reverse). A shadowcaster with no knowledge of standard magical workings (i.e. caster levels) and arcane or divine casters with no knowledge of shadowcasting take a -4 penalty on all Spellcraft checks to identify mysteries or spells, respectively.
A shadowcaster can use each mystery that she knows a certain number of times per day, depending on whether the mystery is invoked as a spell (once per day), a spell-like ability (twice per day), or a supernatural ability (three times per day).
A shadowcaster does not prepare mysteries in advance of invoking them, but must still rest for 8 hours and meditate for 15 minutes each morning to refresh her invoked mysteries.
In order to invoke a mystery, a shadowcaster must have an Intelligence score of at least 10 + the level of the mystery. The save DC for a mystery cast by a shadowcaster is 11 + the level of the mystery + the shadowcaster’s Intelligence modifier.
A shadowcaster’s caster level is equal to her shadowcaster level.
A complete list of all paths and mysteries follows the class description (see below).

Bonus Feats: At 1st level, a shadowcaster gains a bonus feat from the following list: Favored Mystery, Greater Path Focus, Path Focus, Shadow Cast, Shadow Familiar, and Still Mystery. She must meet all prerequisites listed in order to choose the feat. At 5th level, and every four levels gained as a shadowcaster thereafter, she may choose one additional bonus feat from this list.

Deep Shadows (Ex) : At 2nd level, a shadowcaster’s power beckons to the shadows around her, causing them to warp and extend to cover her with their darkness. She gains a +2 competence bonus on all Stealth skill checks at any time she is not in direct sunlight or the radius of a daylight spell. At 8th level, and every six shadowcaster levels gained thereafter, this bonus increases by +2 to a maximum bonus of +8 at 20th level.

Umbral Sight (Su) : Starting at 3rd level, a shadowcaster’s vision extends slightly into the Plane of Shadow. She gains darkvision out to 30 feet. If she already possessed darkvision, then her existing darkvision range increases by 30 feet. At both 11th and 19th level, the range of her darkvision increases by an additional 30 feet.

Sustaining Shadow (Ex) : Upon reaching 5th-level, a shadowcaster’s bond to the Plane of Shadow allows her to absorb the dark energies found there, mitigating certain biological needs. She need eat only a single meal each week to maintain her health. At 10th level, she needs to sleep only 2 hours each night (although she can still only regain her spent mysteries once every twenty-four hours). At 15th level, she becomes immune to both poison and disease. Finally, at 20th level, she no longer needs to breathe, eat, drink, or sleep (but must still have 2 hours of rest to refresh her expended mysteries).

Shadows of Cold (Ex) : Beginning at 6th level, a shadowcaster becomes accustomed to the soul-numbing cold of the Plane of Shadow. She gains cold resistance 10. This cold resistance increases by 10 at both 10th and 14th level. At 18th level, she becomes immune to all cold damage.

Master of Shadows (Ex) : At 20th level, as a standard action, a shadowcaster may transform herself and her equipment into an incorporeal being of shadow. She may remain in shadowform for up to one minute for every shadowcaster level she has gained. This duration need not be used consecutively, but each use counts as one minute duration, regardless of the actual time spent in shadowform.
While in shadowform, the shadowcaster gains a fly speed of 60 feet with perfect maneuverability. She gains a deflection bonus to her Armor Class equal to her Intelligence modifier. She may freely cast spells at corporeal creatures with no miss chance due to her own shadowform. For all other aspects of her incorporeal state, see the incorporeal listing on page 295 of the PRD Monster Reference.

Exclusive Shadowcaster Feats

Spoiler:

Favored Mystery
Prerequisite: Ability to invoke mysteries.
Benefit: Choose a mystery that you know and are able to invoke. You gain 1 additional daily use of that mystery.
Special: You can gain this feat multiple times. It effects do not stack. Each time you take the feat, it applies to a new mystery that you know and are able to cast.

Greater Path Focus
Prerequisite: Path Focus.
Benefit: You gain a bonus of +1 to the Difficulty Class of all saving throws against mysteries from your chosen path. These bonuses stack with those granted by Path Focus.
Special: You can gain this feat multiple times. It effects do not stack. Each time you take the feat, it applies to a new path to which you have applied the Path Focus feat.

Path Focus
Benefit: You gain a bonus of +1 to the Difficulty Class of all saving throws against mysteries from your chosen path.
Special: You can gain this feat multiple times. It effects do not stack. Each time you take the feat, it applies to a new path.

Shadow Cast
Prerequisite: Ability to invoke mysteries.
Benefit: Designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability.

Shadow Familiar
Prerequisite: Shadowcaster level 3rd.
Benefit: You can obtain a familiar in the same manner as a wizard, but it possesses several additional abilities. The familiar gains a bonus of +10 feet to all modes of movement, as well as darkvision 60 feet, resistance to cold 10, and superior low-light vision. For the purposes of determining familiar abilities that depend upon your wizard class level, your effective wizard level is your shadowcaster level - 3.

Still Mystery
Benefit: All of your mysteries are cast with no somatic components. This also prevents your shadow from making gestures that differ from your own during casting. Because mysteries activated as spell-like and supernatural abilities have no somatic components, this feat is useful only with mysteries cast as arcane spells.

Fundamentals of Shadow

Spoiler:

Arrow of Dusk
School: Evocation
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You must succeed on a ranged touch attack to deal 2d4 points of nonlethal damage to the target. If you score a critical hit, triple the damage. For every two shadowcaster levels beyond 1st, your arrow of dusk gains an additional 1d4 damage, to a maximum of 5d4 at 7th level or higher.

Black Candle
School: Evocation [Light or Darkness]
Range: Touch
Target: Object touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This fundamental functions like the spell light or the spell darkness. Only one of these two effects is possible per use, and you must decide which effect is desired when casting.

Caul of Shadow
School: Abjuration
Range: Personal
Target: You
Duration: 1 minute/level (D)
Caul of shadow faintly darkens your form, but does not provide any bonus on Stealth skill checks or similar efforts. You gain a +1 deflection bonus to AC, with an additional +1 for every five caster levels (maximum bonus +5).

Liquid Night
School: Conjuration (Creation)
Range: Touch
Effect: A small quantity of ink
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a quantity of ink great enough for you to write approximately one page of text. It is not of sufficient quality to scribe spells. In darkness or shadowy illumination, the ink glows with red or yellow light that has the brightness of a candle. Water splashed on the ink causes it to wash away and cease glowing, but otherwise the ink continues to glow forever.

Mystic Reflections
School: Divination
Range: Personal
Target: You
Duration: 1 round/level (D)
Mystic reflections functions like the spells detect magic and read magic, except as noted above. You must choose one option, detecting or reading with each invocation. You can detect magic up to 30 feet away.

Shadow Hood
School: Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No
Swirling tendrils and bursts of mystic shadow distract the subject. It takes a -1 penalty on attack rolls, damage rolls, armor class, and all skill checks.

Sight Obscured
School: Illusion (Glamer)
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
This fundamental grants a +2 enhancement bonus on Disable Device, Stealth, and Sleight of Hand skills checks, or any other checks that involve concealing the subject’s actions or gestures.

Umbral Hand
School: Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One unattended object weighing up to 5 lb./level
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Spell Resistance: No
Umbral hand functions like the spell mage hand, except you can manipulate heavier objects and magic items. Magic items are allowed a saving throw to negate the effect. You need not concentrate on the effect, but you must direct it with your thoughts once each round (a free action) or the effect ends.

Widened Eyes
School: Divination
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You gain low-light vision, enabling you to see twice as far as a human in starlight, moonlight, torchlight, shadowy illumination, and similar conditions of poor illumination. If you already have low-light vision, these effects stack, enabling you to see four times as far as a human in poor illumination.

Apprentice Paths and Mysteries

Spoiler:

Cloak of Shadows

Steel Shadows
Level: 1st
School: Abjuration
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Steel shadows grants you a +3 armor bonus and a +3 shield bonus to AC, but without weight, armor check penalty, arcane spell failure, or speed reduction. The effect is not a force effect, and attacks from incorporeal creatures ignore it.

Sight Eclipsed
Level: 2nd
School: Illusion (Glamer)
Range: Personal
Target: You
Duration: 1 round/level (D)
While this mystery is in effect, you can attempt Stealth checks even while being observed, just as if you had cover or concealment for the purpose of this determination.

Sharp Shadows
Level: 3rd
School: Abjuration
Range: Personal
Target: You
Duration: 1 minute/level (D)
A creature striking you with its body or a handheld weapon takes 1d6 points of damage +1 point per caster level (maximum +15). A creature wielding a reach weapon is not subject to this damage if it attacks you. If the attacker has spell resistance, it applies to this effect (unless you invoke the mystery as a supernatural ability). Damage from sharp shadows is not considered magical for the purpose of overcoming damage reduction, and the effect is not considered a weapon for the purpose of spells such as align weapon or magic weapon.

Dark Terrain

Carpet of Shadow
Level: 1st
School: Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level (S)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You cloak the ground with an uneven and hard to traverse surface. The terrain becomes difficult, meaning that each 5-foot square within the area costs double to move into. For instances, each light undergrowth square (normally costing 2 squares of movement to move into) now costs 4 squares of movement to move into. If you cast this mystery a second time on the same area (or a portion of the same area) while the first casting is still active, the second casting does not worsen the terrain further (although the duration of the effect on that area would be reset).

Black Fire
Level: 2nd
School: Evocation (Cold)
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
You create a shapeable shadowy curtain of black flame that covers the affected squares. The fire deals 1d4 points of cold damage per caster level (maximum of 5d4) to any creature standing in an affected square at the beginning of each of your turns until the effect ends. In addition, the flame deals damage to any creature entering or passing through an affected square (a separate saving throw is required for each square passed through). Black fire extends only three feet up from the ground, so a creature can avoid the effect of the mystery by jumping or flying over the area.

Clinging Darkness
Level: 3rd
Duration: 1 minute/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Clinging darkness creates an area of darkness, as per the spell, except where noted above. A creature within the area affected by this mystery, or that enters the area on its turn, must make a Reflex save or become immobilized. Each round on its turn, an immobilized subject can attempt a new saving throw to end the condition. If an immobilized subject succeeds on its save, it still needs to save again at the start of its next turn in order to avoid succumbing to the darkness again, if it remains in the area of effect.

Ebon Whispers

Voice of Shadow
Level: 1st
This mystery functions like the spell command. A second function is a necromancy effect. Undead and constructs that fail their saving throws against this effect are dazed for 1 round. You do not have to choose which version to use.

Congress of Shadows
Level: 2nd
School: Divination (Mind-Affecting)
Range: 1 mile/level
Target: One living creature you have physically met and been introduced to
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You speak, and your words appear in the mind of a distant creature. The message can consist of up to five words, plus one additional word per caster level. It cannot deliver command words for magic items, or in any other respect function as anything but normal speech. The subject recognizes the identity of the sender of the message if it knows you. The creature can then reply, using the same number of words that you used. The message cannot cross planar boundaries.

Flicker
Level: 3rd
School: Conjuration (Teleportation)
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Once per round, as an immediate action, you can instantly transfer yourself from your current location to any other spot within a distance of 5 feet per two caster levels. You always arrive at exactly the spot desired. If you use flicker in response to an attack against you, the strike has a 50% miss chance.

Eyes of Darkness

Bend Perspective
Level: 1st
School: Divination (Scrying)
Range: Personal
Target: You
Duration: 1 minute/level (D)
You view the world as though you were standing in a different spot, up to a maximum distance of 25 feet plus 5 feet per two caster levels. You cannot see through solid objects. You can, however, look around corners or over barriers; obtain a bird’s-eye view of your area, and the like. Essentially, you shift your perspective as though you were located at any spot in range to which you have line of effect.
You can switch back and forth between your own eyes and your alternate viewpoint as a swift action. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however, and every round of such movement decreases the mystery’s duration by 1 minute (if you move the perspective in the last minute of the duration, you gain a few seconds of vision at the new position before the effect expires).

Piercing Sight
Level: 2nd
You can see invisible and ethereal creatures and objects as with the see invisibility spell. In addition, you gain darkvision out to 60 feet for the duration of the mystery.

Killing Shadows
Level: 3rd
School: Transmutation
Range: 30 ft.
Effect: Cone
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Creatures within a cone of killing shadows take 1d8 points of damage per caster level (maximum 10d8), or half that amount on a successful Will save.

Shutters and Clouds

Dawn to Dusk
Level: 1st
You can use deeper darkness, as per the spell.

Shadow Skin
Level: 2nd
School: Abjuration
Range: Personal
Target: You
Duration: 1 round or less; see text
You cast this mystery as an immediate action. You gain damage reduction according to your shadowcaster level: a shadowcaster of up to 4th level gains DR 5/magic; from 5th to 9th level, you gain DR 10/magic; from 10th to 14th level you gain DR 10/magic and silver; from 15th to 19th level you gain DR 15/magic and silver; at 20th level you gain DR 15/-. This DR lasts until the beginning of your next turn.

Dancing Shadows
Level: 3rd
School: Illusion (Glamer)
Range: Touch
Target: One creature/5 levels
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subjects concealment. If you cast this mystery on a single subject, the shadows are thicker, and the subject gains total concealment. The spell see invisibility and the mystery piercing sight do not negate these miss chances, but the spell true seeing and the mystery truth revealed do.

Touch of Twilight

Life Fades
Level: 1st
School: Necromancy
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your touch deals 1d6 points of damage per caster level (maximum 5d6) and causes the subject to become fatigued for 1 round per caster level (a Fortitude save negates the fatigue). This mystery does not stack with itself, so a creature fatigued by one casting does not become exhausted by a second casting.

Flesh Fails
Level: 2nd
School: Necromancy
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you cast the mystery.

Umbral Touch
Level: 3rd
School: Conjuration
Range: Touch
Target: Creature or creatures touched
Duration: 1 minute/level (D); see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Umbral touch infuses one of your hands with dark, shadowy energy, allowing you to make debilitating melee touch attacks. A successful strike deals 5d6 points of damage to a target, which must succeed on a Fortitude saving throw or also be slowed. While this mystery is active, you threaten an area as if you were armed and can make attacks of opportunity with your umbral touch. This mystery completely occupies one of your hands, as if you were holding an object in that hand. If you have another open hand, you can cast other mysteries or spells normally, even those with a range of touch, but you cannot deliver another mystery or touch spell and make an attack with umbral touch in the same round. This effect normally lasts for 1 minute per level, but each successful touch attack shortens the duration by 1 minute (allowing you to make one successful attack per level before the effect is discharged).

Umbral Mind

Mesmerizing Shade
Level: 1st
School: Enchantment (Compulsion, Mind-Affecting)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will partial
Spell Resistance: Yes
Shadow flickers around the subject, distracting and dazing him. The subject can avoid the daze effect with a successful Will saving throw, but still takes a -1 penalty on attack rolls, checks, and saves.

Thoughts of Shadow
Level: 2nd
School: Transmutation
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject a +4 enhancement bonus to Intelligence, Wisdom, or Charisma. You decide which ability you are enhancing when you cast the mystery, and you may not later alter your choice.

Afraid of the Dark
Level: 3rd
School: Illusion (Mind-Affecting, Shadow)
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage.

Initiate Paths and Mysteries

Spoiler:

Black Magic

Warp Spell
Level: 4th
School: Abjuration
Range: Close (25 ft. + 5 ft./2 levels)
Target: A spell or mystery cast by someone else
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No
You can cast this mystery as an immediate action to warp another caster’s spell or mystery. In this case, warp spell must be used at the moment of the other casting. To be successful, you must beat the other caster on an opposed caster level check (1d20 + caster level). If you do not, you have failed to take control of his spell or mystery, and it manifests normally. If you succeed on the opposed check, the other caster’s mystery or spell is countered, as if you had used the counter-spell action successfully, and you gain one additional use of an apprentice level mystery that you know. You can keep this additional use until a later turn (requiring a standard action to activate), but it must be used within 1 hour or it is lost. You can also combine the activation of the additional spell or mystery with the immediate action required for the warp spell mystery, allowing you to cast the apprentice level mystery out of turn.

Echo Spell
Level: 5th
School: Universal
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Repeat a previously cast spell or mystery
Duration: See text
Saving Throw: See text
Spell Resistance: See text
You can echo a mystery or a spell cast by anyone other than yourself, causing it to remanifest under your control. Both the caster and the effect must have been within echo spell’s range, and the entire casting must have occurred in the previous round. You can cast the mystery or the spell using your shadowcaster level level (use your Int modifier to determine the mystery or spell’s DC, its duration, saves, and the like as normal for that mystery or spell). You cannot echo a mystery or spell of a higher level than the highest-level mystery you can cast, and you can never echo a mystery or a spell of higher than 4th level.

Flood of Shadow
Level: 6th
School: Abjuration
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
A flood of mystical shadow-power renders casting more difficult. To cast most spells while in, or cast spells into, an area affected by flood of shadow, the caster must succeed on a Spellcraft check (DC 15 + spell level), or the spell is lost with no effect. Mysteries or any spells of the shadow sub-school can be cast within or into the affected area without making the Spellcraft check. In addition, if a mystery or spell of the shadow sub-school originates in an area affected by flood of shadow, its variable numerical effect is increased by 50% (as if it was empowered), although its level does not increase.

Body and Soul

Bolster
Level: 4th
School: Transmutation
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject 5 temporary hit points for each its Hit Dice (maximum 75 temporary hit points). For the duration of the effect, the subject’s shadow grows larger than normal, and its movements are very slightly uncoordinated with those of the subject. An observer can notice this characteristic by making a DC 20 Spot check.

Languor
Level: 5th
Range: Close (25 feet + 5 ft./2 levels)
Duration: 1 round/2 levels (D)
Languor functions like either the spell slow or the spell hold monster, except as noted above. You choose which version you want before the effect begins. If you choose hold monster, the mystery can affect only one subject.

Shadow Investiture
Level: 6th
School: Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You infuse the subject with the power contained in its own shadow. This grants the creature resistance to cold 15, the evasion ability, and darkvision 60 feet.

Dark Reflections

Shadow Evocation
Level: 4th
School: Illusion (Shadow)
This mystery functions like the spell shadow evocation, except as noted above. In addition, this mystery can mimic an evocation spell of 4th level or lower (rather than 5th level or lower).

Feign Life
Level: 5th
This mystery functions like the spell animate objects, but the items grow dark and warped, becoming more sharp edged and appearing slightly worn or decayed for the duration of the effect. The objects animated by this mystery also gain concealment.

Shadow Evocation, Greater
Level: 6th
School: Illusion (Shadow)
This mystery functions like the spell greater shadow evocation, except as noted above. In addition, this mystery can mimic an evocation spell of 6th level or lower (rather than 7th level or lower).

Ebon Roads

Step into Shadow
Level: 4th
This mystery functions like the spell dimension door.

Pass into Shadow
Level: 5th
This mystery functions like the spell plane shift, except that your destination or origination must be the Plane of Shadow.

Voyage into Shadow
Level: 6th
This mystery functions like the spell shadow walk, except as noted here. Your movement rate on the Plane of Shadow is double that described by the spell. Further, upon reaching your destination, you can attempt a DC 30 Knowledge (The Planes) check; success indicates that you appear exactly where you wish, rather than being shunted to a nearby space as per the spell. You need not leave the Plane of Shadow once you enter it, and this mystery can be used on the Plane of Shadow to travel rapidly.

Elemental Shadows

Aura of Shade
Level: 4th
School: Abjuration
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You protect the subject from low temperatures and cold energy with a thin layer of that energy’s shadowy reflection. This grants the subject immunity to normal extremes of temperatures and absorbs cold damage from attacks and effects. When an aura of shade absorbs a total of 12 points of cold damage per caster level (maximum 240), it expires. For as long as the aura is active, the subject’s weapon or natural weapon melee attacks deal an extra 1d6 points of cold damage.

Dark Air or Water
Level: 5th
School: Transmutation
This mystery functions like the spell control water or control winds. You decide which version to use at the time of casting.

Shadow Storm
Level: 6th
School: Evocation (Electricity, Cold)
Range: Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This mystery creates a blast of electricity and cold energy, much like some of the fearsome weather found on the Plane of Shadow. The storm strikes one target initially, and then arcs to other targets. The storm deals 1d6 points of damage per caster level (maximum 20d6). Half of this damage is electricity damage, and the other half is cold damage. After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Unbinding Shade

Shadows Fade
Level: 4th
This mystery functions like the spell dispel magic, except as noted above.

Unravel Dweomer
Level: 5th
This mystery functions like the spell break enchantment, except as noted here.

Shadows Fade, Greater
Level: 6th
This mystery functions like the spell greater dispel magic, except as noted above.

Veil of Shadows

Shadow Vision
Level: 4th
School: Transmutation
Range: Medium (100 ft. + 10 ft./level)
Target: One creature with an Intelligence of 3 or higher
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You impede the subject’s vision and its ability to determine what’s happening around it. The subject takes a -4 penalty on attack rolls, ability checks, and skill checks. In addition, you have total concealment with respect to the subject (miss chance applies during each round of the duration).

Curtain of Shadows
Level: 5th
School: Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Shadowy wall whose area is up to one 10-ft. square/level (S)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You create a wall of shadow that completely blocks line of sight. Any creature passing through the wall takes 1d6 points of cold damage per caster level (maximum 15d6).

Unveil
Level: 6th
School: Divination
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This mystery immediately ends any of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, stunned, and poisoned. In addition, it negates the effects of the mysteries mesmerizing shade, shadow hood, and shadow between, and cancels curses as the spell remove curse.

Master Paths and Mysteries

Spoiler:

Breath of Twilight

Life Fades, Greater
Level: 7th
School: Necromancy
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level in a 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You deal 1d6 points of damage per shadowcaster level and cause the subjects to become exhausted for 1 round per shadowcaster level (a Fortitude save reduces the damage by half and decreases the exhaustion to fatigue). This mystery does not stack with itself, so a creature fatigued by saving against one invocation does not become exhausted by saving against a second invocation.

Flesh Fails, Greater
Level: 8th
School: Necromancy
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level in a 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This mystery functions like the mystery flesh fails, expect that you can affect multiple subjects, and you deal either 8 points of Strength damage, 8 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects.

Ephemeral Storm
Level: 9th
School: Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/2 levels, no two of which are more than 20 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Targets of ephemeral storm must make a Fortitude save or die. Those who succeed take 5d6 points of damage.

Dark Metamorphosis

Ephemeral Image
Level: 7th
This mystery functions like the spell project image, expect as noted above. In addition, the image that you project has concealment unless it is in direct sunlight or within the area of a daylight spell or effect.

Umbral Body
Level: 8th
School: Transmutation
Range: Personal
Target: You
Duration: 1 round/level (D)
You gain the incorporeal subtype and all advantages and traits associated with it.

Shadow Time
Level: 9th
This mystery functions like the spell time stop.

Ebon Walls

Prison of Night
Level: 7th
School: Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Huge or smaller creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
This mystery immobilizes the subject in a prison of shadow. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison. Once each round as a standard action, a creature caught in the prison can attempt a Fortitude saving throw against the spell’s original DC to break out of the prison. Success means that the creature can move out of the prison, and it fade to nothingness. Failure means that the creature takes 1d4 points of Constitution damage and remains trapped.

Tomb of Night
Level: 8th
This mystery functions like the mystery prison of night, except that instead of taking Constitution damage upon failing a Fortitude save to escape the prison, the creature gains one negative level. In addition, tomb of night deals 3d6 points of cold damage per round.

Consume Essence
Level: 9th
School: Necromancy (Death)
Range: Touch
Target: One living creature
Duration: Instantaneous, then 1 round/level (D); see text
Saving Throw: Will negates
Spell Resistance: Yes
The target of this horrid mystery must succeed on a Will saving throw or die. If the creature succumbs to the mystery and dies, it immediately returns to life at full hit points, but any spells it has already used remain expended. The creature is under your direct mental control. Each round you may issue instructions to the creature as a free action and it will carry out those instructions to the best of its ability. The creature remains in this state for 1 round per level, and then dies again.

Eyes of the Night Sky

Truth Revealed
Level: 7th
This mystery functions like the spell true seeing.

Far Sight
Level: 8th
This mystery functions like the spell greater scrying.

Reflections of Things to Come
Level: 9th
School: Divination
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
This mystery grants you knowledge of what will occur (or at least what is likely to occur), granting you several benefits. You gain the uncanny dodge ability, a +10 insight bonus on initiative checks (you always get to act in a surprise round), and a +4 insight bonus to Armor Class. In addition, you can discharge the energy of this mystery as an immediate action to cause an attack to miss you that would otherwise have been successful. You can declare that you are using this ability after the result of the attack roll is known, but you must do so before damage is determined. Using this ability discharges and ends the mystery. You can also discharge the energy of this mystery as an immediate action to immediately convert a failed saving throw into a successful one. Using this ability discharges and ends the mystery.

Heart and Soul

Dark Soul
Level: 7th
School: Enchantment (Compulsion; Mind-Affecting)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text
You turn the dark energies from the Plane of Shadow upon another creature, compelling it to act in ways that it normally would not. While this effect is active, you can use a standard action to focus the shadow energies on one living creature within 30 feet that you select. The creature must succeed on a Will saving throw (DC 18 + your Int modifier) or immediately make a melee attack against one target chosen by you within its reach.

Soul Puppet
Level: 8th
School: Enchantment (Compulsion, Mind-Affecting)
Range: Touch
Target: One living creature touched
Duration: 1 day/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The control granted by soul puppet follows the same mechanics as the spell dominate monster. Anyone observing the subject with the spell true seeing, the mystery truth revealed, or a similar ability sees tendrils of darkness extending a few feet from the subject before fading into nothingness. Similarly, anyone who observes you while directing the subject notices tendrils extending from your fingers, also fading into nothing.

Shadow Surge
Level: 9th
Range: Close: 25 ft. + 5 ft./2 levels
Target: Up to one living creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This mystery functions like the spell dominate monster, except as noted above.

Shadow Calling

Summon Umbral Servant
Level: 7th
This mystery functions like the spell summon monster I, except as noted here. You can summon a greater shadow elemental or 1d3 huge shadow elementals. Shadow elementals use the statistics as fire elementals, but deal cold damage instead of fire damage.

Shadow Plague
Level: 8th
School: Conjuration (Creation; Cold)
This mystery functions like the spell incendiary cloud, except that it deals cold damage rather than fire damage.

Army of Shadow
Level: 9th
This mystery functions like the spell summon monster I, except as noted here. You can summon an elder shadow elemental or 1d3 greater shadow elementals. Shadow elementals use the statistics as fire elementals, but deal cold damage instead of fire damage.


The Expanded Spell-Less Ranger is finally out!!!

This stand alone PDF includes new material beyond the original magazine version, two new archetypes for the companion-bound ranger and the dual-style ranger, new animal companion options and Ranger Talents, expanded tracking, hunting, additional favored enemies plus new feats specific to this Ranger that make them masters of their terrain.

Includes a full 20-level character progression plus tracking sheets for favored terrain, enemies, and companions.

Hopefully everyone will Check it out HERE!

(RPG Superstar 2011 Top 16)

So, maybe we're Paizo-fanboys, or maybe we were just *that* anxious to get our pirate-on, but tonight we decided to play a oneshot focused around the new naval-combat rules in the S&S Player's Guide.

We can into a lot of rules questions. If anyone knows clear answers to these questions, please chime in! Maybe we can turn this thread into a clearing-house for figuring out the rules.

Without further ado:

Our ship was on fire, then we grappled and began shipboard combat; how do we now put the fire out? Can we take the "uncontrolled action"? Or is the crew too busy fighting, and we're doomed to burn?

We had lots of momentum (4 squares/rd), and start only 1 square away from another ship, so we attempt to ram. We fail the CMB check; do we end adjacent? Do we "slip on by" the ship and end elsewhere? The text says our "movement rate is reduced to 0", which implies that kicks in next turn - but what about this one?

We are now perpendicularly adjacent to the enemy ship (from the failed ram). We then initiate a grapple (and succeed!), do the ships move to parallel position? The text seems to say so. If this is the case, on which initiative tick? The exact tick matters, as now shipboard combat is about to begin, and the spellcasters are itching to try out their short-range spells.

When you do a mass attack from the broadsides, what attack bonus do you use? We eventually picked +3, because we figured they'd all be warrior 1, with a dex mod of 1, and they all took weaponfocus(seigeengine). But what should we have really done? Are there rules for getting a better crew?

The text says the sails become broken if "half the squares of sails are destroyed" (sidebar, pg 11). The enemy ship had 90 squares of sails, but we didn't have any ideas as how to correlate the damage we were doing to the squares that the ship had. So we just went with "half HP" instead to make it consistant with how other things get broken.

We attacked the enemy sails, they got the broken condition: what exactly does this do? We ruled -2 to Prof(sailor) checks to accelerate/deccelerate. Is this right?

How does "changing the heading of your ship" work? When we did it, there were three squares between our two ships. Then we successfully did a "hard to starboard" action. Because our ship was three squares long, this made us instantly adjacent. Is this correct?

Thanks!!


Erik Freund wrote:

Thanks Rob!

If you don't mind, you spawned a couple follow-up questions.

Rob wrote:
you're going to collide with the other ship whether you make a ramming check or not (assuming you have initiative so the other ship can't move out of the way first). If you make the ramming check, you have the chance for greater success (dealing more damage to the target and reducing its speed), but if you fail the check, you still ram, and both your ship and the target take damage from the collision.
Could you elaborate on the part that I bolded? The PG doesn't actually say what happens on a failed check, only that "Regardless of the result of the combat maneuver check, the ramming ship’s speed is reduced to 0." Are you applying the below text?:

Normally on a failed ramming check, you either miss or don't do any damage (but your speed is reduced to 0 regardless - much like a failed overrun attempt). In the situation you posted, your ship was moving at a high speed, meaning that it would collide with the other ship no matter what (unless the other ship can move out of the way beforehand). In this case, it becomes a collision instead of a ram, and uses the rules below.

Erik Freund wrote:
pg 15 wrote:
If a ship collides with another ship or a solid object (an immobile structure with a hardness of 5 or more), it also makes a ramming maneuver, regardless of the pilot’s intent. There is no combat maneuver check for this ramming maneuver; its effects happen automatically. When a ship makes a ramming maneuver against a solid object, to determine how much damage both the solid object and the ship take, allow the ship to enter the solid object’s space. The ship will only travel through that space if the damage is enough to destroy the solid object; in all other cases, the ship takes the damage and its speed is immediately reduced to 0 as it comes to a sudden stop directly in front of the solid object.
Is an enemy ship an "immobile structure"? How much damage is dealt? The bolded part is extremely unclear, and I assumed it meant that "rocks" have listed damage-scores in the AP scenarios.

A ship is not an immobile structure. "Solid objects" or "immobile structures" are things like rocks, reefs, walls, the ground, etc. The damage dealt is the same for a normal ramming maneuver, i.e., a ship's ramming damage. Both the ship and the object it collided with (such as another ship) take the same amount of damage. Rocks do not have hit points listed in the AP - they follow the rules for object AC, hardness, and hp from the Core Rulebook. The part about damage and passing through the space are only if the ramming/colliding ship does enough damage to destroy the object it collided with - such as a rowboat, a wooden wall, or the like. If it does not do enough damage to destroy the object, the ship stops directly in front of it.

Erik Freund wrote:
As a tangent follow-up: if we attempt a ramming check, and succeed the check by 5 or more, do WE take double damage TOO? Or just the enemy ship? (A strict reading of the text suggests we DO take double.)

No. The "target takes twice the ship's ramming damage." The ramming ship takes half its normal ramming damage, as normal (unless it has a ram, in which case it takes no damage).

Erik Freund wrote:
Rob wrote:
That would be correct (though you would be perpendicular, not adjacent to the other ship).
If I'm reading you right, you are saying that if we are perpendicular and only one square away (or zero squares away) then we are NOT "adjacent", per the keyword?

Sorry, I meant "not parallel," not "not adjacent". You are adjacent, but you are perpendicular, not parallel (which doesn't really have any effect on boarding).


Erik Freund wrote:
The text says the sails become broken if "half the squares of sails are destroyed" (sidebar, pg 11). The enemy ship had 90 squares of sails, but we didn't have any ideas as how to correlate the damage we were doing to the squares that the ship had. So we just went with "half HP" instead to make it consistant with how other things get broken.

The squares of a ship (and its sails) determine the hp of the ship (and its sails). The sails of a ship with 90 squares of sails have 360 hp (90 x 4 = 360). When you deal 180 points of damage to the ship's sails (thus destroying half the squares of sails: 180/4=45 squares), the sails gain the broken condition.

Really, squares are just to figure out how many hit points a ship or its sails have. A ship's stat block should list the number of hit points it and its sails have, and just as with any object, taking damage in excess of half its hit points means its gains the broken condition.

Erik Freund wrote:
We attacked the enemy sails, they got the broken condition: what exactly does this do? We ruled -2 to Prof(sailor) checks to accelerate/deccelerate. Is this right?

The rules for broken propulsion are at the top of the sidebar on page 11: "When a means of propulsion gains the broken condition, the ship's maximum speed is halved, and the ship can no longer gain the upper hand." If the new speed is lower than the ship's new maximum speed, it automatically decelerates to its new maximum speed.

Erik Freund wrote:
How does "changing the heading of your ship" work? When we did it, there were three squares between our two ships. Then we successfully did a "hard to starboard" action. Because our ship was three squares long, this made us instantly adjacent. Is this correct?

That would be correct (though you would be perpendicular, not adjacent to the other ship). However, you can choose to change heading at any point during the movement. If you turn at the beginning of your movement, it sounds like you'd ram the ship next to you as your ship continues to move forward.


Erik Freund wrote:

So, maybe we're Paizo-fanboys, or maybe we were just *that* anxious to get our pirate-on, but tonight we decided to play a oneshot focused around the new naval-combat rules in the S&S Player's Guide.

We can into a lot of rules questions. If anyone knows clear answers to these questions, please chime in! Maybe we can turn this thread into a clearing-house for figuring out the rules.

Without further ado:

Our ship was on fire, then we grappled and began shipboard combat; how do we now put the fire out? Can we take the "uncontrolled action"? Or is the crew too busy fighting, and we're doomed to burn?

Since the ship's speed is now reduced to 0 from grappling, there are no longer any ship movement actions to take (uncontrolled or otherwise). Since shipboard combat focuses on the actions of the PCs (with the crew acting in the background), I think it's fair to say that the crew can both fight and try to put out the fire, using the normal saving throw each round to put out the fire.

Erik Freund wrote:
We had lots of momentum (4 squares/rd), and start only 1 square away from another ship, so we attempt to ram. We fail the CMB check; do we end adjacent? Do we "slip on by" the ship and end elsewhere? The text says our "movement rate is reduced to 0", which implies that kicks in next turn - but what about this one?

If you're 30 feet (one square) away and moving at a speed of 120 feet (4 squares), you're going to collide with the other ship whether you make a ramming check or not (assuming you have initiative so the other ship can't move out of the way first). If you make the ramming check, you have the chance for greater success (dealing more damage to the target and reducing its speed), but if you fail the check, you still ram, and both your ship and the target take damage from the collision. In either case, your ship's speed is reduced to 0 immediately (not next turn).

Erik Freund wrote:
We are now perpendicularly adjacent to the enemy ship (from the failed ram). We then initiate a grapple (and succeed!), do the ships move to parallel position? The text seems to say so. If this is the case, on which initiative tick? The exact tick matters, as now shipboard combat is about to begin, and the spellcasters are itching to try out their short-range spells.

Grappling normally takes place in parallel, but it can happen perpendicularly too. The ships are moved adjacent to one another, not parallel, on the next round. This happens on the grappling ship's initiative count, unless both pilots wish to grapple, in which case it can happen on the grappled ship's initiative count.

Once shipboard combat begins, I would re-roll initiative, since you're moving to a different type of combat in a different setting, and initiative should no longer be tied to the pilots of the tow ships.

Erik Freund wrote:
When you do a mass attack from the broadsides, what attack bonus do you use? We eventually picked +3, because we figured they'd all be warrior 1, with a dex mod of 1, and they all took weaponfocus(seigeengine). But what should we have really done? Are there rules for getting a better crew?

You use the attack bonus of the crew firing the weapons. Usually the crew will be made up of identical crewmembers, so their attack bonuses will be the same. Stats for crews (and the attack bonuses for a ship's siege engine) are given in specific encounters in the AP. Likewise, there are guidelines in the AP for determining the makeup of the PCs' crew.

(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Modules, GameMastery Maps Subscriber)

Alright, well for now I've gotten things looking a bit more pleasing to my low-light accustomed eyes. If any of you want to mess around with this a bit more, here's what I've got so far...

Darker Paizo Theme

To Configure:

  • In Chrome install the extension "Stylish"
  • From your Extensions screen, click to edit the Options for Stylish
  • Create a new style
  • Fill out the configuration info like so
  • Copy and paste the contents of this file into the code section
  • Save

Now the reason I didn't apply it to just http://paizo.com is because that will reskin the PRD site. It is possible to rollback the changes specifically for that URL, but that's more work than simply clicking the Paizo link at the top of the site so that the URL changes to http://paizo.com/paizo. ;)

Anyway, if anyone wants to put a bit more effort into this then cool. For now this should get me by at least.


Hi all, i need some advice on building my magus for a STR build. I have read walters magus guide and its very helpful but there are a lot of options to pick. So what would be the most optimal. Also i know dervish dance and the DEX build is a little more power at lower games, but the GM only allowed the CRB, UM, UC, APG, and so forth. That is why i am a STR build. Also we just hit level 2 and here are my stats.

Human Magus lvl 2

Str: 18
Dex: 14
Con: 18
Int: 16
Wis: 11
Cha: 10

Weapon: scimitar
Feats: toughness, improved initiative

I know my stats are high, we rolled 1d12+6 and i got 2 18s :). Also when i made the character at that moment i chose human for the extra feat. However, i know i messed up big time optimization wise and should have gone with an Elf. I dont think i can change races :(, so i ask for any wisdom on making the character as best as he can be for a frontliner. Thanks! And Happy gaming! :)


sunbeam wrote:

I read that as "Thong-Cleaver" when I saw the heading.

Had to do a double take.

Bikinifang The Thong Cleaver.

+1 Elvin fine blade that grants +4 when sundering undergarments.

(RPG Superstar 2012 Top 32)

Here are some conversions I made for Pathfinder from the Tome of Magic.

Binder:
Binder

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana,
history, planes, religion), Linguistics, Profession, Sense Motive.

Skill Ranks per Level: 4 + Intelligence modifier.

Binders are proficient in all Simple Weapons. They are proficient in
Light Armor.

LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations

Rapid Soul Binding (Su). At 9th level, number of times per day equal
to your Intelligence bonus (minimum 1), you can bind a vestige as a full round
action. At 17th level, a number of times per day equal to your Intelligence
bonus (minimum 1), you can bind a vestige as a swift action. This
ability does not allow you to bind more than your normal number of
vestiges.

Improved Pact Augmentations (Su). At 11th level, your Pact
Augmentation options to choose from increase to include the following:
Fast Healing 1 per plus allocated (up to 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack
per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Spirit Shield 2 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 2 points of
un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Maneuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.
1 daily luck re-roll per plus.
+1 damage per die of damage for supernatural effects.

Greater Pact Augmentations (Su). At 20th level, your Pact
Augmentation options to choose from increase to include the following:

+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that
affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1
round per plus.
Ability Damage and Drain reduced by 1.
Regeneration 1 per plus.

Shadowcaster:
Shadowcaster

BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.

Skill Ranks per Level: 2 + Intelligence modifier.

Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but no shields.

LEVEL ABILITY

1. Fundamentals of Shadow, Apprentice Mysteries
2. Bonus Feat
3. Umbral Sight (darkvision 30 feet)
4. Bonus Fundamental
5. Sustaining Shadow (eat 1 meal/week)
6. Swift Stealth
7. Apprentice Mysteries (spell-like), Initiate Mysteries
8. Bonus Fundamental
9. Swift Fundamental
10. Sustaining Shadow (sleep 1 hour/night)
11. Umbral Sight (see in darkness 60 feet)
12. Bonus Fundamental, Camouflage
13. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries
14. Persistent Fundamentals
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Unlimited Swift Fundamentals
18. Hide in Plain Sight
19. Umbral Sight (blindsight 90 feet), Initiate Mysteries (supernatural), Master Mysteries (spell-like).
20. Bonus Fundamental, Sustaining Shadow (no need to breath, eat, or sleep)

Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
At levels 4, 8, 12, 16, 20, you learn an additional fundamental.
At 9th level, you can cast each fundamental you know once per day as a swift action.
At 14th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 17th level, all fundamentals that you cast can be cast as a swift action.

Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
You can cast each mystery you know a number of times per day equal to your Intelligence bonus (minimum once per day). To learn a mystery, you must have an Intelligence score of 10 + the level of the mystery. The save DC of the mysteries you cast as spells or spell-like effects are 10 + the mystery level + your Intelligence modifier. Mysteries you can use as supernatural abilities have a save modifier of 10 + 1/2 your shadowcaster level + your Intelligence bonus.
At 1st level, you cast Apprentice Mysteries as spells. At 7th level, you cast Apprentice Mysteries as spell-like effects and you can cast Initiate Mysteries as spells. At 13th level, you can use Apprentice Mysteries as supernatural abilities, Initiate Mysteries as spell-like effects, and cast Master Mysteries as spells. At 19th level, you can use Initiate Mysteries as supernatural effects and Master Mysteries as spell-like abilities.

Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to half the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.

Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
At 11th level, you gain the ability to see in any darkness, even magical darkness, with a range of 60 feet.
At 19th level, you gain blindsight with a range of 90 feet.

Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
At 5th level, you need to eat only a single meal per week to maintain health.
At 10th level, you only need 1 hour of sleep per night (but you must still rest 8 hours to regain your mysteries the next day)
At 15th level, you gain immunity to poison and disease.
At 20th level, you no longer need to breathe, drink, eat, or sleep.

Swift Stealth (Ex). Beginning at 6th level, you do not suffer the -5 penalty for moving your full speed while using the Stealth skill. You can run or charge while using the Stealth skill, but suffer a -20 penalty to your Stealth skill check.

Camouflage (Ex). At 12th level, you can use the Stealth skill even if you do not have cover or concealment.

Hide in Plain Sight (Su). At 18th level, you can use the Stealth skill even while being observed.

Truenamer:
Pathfinder Truenamer

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Craft, Knowledge (all), Linguistics, Perform (oratory), Profession, Spellcraft, Truespeak, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Truenamers are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Known Personal Truename, Lexicon of the Evolving Mind, Whispers
2. Knowledge Focus
3. Concord of Words (Save DC)
4. Lexicon of the Crafted Tool, Whisper
5. Bonus Recitation Feat
6. Knowledge Focus, Truename Research
7. Speak Unto The Masses (Charisma bonus)
8. Lexicon of the Perfected Map, Whisper
9. See the Named
10. Knowledge Focus
11. Personal Truename Mastery
12. Sending, Whisper
13. Improved Speak Unto The Masses (Level)
14. Knowledge Focus
15. Bonus Recitation Feat
16. Speak Unto The Myriad Masses (Multiple Creature Types), Whisper
17. Concord of Words (Caster Level)
18. Knowledge Focus
19. Greater Speak Unto The Masses (Unlimited)
20. Say My Name And I Am There, Whisper

Known Personal Truename. The Truenamer knows his own truename.

Lexicon of the Evolving Mind (Sp). At 1st level, the truenamer learns 2 Utterances from the Lexicon of the Evolving Mind. At 2nd level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Evolving Mind. Initially, the truenamer can only choose 1st level Utterances. At 4th level, he can begin to choose 2nd level Utterances. At 7th, 3rd level; at 10th, 4th level; at 13th; 5th; and at 16th, 6th level Utterances.

Whispers (Sp). The truenamer learns 3 whispers at 1st level. At 4th level, and every 4 levels thereafter, the truenamer learns an additional whisper. Whispers are equivalent to 0-level spells. The DC to speak one is 10 + 2 per previous daily use of the whisper.

Knowledge Focus. At levels 2, 6, 10, 14, and 18, the truenamer chooses a Knowledge skill and gains a +3 bonus to it. The truenamer may choose a new Knowledge skill or a previously selected Knowledge skill each time he gains this ability.

Concord of Words (Ex). Beginning at 3rd level, truenamers learn to work together and increase the potency of their Utterances. Two or more truenamers of 3rd level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC and increasing it by 1 for each truenamer that is assisting him. A truenamer must succeed on the Truespeech check of the target creature to assist the other truenamers using the Concord of Words ability.

Two or more truenamers of 17th level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC. Each additional truenamer participating in the Concord of Words increases the caster level of the Utterance by 1 for the purposes of overcoming Spell Resistance.

Lexicon of the Crafted Tool (Sp). At 4th level, the truenamer learns 1 Utterance from the Lexicon of the Crafted Tool. At 5th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Crafted Tool. Initially, the truenamer can only choose 1st level Utterances. At 7th level, he can begin to choose 2nd level Utterances. At 10th, 3rd level; at 13th, 4th level; and at 16th, 5th level Utterances.

At 5th and 15th level, the truenamer learns a bonus Recitation feat.

Truename Research. At 6th level, the truenamer gains Truename Research as a bonus feat.

Speak To The Masses. At 7th level, the truenamer can target a number of creatures equal to his Charisma bonus (minimum 2) with the same Utterance. Both creatures must be of the same type (dragon, giant, monstrous humanoid, etc.). The DC of the Truespeak check increases by +2 for each additional target creature.
At 13th level, the truenamer can target a number of creatures equal to his class level. All affected creatures must be of the same type.
At 16th level, the truenamer can target different types of creatures with the same Utterance. The number of different creature types that a truenamer can affect is equal to his Charisma bonus (minimum 2). The DC of Truespeak check increases by 2 for each type of creature to be affected.
At 19th level, the truenamer can target an unlimited number of creatures with the same Utterance.

Lexicon of the Perfected Map (Sp). At 8th level, the truenamer learns 1 Utterance from the Lexicon of the Perfected Map. At 9th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Perfected Map. Initially, the truenamer can only choose 1st level Utterances. At 11th level, he can begin to choose 2nd level Utterances. At 14th, 3rd level; at 17th, 4th level Utterances.

See The Named (Sp) At 9th level, a number of times per day equal to his Charisma bonus, the truenamer can view a subject as if using the scry spell for a number of rounds equal to his Charisma bonus by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Personal Truename Mastery (Ex). At 11th level, when attempting to speak his own truename, the truenamer adds his Charisma bonus, if any, to the Truespeak check.

Sending (Sp). At 12th level, a number of times per day equal to his Charisma bonus, the truenamer can use an effect identical to the sending spell by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Say My Name And I Am There (Sp). At 20th level, the truenamer creates a special truename (not his actual truename, but a true nickname) that he can share with others. If they speak it, the truenamer is aware of who said it and where they are and may choose to transport himself there as if using a word of recall spell.


Just moving the thread over here as promised, as these products-in-the-works, are now separate and distinct from their Sinister roots.

Damon Griffin wrote:

Repeating this part of my previous post as it got lost in the shuffle. If there's someplace else I can go to read about it myself, just point me there --

I wasn't previously aware of it but this KUG thing, specifically a Pathfinder edition thereof, sounds like it could be very cool. Is it "near future/near space" (say within 50 LY) or does it cover a significant portion of the galaxy? Does it reference actual nearby stars appropriately or jump straight out to unknown reaches, in the manner of Star Trek, Babylon 5 and indeed most SF TV series? I confess I would prefer a "near space" grounding though not have the setting limited to that.

Oops - sorry to miss this in the shuffle. The KUG is sandbox space opera/space horror with a drizzle of both cyberpunk and the truly alien. It's set in its own corner of the universe. Sorry, but its not near future/near space. It is, however, grounded in hard science and set in a barred spiral galaxy. Technology has been set so that as you tool between the inhabited zone (an area centered on a barbell shaped zone at the galactic core) and the frontier (a cubic region enclosing the barbell) travel times are roughly equivalent to Age of Sail travel times.

Venturing beyond the frontier to the tip of one of the two unexplored galactic arms and back might take a decade, round trip -- and no one lives who has ever done so. No one credible. After all who believes that crazy old ancient mariner with the funny black alien tentacle leaking from the back of his head?

The farther one ventures from the civilized bar at galactic core, the stranger and less predictable the cold void grows.

Osirion (RPG Superstar 2008 Top 4, Contributor)

brreitz wrote:
atheral wrote:
I actually pretty much did this. What I found was key to the rewrite (which were surprisingly fewer than I was expecting and simple) was instead of rolling for the randoms as the game progressed I did up a spread sheet and preplanned all of the encounters for the duration of what the trip should be (thanks to several others on this board for the original suggestion and the person who did the time v. distance calcs). After I had the scripted list it was pretty simple to alter the encounters (aurora gives a +2 bonus to will saves instead of its caravan bonus for example).
Could you post your modifications. I have a 6 person party that is finding caravan combat dull (aside from one player, who loves the caravan minutia), and I'm dreading running/modifying The Hungry Storm given nearly 20 possible caravan encounters. I'd love to see what you did, or at least a few examples so I can get started.

For reference, the caravan encounters were created based on the benchmarks in Table 1-1: Monster Statistics by CR on p. 291 in the Bestiary. However, as has been pointed out, those CRs were based on the operating principle of a PC party, with 4 PCs vs. one opponent. However, the mistake that we made, apparent in retrospect, is that the caravan isn't 4 PCs; it's *ONE* PC. As a result, those target CR benchmarks ended up 4 CR's too high.

This means you basically have two choices:

1. Give the PCs in your party the ability to create their own "caravan combat" roles. In essence, your caravan would get up to 4 attacks per round of caravan combat (assuming each PC used their "caravan action" to fight). You'd also need to increase the overall hp of the caravan. I haven't done the math on that, but I'd guess a rough eyeball would be to simply double the caravan's hit points.

OR

2. Use the caravan combat rules as-is. Make no changes there. Instead, re-benchmark the encounter stats based on a CR 4 lower. Reduce the DCs for Security, etc. checks by 2. Look at the caravan CR that you see in the module, then use the following conversions instead of the base combat stats you see there:

CR 5 - AC 12; hp 15; Atk +2; Damage 2d6
CR 6 - AC 14; hp 20; Atk +4; Damage 4d4
CR 7 - AC 15; hp 30; Atk +6; Damage 3d8
CR 8 - AC 17; hp 40; Atk +8; Damage 4d6+2
CR 9 - AC 18; hp 55; Atk +10; Damage 8d4
CR 10 - AC 19; hp 70; Atk +12; Damage 7d6
CR 11 - AC 20; hp 85; Attack +13; Damage 6d8+3
CR 12 - AC 21; hp 100; Attack +15; Damage 10d6

This should give you properly calibrated challenges for the caravan acting alone against the challenges placed in the adventure.

None of this is official or RAW, of course, but if you're looking for an authorial suggestion that should better fit the numbers, feel free to use this if you'd like. :)

(Pathfinder Adventure Path Subscriber)

Greetings everyone!!

I have not posted much in the past (I make a better lurker than a poster). But I have been following this tread was a good deal of interest. I'm running Jade Regent right now and my group will finish Brinewall this Friday.

I have been mulling about some ideas for caravan improvements. I will be running the math simulations this weekend to try and find some solutions that do make the system fun and exciting. One of the issues I want to fix is to make the caravan encounters more interactive for the group. The one player show concept does not sit will in larger groups.

First Option -

Combat Roles
I'm thinking of allowing each of the PC's (and possibly the key NPCs) to fill one of a few takes during the encounters. These tasks will require a skill or attack roll of some kind. The simple combat tasks are as follows.

Attack – The character would make some type of attack check vs the enemies AC to increase the caravan damage.

Defend – The character would do some action to boost the caravan's AC. I'm thinking something using aid another roll to boost an allies defense.

Repair – Using magic or skill checks to apply repairs to the physical caravan or the Travelers. I liked the idea of granting temporary HP and requiring the actual repairs to be made after the fight.

Rally – The character will uses skills, ability or magic to boost the caravans to hit roll making. I'm imagining this as a leader using diplomacy or intimidate better motivate or coordinate the caravan. Abilities like Bardic songs or a lot of the cleric buff I see falling into the category.

Weaken – The section if for abilities that will weaken the enemy. Intimidate checks to demoralize the enemy or bluff checks to distract and confuse the attackers. CMB check is a good option as well to weaken a foe. The character could be disarming, tripping or other such attack to prevent or weaken the foes ability to effect the caravan.

Second Option -

Advanced caravan jobs

I like the jobs system set-up but I think all of the jobs are kind basic. I thinking of add a second tier of jobs based on a higher skill requirements. Here are some of the samples advanced caravan jobs I was thinking of.

Hunter – Grants bonus like the favored terrain or favor enemy from Ranger class
Merchant – Greater income from trade
Warrior – Increases the caravan's damage output
Healer – Grants combat only fast healing to the caravan
Engineer – Can repair the caravan during combat and make custom upgrades the caravan
Thief – Increase income at settlement but has a risk of getting the caravan run out of town
Battle Mage – Increases caravan's damage based on caster level
Master Chief – Cooking providers morale bonus to the caravan
Defender – Increases the caravan's AC
Caravan Master – Increase the general effectiveness of the caravan.

All the advanced job will have around a +7 skill ranks or BAB requirement. This will limit the number of people that can fill one of these rolls. Also the players will not be able to easily hire someone to do one of these advanced jobs.

I'm still working on this concept and I know I have to post a lot of the math I'm thinking of using. I want to see everyone opinion on the concepts. I suspect I will be using some mixture of both of the option I listed above. This weekend I will be running a lot of trials and mathematical reviews. I hope to post some specific results next week.


Jeff de luna wrote:

Hey Christina, I'd like to recommend a book for reference purposes:

Donald S. Johnson's Phantom Islands of the Atlantic. The book (oop but easily available) has been inspirational to me in the past, when writing up piratical and exploration campaigns. It details such islands as Antillia, Hy Brasil, Buss, and the Island of Demons.

Hay, wow! I have that book!

And you're right - it's very interesting!

(Pathfinder Adventure Path Subscriber)

So, I'm looking over the rules for running the Caravan and what was initially a lot of excitement over an interesting idea is turning into concern that it won't be that much fun. I was wondering what others thought and if folks have begun to run this part of the AP for their players yet.

Basically my concern is that for encounters, the caravan is it's own character and it is the only character for the encounter. The PCs don't do anything. So, only one person is rolling for what the caravan does, while the other players just sit around the table and watch. Add to that the somewhat unheroic task of managing calculating resources to get from point a to b, and encounters that don't tie into the story, and... well, I think I'm looking for ideas here to help me brainstorm ways to make it a little more interesting and involved for all of the players. Or am I completely wrong and misunderstand how this is supposed to work?

(Pathfinder Roleplaying Game Subscriber)

Could this be used in Kingmaker?


Quite a while ago I started converting pretty much all the content that I liked from Dragon to 3.5. I was almost done when two things happened: Pathfinder came out, and I started freelancing for Pathfinder, and my little pet project got set aside. I am thinking of restarting it once again, tweaking them to Pathfinder. It will be done inbetween life in general, and paying monster design..but anyone that wants them, can happily have them, as I get them done. The only thing I can't supply is artwork.
So whos in? ;-)


Journeys to the West: Fantastic Voyages in the Western Ocean

Designer: Christina Stiles (Unhallowed Halls, The Village of Briarton, Faery's Tale)
System: Pathfinder Roleplaying Game
Adventure Levels: 1 to 12
Length: approximately 96 pages, more if the project reaches the higher funding tier

A new six-adventure anthology is underway from Open Design! Set sail from Barsella, the City at the Edge of the world, home of adventurers and pirates, and explore the vast, uncharted waters of the Midgard campaign setting’s Western Ocean.

Discover the lush paradise known as the Isle of Morphoi, where the goddess of Memory seeks lost secrets through her network of cunning lamias and the shapeshifting morphoi. Encounter lost civilizations and their hidden colonies; explore mysterious fog-shrouded islands populated by sharp-toothed, scarred natives; battle epic leviathans of the deep that are rumored to crush villages or swallow whole ships; and gain priceless and unusual treasures!

Backers of Journeys to the West will join lead designer Christina Stiles to:

* Populate and describe the city of Barsella, gateway to the Wine Dark Sea: its high towers and exotic markets flush with strange salvage pulled from sunken ruins and looted from cryptic derelicts.

* Delve into the mysteries of the Isle of Morphoi and the cults of Mnemosyne, whose sorcerer-priestesses wield water and ley-line magic against adventurers, and swiftly leap from port to port as they engineer far-ranging conspiracies in smoky taverns and opulent throne rooms.

* Take to the waves with new ship plans, and master the dangers of the unknown with new traits, feats, spells, incantations, and gear.
Design unexplored islands where terrifying new monsters are worshiped as sacrifice-loving gods.

* Create haunted, treasure-laden ruins to test the mettle and sanity of fortune-seeking adventurers

Journeys to the West is designed for maximum use in any nautical or edge-of-civilization Pathfinder Roleplaying Game campaign. Backers will participate in brainstorming sessions, and some may add feats, spells, traits, and gear to the book as patron designers.

Backers at the Captain level and above may pitch seven islands, six adventures, eight monsters, and eight pirate lords. Their successful pitches will turn into fully credited design in the Open Design style.

Rally your crew, and hoist the sails! Fantastic voyages await!

You can sign up for it on Kickstarter-- here! And check out the addition options, depending on how we hit our funding marks!

--
Small But Fierce.
Kobold Quarterly's News Minion.


Here is a very good free online dungeon painter (superbly easy to use):
Online Dungeon Painter

If any of you make some maps, please link them up!

jh

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I still have to detail some of the spells, but here are 4 new classes in Beginner Box style:

Hunter
At home in the frontier wilderness, the Hunter is adept at following his quarry wherever it may run. An expert at ranged weaponry, the Hunter harries her foe, savoring the victory skill and patience can provide.

Spoiler:

1st Level Hunter Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: +2 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 6

D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Dungeoneering [x] Knowledge Geography
[x] Knowledge Nature [x] Perception
[x] Ride [x] Spellcraft
[x] Stealth [x] Swim

E Armor and Weapons
In Section E of your character sheet, check light armor, medium armor, and simple weapon. Then write shortbow and longbow in Section E. For more information about armor and weapons, see pages 44-47.

F Favored Foe
Write Favored Foe +2 in Section F of your character sheet. Choose one of the categories of creatures listed below. Whenever your character is attacking a creature of that category, she gains +2 on ranged attack and damage rolls. She also gains a +2 to Bluff, Knowledge, Perception, and Sense Motive skill checks related to the creature type. Write the creature type after Favored Foe +2.

Creature Types:
Beasts (Animals, Magical Beasts)
Humanoids
Dragons
Otherplanar (Elementals, Demons, etc.)
Undead

F Tracker
Write Tracker in Section F of your character sheet. Your character can identify and follow creatures’ tracks with a Perception skill roll. The DC for this check is 10+ the creature’s Stealth skill modifier if the tracks are fresh (within a day.) This DC is increased by +2 to +6 per day depending on the hardness of the ground and weather conditions, as determined by the DM.

I Precise Shot
Write Precise Shot in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.

You are done with 1st-Level Hunter. To continue, go to page 32.

2nd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

DEADLY AIM: Write Deadly Aim in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See Page 41 for details of this
Feat.

3rd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1

FAVORED TERRAIN: Write Favored Terrain in
Section F of your Character Sheet. Choose One of
The following Terrain Types. While in her Favored
Terrain, a Hunter gains a +2 bonus to Initiative and
A +2 bonus to Knowledge Geography, Perception, and
Stealth Checks. A Hunter leaves no tracks in her
Favored Terrain if she doesn’t wish to. Write your
selected Terrain Type after Favored Terrain in Section F.

Terrain Types:
Cold
Desert
Forest/Jungle
Hills/Mountains
Plains
Underground/Caves
Urban
Wetlands/Water

4th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

RAPID SHOT: Write Rapid Shot in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See page 6 of the Beginner
Box Player’s Pack pdf for details of this Feat.

5th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change

SECOND FAVORED FOE: Choose a second creature
Type as a Favored Foe from the list of Creature Types
Listed under the 1st Level Hunter Feature. Write
Favored Foe in Section F of your character sheet.
One type of Favored Foe (either your original or the
One chosen here) becomes +4 , and the other is +2.

Dervish
A whirling, deadly force on any battlefield, the Dervish relies on speed and grace to finish her foes with a thousand small wounds. Styling themselves after nature’s deadliest predators, the Dervish uses both body and blade to wear an opponent down and finish them off.

Spoiler:

1st Level Dervish Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 4

D Mark these class skills in Section D of your character sheet:
[x] Acrobatics [x] Bluff
[x] Climb [x] Knowledge Nature
[x] Perception [x] Sense Motive
[x] Stealth [x] Swim

E Armor and Weapons
In Section E of your character sheet, check light armor, simple weapons, and martial weapons. For more information about armor and weapons, see pages 44-47.

F Slam
Write Slam 1d6 in Section F of your character sheet. Your character can attack with his fists, feet, or even head, doing 1d6 on a successful attack. This slam attack is considered a Light Weapon for Feats.

I Weapon Finesse
Write Weapon Finesse in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.

You are done with 1st-Level Dervish. To continue, go to page 32.

2nd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change

FLURRY: Write Flurry in Section I of your character
sheet. Your character gains this feat at level one. See
below for details of this feat.

Feat
Flurry
Prerequisite Attack Bonus +1 Dexterity 13
Benefit
You may make an attack with a light weapon as a Move Action.
Penalty
When you use this feat, take a -2 penalty on your attack rolls until the start of your next turn.

3rd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save No Change
Will Save Add+1

EVASION: Write Evasion inSection F of your
Character Sheet. This works exactly as the Rogue
Class Feature on Page 25.

FLEET: Write Fleet in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.

4th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change

IMPROVES SLAM: Change the Slam to 1d8 in Section
F ofyour character sheet. Your Slam now does 1d8
Damage on a successful attack!

5th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change

FLEET: Write Fleet again in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.


Shaman
A Shaman serves as both a servant and master of the forces of nature. Shamans are more at home in the wild than in the bustling cities. They summon powerful natural allies in their struggle to preserve the balance of nature.

Spoiler:

1st Level Shaman Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 8
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 4

D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Geography [x] Knowledge Nature
[x] Perception [x] Ride
[x] Sense Motive [x] Spellcraft
[x] Swim

E Armor and Weapons
In Section E of your character sheet, check shields, light armor, and simple weapons. For more information about armor and weapons, see pages 44-47.

K Spells
You can cast Shaman Spells. Every morning, you spend an hour communing with nature and selecting the spells you will use that day. This is called “preparing your spells.” When you cast a spell, mark it off from today’s list of prepared spells. Each day you can pick different spells—they don’t have to be the same ones each time.

F Summon Servant
Write Summon Servant in Section F of your character sheet. Next to that, write 3+WIS per day. You can summon a Dire Rat as a standard action. The Dire Rat appears within 30 feet (6 squares) of your character and will act as directed by your character for one round per level you have in the Shaman class. After that, the Dire Rat vanishes.

K Shaman Spells

Essences
Write essences in Section K of your character sheet. Essences are a weak type of Shaman Spell that you can use over and over as much as you want, up to once per round. You don’t have to prepare essences- you always have them available.

Create Water
Range 30 feet Duration Instantaneous
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. You cannot use this spell to create water inside a creature.

Know Direction
Range personal Duration instantaneous
When you cast this spell, you instantly know the direction of north from your current position. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Light
Range Touch Duration 1 minute/Shaman Level
You make any object (like a sword or coin) shine like a torch, but with no heat. It gives off light to a range of 20 feet. You can only have one light spell active at a time—if you cast a second one, the first one goes out.

Spark
Range 30 feet Duration instantaneous
You can make an unattended flammable object no bigger than a maple leaf catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

1st Level Shaman Spells
You can prepare one 1st-level Shaman spell per day from the list of spells on this page. If your Wisdom ability score is 13 or higher, you can prepare an extra 1st-level Shaman spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.

Calm Animals
Charm Animal
Cure Light Wounds
Endure Elements
Entangle
Feather Step
Obscuring Mist
Produce Flame
Speak With Animals
Stone Fist

You are done with 1st-Level Shaman. To continue, go to page 32.

2nd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1

You can prepare another 1st level Shaman Spell each
day.

3rd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add +1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

You can prepare one 2nd level Shaman spell from the
spells on this page each day. If your Wisdom ability
score is 14 or higher you can prepare an extra 2nd level
Shaman spell each day.

SUMMON SERVANT: At 3rd level, you can summon
Either a Giant Spider, Reefclaw, Venomous Snake, or
Wolf instead of a Dire Rat.

2nd Level Shaman Spells
Barkskin
Cure Moderate Wounds
Eagle Eye
Flaming Sphere
Fog Cloud
Gust of Wind
Hold Animal
Resist Energy
Spider Climb
Stone Call

4th Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1

You can prepare another 1st level Shaman spell each day.
You can prepare another 2nd level Shaman spell each day.

5th Level Shaman Hit Points Add +1d8+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change

You can prepare one 3rd level Shaman spell from the
Spells on this page each day. If your Wisdom ability
score is 16 or higher you can prepare an extra 3rd level
Shaman spell each day.

SUMMON SERVANT: At 5th Level, you can Summon
An Air, Earth, Fire, or Water Elemental instead of the
Creatures listed above.

3rd Level Shaman Spells
Call Lightning
Cure Serious Wounds
Dominate Animal
Fly
Neutralize Poison
Protection From Energy
Remove Disease
Speak with Plants
Water Breathing
Wind Wall

Warlock
A Warlock is a powerful spellcaster whose magical powers come from inherited bloodlines from powerful, often otherworldly beings. A Warlock doesn’t pray, study, or commune to gain his spells- he just knows them; they are a part of him. A Warlock only knows a few spells, based on his birthright, but he can cast more spells per day than any other spellcaster, and can select from any of the spells he knows.

Spoiler:

1st Level Warlock Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 6
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 2

D Mark these class skills in Section D of your character sheet:
[x] Bluff [x] Diplomacy
[x] Knowledge Arcana [x] Knowledge History
[x] Knowledge Religion [x] Perception
[x] Spellcraft

E Armor and Weapons
In Section E of your character sheet, check light armor and simple weapons. For more information about armor and weapons, see pages 44-47.

K Spells
You can cast Warlock Spells. Unlike other casters, Warlocks do not prepare spells. Instead, each day at a time specified by his Birthright, a Warlock recharges his spellcasting ability. Each time you cast a spell, place a check mark next to the spell level in section K. When you’ve reached your maximum for that level, you may not cast any more spells of that level until the time designated by your Birthright, at which point you can erase all the check marks and start over.

F Birthrights
Write Birthright under Section F of your character sheet. Select one of the following Birthrights and write its name of after Birthright.
Celestial- Dawn
Draconic-Noon
Elemental-Noon
Fey-Sundown
Infernal-Midnight

K Warlock Spells
Legacies
Write legacies in Section K of your character sheet. Legacies are a weak type of Warlock Spell that you can use over and over as much as you want, up to once per round. Your legacies are determined by your Birthright.
Celestial
Light
Stabilize

Draconic
Detect Magic
Acid Splash

Elemental
Elemental Ray
Resistance

Fey
Dancing Lights
Ghost Sound

Infernal
Mage Hand
Read Magic

1st Level Warlock Spells
You can cast three 1st-level Warlock spell per day from the list of spells under your Birthright on this page. If your Charisma ability score is 13 or higher, you can cast an extra 1st-level Warlock spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.

Celestial
Feather Fall
Magic Missile

Draconic
Cause Fear
Corrosive Touch

Elemental
Elemental Cone
Endure Elements

Fey
Sleep
Vanish

Infernal
Charm Person
Disguise Self

You are done with 1st-Level Warlock. To continue, go to page 32.

2nd Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1

You can cast another 1st level Warlock Spell each
day.

ARCANE INHERITANCE: Choose one level one
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure light wounds,
or choose a wizard spell like any other Birthright.

3rd Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

You can cast three 2nd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 14 or higher you
can cast an extra 2nd level Warlock spell each day.

Celestial
Continual Flame
False Life

Draconic
Fire Breath
Protection From Arrows

Elemental
Elemental Sphere
Resist Energy

Fey
Invisibility
Levitate

Infernal
Mirror Image
Scorching Ray

4th Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1

You can cast another 1st level Warlock spell each day.
You can cast another 2nd level Warlock spell each day.

ARCANE INHERITANCE: Choose one level two
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure moderate
Wounds, or choose a wizard spell like any other Birthright.

5th Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change

You can cast three 3rd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 16 or higher you
can cast an extra 3rd level Warlock spell each day.

Celestial
Daylight
Haste

Draconic
Fly
Lightning Bolt

Elemental
Elemental Ball
Protection From Energy

Fey
Displacement
Hold Person

Infernal
Suggestion
Vampiric Touch


Just in time for the pirate focused adventure path from Paizo in January, LPJ Design is working on the release of Armada: Expanded Sea Combat and Rule Sourcebook. To always keep the Paizo fanbase involved in interesting upcoming projects, we at LPJ Design want to know, What would you like to see in this upcoming sourcebook. Thanks for your help!


Here is the best blog on this topic, the 34 steps to creating a fantasy sandbox: http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html

(Pathfinder Adventure Path, Battles Case, GameMastery Maps Subscriber)

I couldn't help myself! The thought of Goblin Ronin was too great so I created this extra encounter for part 1 of the AP.

I'm very rusty on 3.x/Pathfinder encounter design so any feedback on the CR of the encounter would be much appreciated.

Also, how are people handling the long journeys between adventure sites? I have always tried to not trivialize overland travel so the players gain a sense of the danger and physical hardship required to walk/ride 600 miles. I'm interested to know whether GMs are spending whole gaming sessions for travel or movie-style moving the plot onto the next location (give or take a few encounters)?


Hey All,

I have a campaign I'm GMing that has an Alchemist in it. He absolutely loves to craft, but the crafting rules are not very adventurer friendly. I'm trying to draft some quick rules for easier crafting that are also potentially more fun.

Any thoughts or ideas or critiques?

Thanks in advance!

********************************************************

Homebrew Crafting In Pathfinder

Crafting is accomplished in a two step procedure by:

#1 calculating the days of skill usage (skill-days) to create an item
#2 spending time and money to create the item

Base Skill-Day Calculation:

Weapon Skill-Days = 1 skill-day per 1 lb of weight
Armor Skill-Days = 1 skill-day per 3 lb of weight (round down)
Poison Skill-Days = save DC
Alchemical Items = 1 skill-day per 10 gp value

NOTES

- Every item with a cost of 1 gp or more takes a minimum of 1 skill-day
- Ammo is made in the bundle quanitity listed in Core Rules.

Skill-Day Modifiers:

Master Work items have a +100% skill-day modifier.

Special Material armor and weapons have a +100% skill-day modifier.

Creation Time:

Each 8 hours spent towards an items creation accrues 1 skill-day per rank in the appropriate craft or profession skill.

Creation Cost:

The material costs to create an item are 50% of the list purchase price.

Examples:

Min has 3 ranks of Craft: Armor. He wants to make a masterwork breastplate. A breastplate weighs 30 lbs yielding a base skill-day score of 10 (= 30 lbs / 3). Making it master work will add +100% to the skill-days, yielding a total skill-days of 20 for a masterwork breast plate. Max accrues 3 skill-days (1 for each rank) per day spent making the armor. Max can complete the armor in 7 days, not all of which must be consecutive. It will cost him 175 gold in materials (= half of the cost of a master work breastplate).

Max the Alchemist (level 10) has 10 ranks of Craft: Poison. He wants to make a dose of Black Lotus Extract (save DC 20). That will require 20 skill-days (= save DC 20) to make. Max accrues 10 skill-days (1 for each rank) per day. He can make the poison in two days. It will cost him 2250 gold in materials (= half the cost of the poison).

Max the Alchemist is still waiting on Min to finish the armor. He decides to create some vials of Antitoxin (50gp value). They each take 5 skill-days each, but Max as an Alchemist can make them twice as fast (Swift Alchemy ability), yielding 2.5 skill-days each. Max has a Craft: Alchemy skill of 10, which yields 10 skill-days per day. Max can make 4 Antitoxin per day at a material cost of 25gp each.


6 people marked this as FAQ candidate. 1 person marked this as a favorite.

OK, each of the new vehicles in UC list a max speed and an acceleration rate but no baseline speeds are listed. How do I factor the daily movement of these things?


In the past most groups I've gamed with have somewhat glossed over the overland travel portion of an adventure/campaign, pausing typically only if a "random encounter" occured.

Now I suppose that this could be done with Jade Regent, but I really feel that doing so would result in a loss of the 'epic journey' feel of the AP.

I'm fairly green when it comes to GMing (I've done it a couple times in the past, and our regular GM is really excited to play a character in this AP) so any thoughts or ideas on what more experienced GMs have done in the past or are doing for Jade Regent to flesh out the caravan travel portion would be a huge help!

Thanks!


Seconding the awesomeness of the NPC specific stuff. I especially like "Where the Wild Things Are" and "It's a Guy Thing." An idea I had...

Shalelu - What Goes Bump in the Night

One night, while on watch, have a PC (or PCs) roll perception checks. A success causes them to notice some rustling in the woods, a very high success lets them hear what sound like several, high pitched voices. You can even give them a surprise round, as if preparing for an ambush. However, instead of starting a fight, they hear several "woosh" sounds, followed by silence. A few seconds later Shalelu nonchalantly emerges from the woods. If questioned, she simply says she was out on a stroll.

An investigation of the woods reveals a half dozen dead goblins, each killed by a single arrow. Should the PCs choose to talk to Shalelu about this, they can discuss why she wouldn't mention such a feat. Does she not need praise, or is she uncomfortable with it?

Also, a few altered version of Frozen Shadow events. Spoilered, just in case.

Spoiler:
Event 9 - Poisoned Food
Sandru invites the PCs he is closest to to try a great restaurant he found in the Ice Quarter of Kalsgard. It is at the back of a dark alley, and the owner looks more like a mercenary than a cook, but the food is delicious. Over oysters and brandy, they can discuss whatever you feel like. During or after the meal, start hitting them with fortitude saves. A heal check (or an examination by Koya) shows this is no case of food poisoning, but rather several doses of hemlock!

You might want to switch the hemlock to King's sleep or something similar, if you want to start the saves only after returning from the restaurant.

Event 10 - Thug Ambush

Koya asks a PC to escort her to the shrine to Desna in the Ice Quarter. She seems upset, and if pressed will reveal her recent Harrowings have shown growing danger. If the PCs accompany her, play the fight with the thugs normally. Perhaps add a few, to make up for Koya's healing and buffing.

If the PCs refuse to help, or say they will go with her later, she goes herself. She is attacked and badly hurt by the thugs. Sandru is enraged at this, blaming himself and PCs for the attack. If not talked down, his relationship with the PCs suffers, and he may start investigating the thugs on his own (likely ending up with Ameiko in the Ravenscraeg dungeon).

Event 10.5 - Prelude to "Kidnapped!"

While visiting the caravan, they come across an argument between Ameiko and another NPC, preferably one who is protective of her like Shalelu or Sandru. Apparently, she left the caravan and didn't bother to tell anyone where she was going. During the fight, Ameiko makes an outburst along the lines of "I'm not some dainty princess who needs to be protected!"

If the PCs don't choose to intervene, the argument ends in Ameiko storming off. In this case, play Event 11 normally. If the PCs intervene and managed to talk them down, Ameiko may agree to not leave the caravan without protection (in which case use the altered Event 11 below), or stay with the caravan for the time being (use the altered Event 11, but replace Ameiko with another NPC)

Event 11 - Kidnapped! (alternate version)

Either have the PCs called to the caravan or run this event as they arrive for any other reason. Shalelu stumbles into view, badly wounded. Several NPCs rush to her aid, and she is taken into Koya's wagon. Allow PCs to help with healing spells or heal checks, or just let Koya do it. When Shalelu regains a bit of strength, she explains that she and Ameiko were ambushed by a large band of black-clad people. They fought hard, but were wildly outnumbered. Ameiko was disarmed and grabbed by several of the men. Shalelu tried to help, but Ameiko told her "don't be stupid! Get the others!"

Shalelu's injuries are severe, and she has also been poisoned. Koya doesn't have nearly memorization of "restoration" to bring her up to fighting condition, and speed is of the essence. If PCs try to heal her, you can either allow them to succeed (after numerous castings) and bring her with them to Ravenscraeg (although you will need to increase the difficulty of encounters to compensate). Alternatively, the Frozen Shadows have used a bizarre, magical poison that resists magical cures.

If the PCs talked Ameiko out of leaving the caravan, Shalelu is attacked with another NPC. Koya would be great. If one of the PCs is the only skilled healer around, it would be even better. Let them stay and help Shalelu, while that player takes control of Ameiko for the raid. Or is that a terrible idea? Just brainstorming, really.

The Raid on Ravenscraeg

A theoretical idea that would require more re-balancing than I feel like doing. While fighting their way through Ravenscraeg, it might be neat to have Ameiko and Ulf smash in through a side door, followed by several ninjas. Joining with the PCs, they have to defeat this larger group. Preferably have Ameiko call out something along the lines of "We'll handle them, you take [whoever the big bad of the area is]." We don't want to overshadow the PCs by having NPCs kill the villian, after all.

I was bigger on this idea, until I took a close look at the maps for Ravenscraeg. You would probably have to remove the blindhelms from the prison, and move it higher in the structure for this to work. While having Ameiko and Ulf barge in on the final battle with Kimandatsu is fine, it would be far more difficult to explain where they got weapons (and presumably potions of cure light wounds) when the only thing left is a tiny dungeon.

The idea, however, is to make Ameiko a part of her own rescue, and push her away from being a damsel in distress. Having her burst in when it looks like the PCs might be loosing a fight would be ideal, but would likely require an on-the-fly remapping of the dungeon.


I’ve been unimpressed with the official support provided in the books, both for NPC/PC interactions as well as non-combat events to liven up the caravan’s trip. As such, I’ve written some incidents that I may use in my game and am willing to share in the hopes it sparks others’ imaginations as well.

I am not using the caravan rules as RAW, so my mechanical suggestions are just that: suggestions. If you can think up better results, use them.
No DCs have been included, as these events could happen at any level, and thus it is up to the GM to change them to meet the PCs abilities.
If you can come up with your own ideas, please add them.

On the Road Again – Events while the caravan is on the trail

Shelyn Has Left the Building
A small shrine is found beside the road to any deity of the GM’s choice. If the caravan stops to pray, subtract 5 miles from the day’s travels, and give a +2 bonus to the next trading roll.

Fight Club
A pair of guards in the caravan gets into a fight over a gambling game. One accuses the other of cheating, the other denies this allegation. If not dealt with, the caravan suffers -2 penalty to AC due to people taking sides and not standing as a unified whole.

Lucky Charms
Koya or another fortuneteller finds a good omen. If the caravan spends 1 unit of supplies for a festival in celebration, the caravan can reroll any one of the next three rolls it makes.

Cat Fight
A small group of women in the caravan start to have personality conflicts with each other. This can be due to jealousy, in-fighting, or misheard gossip. Unless the party smoothes out the issue with Diplomacy, Sense Motive and Perception checks, the friction will cause a -1d4 to all economy checks and a +2 to unrest.

Pranks, But No Pranks
A number of pranks happen to the caravan (ropes unwound, mud placed in boots, knives dulled, sewing unwound). Tempers flare and people get angry as the blame runs wild. Using Stealth, Sense Motive, Perception, and knowledge (arcane), the party can find out fey tricksters are having fun with the caravan. If the party doesn’t find out about the fey, the caravan takes a -1d4 to resolve as trust deteriorates.

If the party finds the fey, a fortuneteller can engage the fey in a contest of wits, make a Profession (fortuneteller) check, if successful, the fey are made friendly and give 2 trade goods worth of fey-worked items. On a failure the fey leave, looking for people who are more fun to be around.

Reverse Harem
A woman in the caravan is playing one of the drivers and one of the guards against each other, enjoying the little power trip it gives her. If allowed to continue, the driver will eventually snap and murder the guard in his sleep. The party is left to deal with the fallout.

Minimum Sentences
Along the road, the caravan passes a crow cage beside the road. The prisoner inside pleads to be set free, saying he’s innocent. A Sense Motive check can tell he’s lying. If the caravan does not free him, he shouts insults and pronounces a curse upon them all! Unless cowed into silence with Intimidate (Diplomacy will not work) enough people hear the curse to cause +2 to unrest.

Baby On Board
A pregnant woman in the caravan goes into labour. The birth is very difficult and without help, disaster may occur. Make three skill checks: 1 Diplomacy (to calm the mother), and 2 Heals. Divine magic can be used to generate 1 successful Heal check. What happens depends on how many successful checks the party makes:

3 successes: mother and baby are fine. The caravan is elated! +2 to all checks for a week.

2 successes: hard birth, the mother is weakened, but the baby is fine. +1 to all checks for 3 days.

1 success: mother dies in childbirth, baby is fine. Joy mixed with sadness, no modifiers.

0 successes: mother dies, taking her child with her. Gloom descends on the caravan, -2 to all checks.

Are We Really Like That?
The caravan comes across a 5 member adventurer party (level 1). The fighter, mage, cleric, and rogue all have the charisma of unwashed rot grubs, but the male bard is smoking hot, and tries to hit on female PCs. Whenever anyone tries to talk to the bard, another of his party members moves to flank the speaker. The mage keeps moving into places where he would have a clear shot with a colour spray. The rogue eyes the party’s coin purses, and the fighter tries to speak but can only shout aggressively. The cleric always works something about his god into any sentence he says.

All are orphans and have no living family members.

In Need of a Cattle Prod
A druid is allowing his T Rex animal companion a chance to rest. Unfortunately, the lazy best is lying across the road. The caravan’s horses will not go anywhere near the predator, so the party must convince the druid to get “Lord Carvington” up and moving. Both have been walking all day and are tired, but the druid is fairly reasonable, so any good use of Diplomacy or bribe should work. Threats or use of force and the druid responds with Anti-Life Shell, Wall of Thorns, Repel Wood, Wall of Stone, or other, really high level spells to force the caravan back, but does not fight to kill. Left to himself, Lord Carvington will not move for a whole day.

I’m No Good Without My Daily Map
The caravan comes across a fork in the road. According to the map, the group should head east: too bad the fork in the road is between northwest and west. There was an eastern path at one point, but it looks like a fight between mages turned that route into a field of jagged obsidian rocks.

The caravan can either stop and wait for a traveler to come along (2 days) to tell them which route to take (west), or can send out scouts. A successful Survival check will tell the caravan that the west path is the longer, but safer. The northwestern one is shorter, but over rougher, swampier terrain.

Taking west route: no problems.

Taking northwest route: Make 2 morale, and 1 mobility checks against the caravan to see how well the caravan deals with the harder terrain and flaring tempers due to the extra work:

3 successes: the caravan is a well oiled machine! The surge of confidence gives the group a +2 to all economy rolls in the next town.

2 successes: the road is hard, but we’re harder. The toil toughens the caravan up. +1 AC to the next fight.

1 success: I should have stayed at home. The distance takes twice the time to cover. Demoralized, the caravan takes a -1 to all checks for a week.

0 successes: are we there yet? The rough path claims a victim! Randomly choose one of the caravan’s wagons. Remove that from play, as well as whatever cargo it was carrying. +2 to unrest until some kind of uplifting event occurs.

Gods On High
One night the sky suddenly lights up with a furious glow, like the northern lights. It is terrifying and people and horses cry out with fear. Those who make a Knowledge (arcane) check can tell it is some kind of battle taking place in the celestial realms.

A character with Knowledge (religion) can, on a successful check, read the signs above and calm the caravan down. By linking the lights above to religious sagas, the character can weave a story that gives hints to upcoming events.

Someone with Perform (storytelling) can do something similar, but at a harder DC. Someone with Bluff can as well, but at a still higher DC.
Failure: caravan is panicked and fearful. -2 to all checks but AC. Because of fear, AC goes up by +1.

Success: the caravan seems blessed. +20% on all gold gained in the next trading session.


Metamagic feats are cool in concept, but bitter-sweet in their implementation. Their increased cost make metamagicked spells resources-hungry, and their use is circumstantial at best (with the notable exception of Quicken spell which is always useful regardless of the situation). That's without considering the fact that the feat has to be purchased in the first place, and even if PF offers more than its predecessors, feats remain a limited and carefully spent resource.

This prompted the concept of metamagic packages where metamagic feats are downgraded in 'options' of a broader, conceptual feat:


    ABRIDGE SPELL [METAMAGIC]
    Benefit: You can cast a spell without some of its components. All effects (and costs) of an Abridged Spell stack to gain the separate benefits of each option.
    Still: A stilled spell can be cast with no somatic components. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
    Silent: A silent spell can be cast with no verbal components. A silent spell uses up a spell slot one level higher than the spell’s actual level.
    Eschew: An eschewed spell can be cast with no material components costing less than 1 gp. An eschewed spell uses up a spell slot one level higher than the spell’s actual level.
    Normal: Without this feat, a spell automatically fails if the spellcaster cannot provide all verbal, somatic and material components.
    Special: This feat has no effect if the recipient spell has no corresponding component part.


    AMPLIFY SPELL [METAMAGIC]
    Benefit: You can increase the variable, numeric effects of a spell. All effects (and costs) of an Amplified Spell stack to gain the separate benefits of each option.
    Energize: All variable, numeric effects of an empowered spell are increased by 1 per dice or increment. An energized spell uses up a spell slot one level higher than the spell’s actual level.
    Empower: All variable, numeric effects of an empowered spell are increased by 50%. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
    Maximize: All variable, numeric effects of a maximized spell use the maximum result of each variables (no roll required). A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
    Special: Saving throws and opposed rolls are not affected by this feat, nor are spells without random variables.


    AUGMENT SPELL [METAMAGIC]
    Benefit: You can increase the range, duration and area of effect of a spell. All effects (and costs) of an Augmented Spell stack to gain the separate benefits of each option.
    Enlarge: You can double the range of a spell. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
    Extend: The duration of an extended spell is increased by one category. Spells with a duration 1 round/level last 1 min/level, spells with a duration of 1 min/level last 10 min/level and spells with a duration of 10 min/level last 1 hour/level. An extended spell uses up a spell slot two levels higher than the spell’s actual level.
    Widen: You can double all numeric measurements of a spell with an area defined as burst, emanation, line or spread. A widened spell uses up a spell slot three levels higher than the spell’s actual level.
    Special: Spells whose ranges are not defined by distance are unaffected by the enlarge option of this feat. Spells with a duration of ‘instantaneous’ or ‘permanent’ are unaffected by the extended option of this feat. Spells that do not have an area defined as a burst, emanation, line or spread are not affected by the widen option of this feat.

Quicken Spell stay as is (because it is more useful than any of the others), while Heightened Spell is given to all spellcsaters for free (because it is less useful than any of the others).

With this, I hope to spread the use of metamagic a little bit without overthrowing the balance of things. I've been having this houserule for quite a bit now but my players rarely use metamagic in the first place (even with this houserule), so perhaps its a flawed perceived problem.

[edit] Oh yeah, Extended Spell is houseruled. To stay closer to RaW, revert to the doubled duration and adjust modifier to +1 level.

opinions?

'findel


Honestly, use an idea from one of my GMs. The campaign started sandbox, but due to "poor returns" (us not realizing some of the "junk" we'd collected was worth more to specialists than on the general market), we decided to start our own trade caravan.

The "goods" system seems to be for generic trade goods. Thread, colored ribbons, foodstuffs and live chickens, pots and pans - the sort of stuff that every villager will need, but there isn't a DEMAND for.

Your profit comes from specific planned stops. Wood to the lumber mill, lumber to the carpenters, furniture to the growing settlement, et cetera. In our case, we were taking pearls from our costal city all the way through six months of wilderness adventures to a remote desert kingdom, and bringing back silks and spices. This is how you make profit from the trip across Linorm and the Crown of the World, by bringing RARE Varisian goods to the markets of Minkai.

Along the way, we discovered several "local treasures" (jars of aloe lotion and bolts of spider silk come to mind). And there were some products we got just knowing they were dead weight until we got to a capitol. We were running out of space, and I think we at one point declined to pick up bandit weapons and armor because they "weren't worth their weight". Was it adventuring? Not at all? Did we have fun doing it? Absolutely. But if you NEED adventure, consider letting the PCs find trade items during their adventuring.

But on the subject of traders: I have an EVIL idea, and one that should appeal to your players. LET TRADERS GAIN XP from being with the caravan, awarded as goods are traded. Make it clear to players from the outset that traders INITIALLY aren't worth a lot, and show them a SAMPLE progression of feats that make them more profitable. You'd be amazed at the ideas players will come up with to customize "their" trader's profits. At the end of the AP, having a series of master merchants, each able to lead their own caravan, players will have a sense of accomplishment, rather than fury at having to "tolerate" a bunch of useless mouths and slowed travel.

And if you want to run one-shots, let the PCs hear rumors of a place just a day off their planned route. Do they swerve the caravan a day off course to explore some ruins? How do they secure the caravan while they're away? Guards and guard animals aren't cheap, and they increase consumption. (OTOH, the joy our group had when our first guard cleared second level was worth the extra pay. It was cheaper under that GM to hire low levels and raise them than to just hire experienced people out of the gate, another idea.)

But generally speaking, make the caravan something the PCs GROW rather than something they just have, and it may spark your player's interest. Make clear to them that by default, the caravan barely pays for itself, BUT with effort, it can produce profits. If only some of your players are interested in this, either blue book it or have separate sessions just for the "caravan players".

The caravan rules, like the kingdom and mass combat rules, are good starting points for a system that with just a little more effort makes a pleasant game in its own right. Think of it like the "dramatic contests" from SpyCraft - it's not required, but if your players show interest, it's a good framework for the action to take place in, and most players appreciate that there are rules for what they want to attempt.

Just be careful - if your group is considering selling Ameiko and Shelelu into slavery for the additional profits, then you've taken the AP off the rails. Not a problem for most groups, but thought I'd mention it before ending the post.


SnowHeart wrote:
Harek Ivarson wrote:
Well, I put together a new one that I like a good bit more. It still has some problems (I couldn't get the consumption formula to calculate the effect of cooks and guides), but will do in a pinch. Happy to share it and open it up for editing and refinement if folks would like.
I'd be down with that.

Well, hopefully this will work. I uploaded an editable copy to Google Docs. As I said, there are a couple issues I have with it. First, the Consumption total on the first sheet does not take into account Travelers' jobs. There may also be a better way to organize some things. Hopefully if anyone makes improvements/refinements to it, they'll post a link to the new version here.

Link

That's a great start, much better than mine where I attempted to cram it all onto one sheet.

One thing I added was a Consumption column on the Traveler's tab. Each traveler (not counting a certain NPC) counts as 1 consumption, further, it allows you to put in negative numbers of consumption for the cooks.


Here is a rough one I've been working out for my group. Don't have all the equations in it, but it's formatted like the official sheet. Have at it!

Qadira (Pathfinder Adventure Path Subscriber)

There's some grumbling over in the conundrum thread that you can't actually make any money with traders. Quite rightly, too. The trader entry is worded so that you can sell 5 units of trade goods on arriving in a settlement, and then have to move on to the next one. You need a lot of modifiers just to break even, and that means diverting resources from other options, like combat prowess--but why give up combat prowess, knowing that you can get money by killing bandits, so that you can make less money and increase the odds of being killed by bandits in turn?

Trading is a trap as written, but there's an obvious fix. Trading is a perfectly viable option if you allow traders to sell cargo from another settlement every day the caravan remains in a settlement, with a limit of five traders working each day. So if you have 10 cargo units of trade goods, you could stay for two days, giving your five traders time to sell all of them.

I've been playing with the numbers for a while, and this actually works so well that I strongly suspect this is how it was intended to work in the first place. Take a look at some of these example caravans:

Frugal Starting Caravan:
Let's say we have five PCs. They're greedy ones, convincing Ameiko to let them pocket her start-up cash, and refusing to hire anyone beyond the default caravan. They choose to max out morale at 4 and take Merchant Mastery.

Sandru and the brothers drive as usual, while Ameiko cooks, Shalelu and two more PCs scout for food, and Koya fortune-tells. The other two PCs can do whatever, as it's not important for our purposes. (Ridiculously cheap PCs with Handle Animal could even fire the brothers).

Their consumption is effectively 4, since the scouts bring in two free provisions a day without consuming any. It's debatable how long it takes to go from town to town in Varisia, but I figure it averages four days; they'll play it safe in case they run into trouble, and take 3 stores, good for 7.5 days. Let's say they eat it all by the time they get to town (maybe to keep unrest down?), because it's a lot of trouble to estimate actual usage.

Instead of hiring traders, three of the PCs will switch to trading in town, along with Ameiko and Sandru, while two more PCs entertain for another +2 resolve. Shalelu keeps hunting and Koya keeps fortune-telling. Their consumption shoots up to an effective 12 on trading day, costing 6 gp in provisions every day they're trading.

They average 15.5 gp for each unit of goods, or 71.5 gp for a day's work. ([10.5 rolled, +4 ability, +4 hero, +2 circumstance, +5 feat, -10 COGS] x5 traders, -6 food).

The towns on the way to Brinewall are Galduria, Wolf's Ear, Roderic's Cove, and (potentially) Riddleport. If a caravan can only sell on arriving in a new settlement, they'll earn 71.5 gp per town. After spending 20 gp for the drivers and 60 gp in eaten/wasted stores on the road, they've earned 206 gp--less than a single battle with bandits. If it's not an bad investment, it's only because the party didn't invest anything.

But if they can sell 15 units of trade goods to sell over the course of three days, they'll earn 214.5 gp per town, and it won't affect their expenses very much. That's 798 gp in trade. They'll probably end up spending more in repairs due to the sacrifice in combat ability, but still, they're making coin for their effort.

With some actual investment, the PCs could try to sell in volume instead.

Huge Starting Caravan:
If they take Mobility 3 and Morale 2 instead of Morale 4, they can take Extra Wagons, and spend 1200 gp of Ameiko's starting cash on four supply wagons, adding 40 capacity. They'll all need drivers, and they'll take on three traders as well, so that all of the extra PCs can entertain in town (unlikely unless they're all spellcasters, but possible).

Effective consumption is thus 15 on the road and 23 while trading, so they'll take 13 stores (good for 8.7 days) and pay 11.5 gp a day to eat while in town. That leaves a whopping 45 capacity for trade goods. They're selling for 11.5 gp each, or 46 gp a day ([10.5 rolled, +2 ability, +4 hero, +5 circumstance, -10 COGS] x5 traders, -11.5 food).

Obviously you it's dumb to try to make money selling cheap goods when there's a cap on how much you can sell. If this caravan can only sell on arriving in a new settlement, they'll earn 46 gp per town. Just the cost of eating on the road is 260 gp, so they're losing money. They'd be better off without the supply wagons; cargo capacity is irrelevant beyond what you need for food and treasure.

But dumping 45 units of trade goods into a town over nine days will earn 414 gp a town. It'd take two months to reach and sell in all four towns, so paying the six drivers and five traders will cost 220 gp, and eating on the road is still 260 gp, since eating in town is included above.

That means the volume approach will produce 1176 gp. That sounds like a lot, but split five ways, it's really not. The PCs have invested a fair bit into a caravan that's still relatively vulnerable. They'll have to flee from everything (they can't even pick up treasure anyways), which is especially bad because this caravan has very little tolerance for unrest. A run of bad luck could forcing them to give away a lot of trade goods and eat into their margins significantly. In all, the reward matches the risk.

Besides, this caravan is driving down a road of diminishing returns.

High Level Caravan:
We don't know what the future APs hold, so it's hard to say for sure how things scale. Free NPCs are great for keeping costs down, for one thing. Extradimensional storage becomes available. And we don't know the number of settlements or the distances between them, except that they surely become scarce around the Crown of the World. But we can at least guess how much we earn per town.

Level the volume caravan to 10 (the presumed start of book four), giving it Merchant Mastery three times, Enhanced Caravan four times for a Morale of 6 and other scores of whatever, and Extra Caravan three times. We've added a Royal Carriage (+4 resolve), another three Supply Wagons, and four drivers.

Effective consumption is 24 on the road and 32 while trading. We'll take 35 stores (over two weeks of food) and pay 16 gp a day to eat while in town. That leaves 55 capacity for trade goods. They're selling for 34.5 gp each, or 156.5 gp a day ([10.5 rolled, +6 ability, +4 hero, +5 circumstance, +4 Carriage, +15 Mastery, -10 COGS] x5 traders, -16 food).


You get 156.5 gp for arrival. Monthly wages are 150 gp, and daily consumption costs 12 gp, so they need to hit about three towns a month to break even. At level 10, this is a TOTAL waste of effort. They'll probably never even pay off the extra wagons!

But if they can sell every last unit? After 11 days in town, they'll earn 1721.5 gp, minus some very nebulous expenses. If the towns are reasonably close to each other in Tian Xia you could make okayish amounts of money for their level, especially if we add allied NPCs and bags of holding. However, while your caravan could have guards and points in defense and such, it's still going to be underpowered against random encounters, which are no doubt both far scarier, and far more profitable. Also, you're wasting lots of time in or near the Jade Regent's territory, which might be bad in itself. And there's still no spare room for treasure. I doubt that the high level merchant caravan is still worth it, overall. We've nearly tapped all options to increase profits and there's still a few adventures left to go!

In Summary...

Does this interpretation of caravan trading feel right? Some will sputter "butbutbut market saturation!", but I'm convinced the system is better this way. It rewards the PCs for careful caravan design. It allows the PCs to run a very long supply caravan viably. It lets the PCs make money in a way other than killing monsters and taking their stuff. It prevents the PCs from resenting the caravan as as a drain on resources. It encourages the PCs to stick around in the towns they visit, creating roleplaying opportunities.

And even if you think the strategy starts off a bit too strong, it still gets weaker over time, encouraging the party to eventually even out their stats and balance short-term gains with long-term effectiveness. Really, the biggest problem I see with running it this way is that it's potentially a ton of rolls--in practice I'd just let the party take the average for every trader, as I've assumed in all my math.

Hopefully my math is correct. Or at least not monstrously wrong. I did a ridiculous amount after all. Let me know if you find any mistakes--or ways to significantly improve profits.


Some other ideas that could help out, if you're really concerned about profit:
1.More expensive trade goods:
Instead of trade good costing always 10gp, you could buy trade goods for 10 gp(x1), 50 gp(x5), 100 gp(x10), and 500 gp(x50) and would multiply the sale role with the value in the brackets to get the actual sales price.
Note: You can only sell trade goods in a community's up to it's base value, no matter how many traders you have or how much the trade goods are worth.

2. Special trade goods:
These could be things starting with expensive jewelry to things like black powder, masterwork items, and similar. You'd have to haggle somehow - I'd probably use opposed Diplomacy checks - and try to buy cheap and sell high. You'd have to develop a much more detailed economic system for this to work on a large scale, but it should easily work for cross-continental trade. What's common in Sandpoint would be very exotic on the other side of the world, so a considerable profit margin should be possible.

3. Passengers:
Provide some people that are interested in traveling in the same directing as the caravan but are unwilling to risk traveling alone. Paying passengers would not only be a source of income, but could also provide role playing opportunities but also plant seeds for some side adventures you might want to run or allow the BBEG some time to interact with the party before they attack from the inside.
A variation might be other merchant who want to join the caravan for a while to enjoy increased security and would pay a share of the costs or a fixed price, as you see fit.

4. Transport Service:
If they make no secret of where they are going, they may well be approached by people who need something transported in that direction - be it iron ore from the mines or heirloom furniture - and are willing to pay.

Whatever happens, the players should not forget that the caravan doesn't belong to them - neither do the profits! So don't allow them to take the money for themselves. This money should be exclusively for the travel costs and other common needs.

(Publisher, Legendary Games & Necromancer Games)

SnowHeart wrote:

So, I'm looking over the rules for running the Caravan and what was initially a lot of excitement over an interesting idea is turning into concern that it won't be that much fun. I was wondering what others thought and if folks have begun to run this part of the AP for their players yet.

Basically my concern is that for encounters, the caravan is it's own character and it is the only character for the encounter. The PCs don't do anything. So, only one person is rolling for what the caravan does, while the other players just sit around the table and watch. Add to that the somewhat unheroic task of managing calculating resources to get from point a to b, and encounters that don't tie into the story, and... well, I think I'm looking for ideas here to help me brainstorm ways to make it a little more interesting and involved for all of the players. Or am I completely wrong and misunderstand how this is supposed to work?

Don't worry, Jason Nelson and I are already working on some caravan expansion stuff for Legendary Games to fill that exact need.

Sample caravans, some caravan NPCs, rival caravans, set piece caravan encounters where the PCs are featured doing their PC thing while the caravan encounter goes on in the background.



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