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Goblin Squad Member. 960 posts. 2 reviews. No lists. No wishlists.

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The feat Suffocating Strangulation forces grappled opponents to make a CON check "at the end of their turn each round" to avoid suffocating.

Suppose a creature with this feat successfully grapples an unaware opponent during the surprise round. Does the grappled opponent have to make a CON check during the surprise round on their ordinary initiative, even though cannot take any actions? Or does the first CON check come at the end of the grappled opponent's first normal turn?

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I'm curious -- what became of Shalelu Andosana in your campaigns? She has had many fates, I'm sure.

In my campaign, Shalelu proved a bit too insightful. The party leader, Micah, was about as shallow as a puddle, and wrapped up in his own emo-outcast self-image. Shalelu pointed out that everbody else saw him as a hero for his repeated acts of selfless courage, and suggested that the outcast loner schtick was all in his head, and continued mainly because he himself wouldn't let anyone get close.

Micah was disturbed by this assessment of his character. It struck too close to home. Therefore, he started telling everyone that Shalelu was creepy, and he didn't know if you could really trust her. The other party members picked up on his distrust, and in short order she became a pariah, tolerated only because she hadn't actively done anything to harm the party.

No one wept especially when she got crushed by a lucky critical hit with a boulder thrown by a stone giant in the very last fight of Book 3. Her final words were: "Tell ... Micah ... he really is ... a hero. And also ... an !@#$%^&."

Sometimes players decide to renovate a dungeon and use it as their base of operations. Let's make a big list of problems they may face AFTER the monsters are gone.

Let's put in some good things as well as calamities and annoyances.

1. Heavy rain reveals a leaky ceiling, spoiling some supplies in the process.

My Rise of the Runelords PCs have expressed an interest in exploring Minderhal's Anvil. Am I correct in thinking that Forge of the Giant God probably has a map/encounter I could adapt for that?

Just checking before I plunk down $16 for the PDF. I'm hoping there's something that could be adapted into basically one encounter -- adding the entire book would be too much in an already long campaign.

The Robe of Arcane Heritage lets you treat your sorcerer level as 4 higher for purposes of your bloodline abilities. Is there a feat that does that, the way that Shaping Focus does for druid wildshape abilities?

My party has managed to offend a silver dragon, but not to the point where it decided to attack us. As part of an attempt to make amends, my character is creating a magical painting depicting famous good-aligned dragons in moments of great heroism. Each day it slowly shows a whole scene developing and changing, and then switches to the next picture the following day. It can also be shifted to a specific painting on command. The full descriptions of the painting as follows:

The first painting depicts the brass dragon Sarithil, aiding in the contstruction of a vast reservoir near the desert city of Manaket. As the day goes on, the water level in the reservoir slowly rises, and luxurious, verdant plantgrowth spreads across the desert.

The second painting shows the venerable bronze dragon known as He Fa Chu (not his draconic name), presiding at the Monastery of Shung Li in the distant land of Dtang Ma. Over the course of the day, it shows him mediating disputes between the local kami and kitsune; training generations of monks; and assembling a staggeringly impressive library.

The third painting shows Merithyl, the copper dragon renowned for her tireless opposition to slavery, in battle against a ship of slavers over a broad, calm ocean. Over the course of the day, the slavers fight fiercely against her. She is grievously wounded, and in the end chooses nobly to sacrifice herself to destroy the ship at the cost of her own life.

The fourth shows Gunnarex, the sage golden dragon, who composed the Draconic Apsu, an epic poem recording the origins of the true draconic races. The painting shows him reciting the history of the draconic kinds, each in kind, over the course of a day.

The fifth and final painting depicts the heroic silver dragon Terendelev in the defense of the city of Kenabres. Behind her stands a Wardstone at the edge of the city. Over the course of the day, all of her allies fall, and the corpses of slain demons pile up about the base of the hill, until finally Terendelev stands alone, bloodied, but unwavering in her determination to fend off the attackers. At the last, Terendelev fights the Balor Lord Korramzedeh in single combat. The fight is brutal; neither one holds back, and both take grievous wounds. But in the end, Terendelev defeats the demon, almost slaying him, but definitively breaking the assault and sending the balor fleeing for its life. Unable to pursue him, Terendelev nonetheless stands battered but triumphant before the walls of her protectorate.

I've taken Craft Wondrous Item just so I can make this thing, and now I'm trying to figure out how much it should cost. I haven't found any very good analogous items. Suggestions? I'm guessing it should be at least 2,000 gp market price, possibly much more.

This came up in a game. Can a wizard simply choose not to bond with an object or familiar? Just ignore the class feature entirely.

I've just rolled up an oread archer, but I'm having trouble finding suitable minis. Any suggestions? It doesn't necessarily need to have a bow, but I'd like something that looks kind of stony.

If I make a Warlock 8/Eldritch Knight 2, does the warlock gain an effective increase in caster level and spells per day from the prestige class? Or does the talent-based mechanic for spell increases preclude him from gaining that benefit of the prestige class?

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On the evening of July 3rd, I ran "The Night March of Kalkamedes" -- PFS scenario 4-19 -- for a party of 5 vigilantes. All PCs were level 5, 20 point buy. Since they weren't created for PFS, I did not enforce any PFS-specific rules, and just picked vaguely appropriate faction missions for them after they introduced their characters.

The cast, with linked character sheets:

Frank, playing Galannon, stalker vigilante (page 1, page 2)
Chris, playing Arthur, zealot vigilante (sheet)
Connor, playing Montgomery, warlock vigilante (sheet)
Andrew, playing Bar, avenger vigilante (sheet)
Stephen, playing Kib, stalker vigilante (sheet)

Notes on the character sheets:

1) Frank didn't actually have Hide in Plain Sight -- I pointed out to him before the session that you need to be level 8 to pick that. He substituted the talent that gets you a Rogue talent, picking Fast Stealth. Also, he was clearly using a form-fillable PDF. I am uncertain why he printed it out and sent me scans of the pages (in two different file formats) rather than just emailing the PDF. There must be some kind of reason.

2) Connor's initial plan was to hide his full plate and a scythe in his Tattoo Chamber, popping them out and using Serren's Swift Girding to put them on when he needed them. Sadly, neither one meets the "fits in one hand" requirement. So he wound up hauling his full plate in a backpack, and switching to a trident for his weapon.

3) Andrew seems to have gone over-budget on his gear, but I don't think it mattered. The keen property on his axe might as well not have been there, considering he never rolled a crit threat during the evening.

We recorded audio of the full session. The session ran just over 4 hours. For convenience, I have split it into separate chunks of audio for each encounter in the scenario, plus one for cleanup after the privateers ("The Ballad of Laurie and Howard"), and one for post-session discussion of mechanics.

There was a television running successive episodes of Star Trek the Next Generation in the background, so there is some more or less constant background noise, but for the most part it doesn't get in the way.

In listening to the session after the fact, with more leisure to check rules, it seems I was running the Acrobatics check for Up Close and Personal incorrectly. We were using a DC of 10+opponent's CMB to go through its space, when rules actually specify CMD+5 as the DC, which would generally be higher. Galannon was rolling pretty well on his Acrobatics, but even so, he likely would have failed to pass through the opponent's square on at least a couple of occasions.

Up Close and Personal was very powerful as long as he had cover to use for Stealth; it will probably be at its peak at level 8 when a Stalker can take Hide in Plain Sight, allowing a pretty reliable way to get Hidden Strike. After that point, it will slowly diminish in power because it only allows a single attack; its damage output will be lower than a full-attacking fighter type. I do wonder how it will interact with feats like the Sap Master chain.

In retrospect, I also wonder if I interpreted the "aware of your presence" clause correctly or not. Gallanon always cover available to re-stealth. But the other bandits were well aware that their comrades were getting cut down by something fast and dark. Should that have meant that they were "aware of his presence" even if they didn't know quite where he was? The extra conditions for determining whether the vigilante gets his Hidden Strike, compared to standard sneak attack, seem a great deal more open to interpretation. I am unsure how I feel about the matter.

We double-checked after the session, and Connor's belief that the Warlock specialization does not gain extra spell slots for a high INT was incorrect. Even so, I am in agreeance with him that the Warlock and Zealot seem distinctly underwhelming compared to the Avenger and Stalker.

I hope this is useful. The class seems like an interesting idea, but the dual identity is difficult to integrate with existing published material.

On Friday I'll be running The Night March of Kalkamedes (PFS scenario 4-19) as a vigilante playtest, for a group of three vigilantes. I'm starting them at level 5 with 20 point buy, limited to Paizo-published products, and excluding the uncommon races from the ARG. They players are all fairly experienced; two of them are long-term GMs.

The adventure gives instructions for increasing or decreasing the difficulty based on "sub-tier". I've never played in PFS, so I don't know what a "sub-tier" is. Which level of difficulty should I be having them play at considering the above?

EDIT: Never mind, I found the answer to the above question.

I just had a session that was, in a word, disastrous.

The Long Sad Story:
I'm running a Runelords campaign, and the Big Bad of Book 2 survived. I invented an alter ego for her, Diana Baythorne, and the party spent the whole of Book 3 as her sock puppets, taking out her rivals in her boss's organization.

After Book 3, there was a long stretch of downtime, both in-game (6 months) and in real life (2 months). To fill that time, I ran solo sessions for each PC, in which they all got different hints and plot hooks leading them to suspect that Lady Baythorne was not really their friend. For her part, Lady Baythorne decided their usefulness was over and arranged an ambush to eliminate them.

Today's session was meant to be the big revelation of Lady Baythorne's true identity and agenda. She would personally lead them into an ambush and betray them, revealing her identity in the process. I'd been eagerly anticipating it as the culmination of a real-life year's worth of plotting and planning. It was set for 1:30 on Sunday.

Friday night at 9 PM, one player ("Alice") texted me to ask if a guest ("Jenny") could come, and would it be okay if she brought a level 10 lich? I said no liches, but I'd previously indicated that guests were okay, so I allowed Jenny to attend. I asked Alice and Jenny to come over Saturday to work out a character. They said 7 PM would be fine.

That left me struggling to figure out how to integrate another character in my carefully laid plans. I knew absolutely nothing about Jenny. Heck, I didn't even know her NAME at that point. All I knew was suddenly I had to figure out some sane reason for another PC to show up and work them into my carefully laid plans. I kept going in circles based on my lack of information. The best thing I could think of was to give her control of one of the NPCs. But I didn't want to give her Diana Baythorne. I wanted to do that myself.

On Saturday, when they still hadn't showed up at 9 PM, I texted to find out where on earth they were, and they indicated that they hadn't left a social gathering at a city 75 miles away yet, and wouldn't be there before 10:30 at the earliest. I spoke with Jenny on the phone, found out she had a reasonable amount of experience playing arcane casters, and asked if she'd be okay with betraying the party. She was downright enthusiastic.

So I modified the mission. Instead of Lady Baythorne leading them into the ambush, this new PC would do so on Lady Baythorne's behalf. Baythorne's betrayal -- but not her true identity -- would be revealed by orders found on the body of Jenny's PC.

I stayed up till 4 AM working up Jenny's PC, prepping materials to brief her on the character's capabilities and what she'd need to do. I made it a necromancer with lots of debuffs but not a lot of damaging spells. The one really big damaging spell I put in was Death Throes, a spell dealing large amounts of force damage on death. In retrospect, that was a stupid thing to do, but it was really really late and I wasn't thinking clearly.

Today, the session happened. The betrayal went down. There was a reasonably dynamic fight. But it turns out that one of the other players -- "Bob" -- strongly dislikes PvP. And his PC died as a result of the Death Throes spell. The PC was saved by a timely Breath of Life spell, actually. But Bob's fun was well and truly ruined even so. He really felt awful.

Worse, Bob had really liked Diana Baythorne as an NPC. He couldn't understand why she would turn on them like that. He felt so bad, I tried to explain that I'd been trying to figure out some way to integrate an unexpected player at the last moment, and finally let slip that Baythorne was the Big Bad from book 2.

The instant I told him, I regretted it. That was the revelation I'd been looking forward to myself, and Bob was the player who cared most about it. I robbed myself of that, and I robbed him of learning it in play.

Bob's fun -- ruined.

My fun -- ruined.

All of the work and plotting and planning I put into that sub-plot for an entire year -- ruined.

I've been a giant ball of heartsick frustration for the last 8 hours over how horribly this turned out. I've been wandering my apartment second-guessing myself, alternately punching walls and crying. I've been mad at Alice for not giving me enough warning to think things through properly. I've been mad at myself for not thinking faster, and for letting the big reveal slip because I was trying to comfort Bob.

The worst part is, right AFTER the session I came up with the perfect way to handle Jenny: one of the players has a cohort. I could have let Jenny run the cohort. There wouldn't have been any PvP to bother Bob. I could have proceeded with my original plan unaltered. I wouldn't have had to stay up till 4 in the morning building a character and modifying plans. Everything would have worked out so, so much better.


So. Lessons learned:

1) If you want to invite a guest to my table, you have to give me at least a full week's notice so that I can have time to adjust things. If you miss the deadline, your guest can observe or run somebody's cohort, but they don't get a PC.

2) It's vital to find out if any of your players dislike PvP before it becomes an issue.

I'm hope someone else can learn from my mistakes.

What kind of action is needed for a creature with the Change Shape ability to revert to its natural form? Standard? Move? Swift? Free?

Undercover lamia NPCs with plans to turn on the party in mid-combat want to know!

I don't understand how to use ghosts as a monster. They've got that rejuvenation ability which renders them basically undestroyable without dealing with the situation that's holding them back, so canny parties who do their research never bother fighting the ghost: they just find out what it wants, then go deal with that situation.

It can easily take a couple of hours to stat up an NPC, including applying the ghost template. If all the ghost's going to do is serve as a plot hook, spending all that time working up stats for it feels like a waste. I could just as easily have scribbled down some estimates of social skills and a save DC for its frightful moan and left it at that.

What other approaches should I try?

I've been working on a PC, and I'm so pleased with the outcome I thought I'd share some notes on it. It's not a min-max build, nor especially ground-breaking, but it should be fun to play.

Race: half-elf

20 pt buy

DEX 12
CON 14 + 2 racial = 16
INT 17 + 1 level bump = 18
WIS 12
CHA 10

Primary class: Wizard, Admixture school, opposition Necromancy/Enchantment
Secondary class: Rogue

Student of Philosophy - INT to most Diplomacy
Ancestral Reflexes - +2 trait bonus to Initiative

1: Skill Focus (Diplomacy) (racial bonus feat)
1: Scribe Scroll (class bonus)
1: Fast Learner
3: replaced by Trapfinding
5: Alertness
5: Wizard bonus feat to taste
7: replaced by 1d6 of sneak attack

Levels 1-5, Wizard, focusing on evocation stuff. The Admixtures school ability lets you swap out energy types to deal with energy resistances.

Level 6: Sleepless Detective from Paths of Prestige.

Level 7: Back to wizard

Levels 8-17: Arcane Trickster

Levels 18-20: Wizard

Totals: Wizard 9/Sleepless Detective 1/AT 10

For the early part of your career, you're just a wizard, and you play it like a wizard.

In the mid-levels things get interesting. The single level of Sleepless Detective lets you add your INT to Perception and Sense Motive. It also lets you add INT to Diplomacy for Gather Information purposes; the Student of Philosophy lets you add INT to Diplomacy when making a request, so you get INT on most Diplomacy checks. It also gets you a juiced-up version of Detect Magic as an at-will SLA, which frees up a cantrip slot for other things.

You're playing catch-up with sneak attack progression in the mid-levels:

6 - +1d6 from Sleepless Detective
7 - +1d6 from Variant Multiclassing
9 - +1d6 from AT
11 - +2d6, from AT and VMC
13 - +1d6 from AT
15 - +2d6, from AT and VMC
17 - +1d6 from AT
19 - +1d6 from VMC

So by level 11, you're 1d6 behind a full rogue, and 1 caster level behind a full wizard. Over time, you get full sneak attack progression (+10d6 at level 20). In addition, between Alertness, Skill Focus, and traits, you've got solid social skills.

It's feat poor, which is a drawback. But I think the tradeoffs are acceptable.

I've got a PC using this build at level 6 which I will start playing tonight, and I'm really looking forward to seeing how it works out in play.

Are there stats for Sorshen anywhere?

I'd really like to see sets of minis built around the Summon Monster and Summon Nature's Ally lists. Say, one set per spell level -- so you'd have the Summon Monster I set, then in the next installment Summon Monster II, etc. They could either be builders series, or small box sets.

That would be handy for both GMs and for anyone who plays a PC that summons things.

Are the fringes of the Eye of Abendego at all navigable? I'm just trying to figure out the best overland route from Magnimar to Yamasa by mundane transport.

So far, it looks like the sanest option is to take ship from Magnimar to Azir in Rahadoum, then travel overland through the pass at Haldun.

Would be at all viable to sail from Magnimar, put in at Ilizmagorti for fresh water and supplies, then skirt the edges of the Eye of Abendego?

Hi! I wrote post #58 in the thread Magical Sleep or Natural Sleep. A large number of posts in the thread got zapped for derailing the original question, an action which I approve because they were.

Mine, however, was a substantive answer to the original poster's question. It did make one minor reference to the derailing posts, consisting of the phrase "as amply demonstrated by Username-was-here." The post was initially left intact, but later removed. When I noticed the others had been removed and mine left, I wanted to remove that clause because it no longer made sense. But by that time I was no longer able to edit the post.

So, would you please consider restoring that post, minus the offending clause? It even got a favorite, which is always nice.

Oh, and I would prefer to have made this appeal by PM, but as far as I can tell there's no "Send private message" link on Chris Lambertzs' profile page. Is that by design, or a bug?


Scenario: you work for a thieve's guild. Your guildmaster is soon to meet with the representative of a powerful client for the first time. He is suspicious of the client's offer, and wants a hidden spellcaster to use Detect Thoughts to learn as much as possible during the negotiations.

Unfortunately, the client's representative is equipped with a Ring of Mind Shielding. The guildmaster learned this in advance, and has managed to create a fake ring that looks exactly like the rep's ring.

Your job is to swap the two rings. The rep is currently traveling overland towards the city, and will arrive in about 3 days, then spend about 1 day in the city before the meeting. He's a cleric, and tends to keep the ring on unless he has a good reason to remove it.

How would you go about it?

I'm designing a one-shot in which a soloist PC (Bard 10, with fighter 8 cohort) will fight a Rakshasa. Before getting to him, the PC will encounter three helper NPCs who will test her worthiness to undertake the task and give her useful stuff if she passes.

It's the three helpers I'm having trouble with. They were chosen by drawing from a Harrow deck, and they are:

1) The Paladin
2) The Brass Dwarf (Azer)
3) The Rabbit Prince

I need a challenge and a reward for each of these three.

For the Paladin, I don't have a good challenge. If she passes, the reward is Protection from Evil 1/day as a spell-like ability, to deal with the Rakshasa's mind-affecting spells.

For the Brass Dwarf, I don't have a good challenge. If she passes, the reward is the Holy weapon property on her rapier or shortbow (not both) to deal with the Rakshasa's DR.

For the Rabbit Prince, no idea for a challenge OR a reward. I've run The Harrowing before, so I'm familiar with how he was presented there, but I'm not sure that fits. Maybe I should take the card metaphorically, and have the helper be just a younger member of a noble house or something? Totally at sea on that one.

Setting is Varisia, and the Rakshasa is guarding a Runewell of Lust under Korvosa. Session is scheduled for Saturday morning.


Suppose I make a PC using the variant multiclassing -- say, a witch with the bard features -- and then enter the Evangelist prestige class. When the PC hits Evangelist level 2, I have to choose "a class she belonged to before adding the prestige class to be her aligned class".

Do I have to make a choice between witch and bard (primary and secondary), or do I get both?

The Antimagic Field does not have a "Target" line; it has an "Area" line:

PRD wrote:

Area 10-ft.-radius emanation, centered on you


Question: does the "you" in the Area line allow a wizard to designate his familiar as the point of origin for the emanation?

Because that would be super-useful. Cast Antimagic Field on your familiar and have it go hang out with the fighter.

As a result of some rather complicated events in my homebrew Golarion campaign, Cernunnos has changed alignments from CG to CN. In brief, he was wounded, and the cure became adulterated with pure chaos by a protean.

I'm just trying to figure out how this should change him. He's currently the patron of the PC, having granted her some mythic tiers. I've played him as impetuous and rash, but committed to the greater good, and willing to sacrifice himself in a good cause. Now he's busily re-evaluating his outlook on life, and I don't even know if he can be an empyreal lord now that he's not good-aligned any more.


This thread mentions another thread about altering Book 3 such that Barl Breakbones assaults the PCs at Fort Rannick rather than waiting for them to come to Hooktongue Mountain.

I'd like to read that thread, because I'm considering something similar for my group. But I can't find it. It's not linked in the post that references it, my google-fu has failed me, and I quail at the prospect of manually sorting through thousands of threads.

Anyone know where to look?

So, suppose a witch casts a quickened Ill Omen (CL 10) on a character with Mythic Iron Will, followed by a Dominate Person.

The Ill Omen spell requires the target to roll twice and take the lower result on his next 3 saves. Meanwhile, Mythic Iron Will allows him to roll twice and take the higher result on all Will saves.

So ... how should this be resolved?

A) Roll twice for the Ill Omen, make a note of the worst, then roll a third time for Mythic Iron Will and take the better of the two?

B) Roll twice for the Mythic Iron Will, make a note of the better, then roll a third time for Ill Omen and take the worse of the two?

C) Declare that Ill Omen and the Mythic Iron Will negate each other's effects, then roll once and take it?

This is very likely to come up in my game on Saturday.

So, in my homebrew game, Arazni has just attempted to hire the PCs to kill Count Ranalc.

Unfortunately, this offer was based on a misreading of the canon -- I somehow got it into my head that Nex and Count Ranalc were in fact the same person. I reasoned that Arazni is tired of being de facto ruler, and wants the full title -- which she can only get by destroying Geb. But Geb's a ghost, and will continually reform until the thing tying him to the mortal plane (namely his hatred of Nex) has been dealt with.

Meanwhile, Count Ranalc has been the primary antagonist at the root of the party's troubles for the last two years, so the party has a reason to be interested in the offer. The party is also currently undead (vampires, due to an unfortunate random encounter), so the fact that the offer is coming from a lich isn't a major problem. Arazni even has reason to believe they can credibly take on a demi-god, considering they killed Jezelda recently.

It all worked so beautifully in my head. Arazni hires the party to get rid of Ranalc. I stat him up as a demi-god (like an empyreal lord or demon lord -- something potentially killable, unlike a full deity). They take him on, presumably with direct aid from Arazni herself (possibly even Geb). Epic fight, and when the dust settles the party's path to completing their own goal (fixing the gates of Sevenarches) is made substantially easier without active opposition from Ranalc.

... except it turns out that Nex and Ranalc are not the same person after all, which totally undermines Arazni's reasons for hiring the party to do it.

At this point, the party has no idea why Arazni wants Ranalc dead. All they know is that's what she wants, and she'll be willing to discuss the details if they're interested. So if I can come up with another plausible reason why Arazni wants Ranalc's head, the idea could still work.

Suggestions? I mean, I could just declare that Nex and Ranalc really are the same person, but that throws all kinds of other related canon stuff out of whack, and I'd rather not do that.

The description from Bestiary 2 says:

Breath Weapon (Su) Although it deals negative energy damage, an umbral dragon's breath weapon does not heal undead creatures.

The ecology entry from PF #11, Skeletons of Scarwall, says that undead creatures often seek umbral dragons as mounts, because:

The wyrms’ ability to heal the dead with their breath and elicit fear from difficult-to-control undead minions—like mohrgs, spectres, and vampires—make them potent allies to would-be generals among the legions of the damned.

So ... which is it? I don't like it when the crunch and the fluff disagree with each other.

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Here's a mythic reincarnate I came up with for use in a campaign I'm GM'ing. Add the following to the end of the spell:


Mythic: You may roll twice when selecting the target's new race, and choose which roll to use.

Augmented (6th): If you expend an additional 4 uses of mythic power, add all playable (0 hd) races to the list of possible races, subject to your GM's approval. You may choose the target's new race, gender, and age category. You may choose the details of the new body's form, such as hair and eye color, complexion, and so on. In addition, you may grant the target a +1 reincarnation bonus to one physical ability score. This bonus does not stack: subsequent reincarnations may affect a new physical ability score, but not the same one twice.

According to the Knowledge skill description, the DC to identify a monster's abilities and weaknesses is 10 + the monster's CR. That's fine for stock monsters. But what do you do about templates?

Is it really supposed be harder to figure out what a template does when applied to a level 10 fighter compared to the exact same template on a level 5 fighter?

I'd like a map showing modern day Golarion with the outlines of the old Thassilonian provinces overlaid on it. I'm pretty sure I've seen one somewhere, but I can't remember where. Can anyone point me in the right direction, please?

This is a feat from Blood of the Night, and it's confusing. Here's the full text:

Blood of the Night p. 17 (page unnumbered) wrote:

Improved Gaseous Form

Your gaseous state is more potent than that of your peers.

Prerequisite: Vampire.

Benefit: As a standard action, you can assume gaseous form at will (caster level 5th), but can remain gaseous
indefinitely and have a fly speed of 20 feet with perfect maneuverability. This is a supernatural ability.

If you already possess the gaseous form special quality, you can instead choose to augment your gaseous form in
one of the following ways. These effects apply only to creatures that enter your space while you are in gaseous form.

Glitterdust (Su): Creatures must succeed at a Will save or be blinded and outlined in golden particles as
though under the effects of glitterdust.

Mind Fog (Su): Creatures must succeed at a Will save or take penalties as though under the effects of mind fog.
This effect lasts as long as a creature shares your space and for 2d6 rounds after.

Special: You can gain this feat multiple times. Each time you take this feat, choose another swarm type.

Questions questions, so many questions.

1) Suppose a standard vampire who already has gaseous form takes this feat. Must she make a choice between Glitterdust and Mind Fog once, when the feat is taken, or each time she assumes gaseous form?

The "Special" line about taking the feat multiple times would suggest that you choose one when you take the feat, but then it goes on to talk about choosing a swarm type. That's clearly a copy-paste error from the "Improved Swarm Form" feat on the same page, but since it doesn't actually say you have to pick one manifestation when you take the feat, it's totally ambiguous.

2) Suppose we have a face-off between Vina Vampire and Perry Paladin. They are standing directly adjacent to one another, thus:


As a standard action, Vina goes gaseous. She has Improved Gaseous Form, and has chosen Mind Fog. The feat says that the Glitterdust/Mind Fog effects "apply only to creatures that enter your space while you are in gaseous form." Does this mean:

2A) That Perry has to voluntarily step into Vina's square? Or,
2B) Can Vina step into Perry's square to force a Will save against Mind Fog?

3) Assuming the answer to 2B is "yes, she can step into his square to force the save", how often can she force that save? The options are:

- every time she enters his square
- once per round when she enters his square
- once per some longer interval (minute/day/month)
- once per time she assumes gaseous form, because it counts as a separate casting of "Mind Fog"

If it's EVERY time she enters his square, she has 20 feet of movement, and can therefore force Perry to make 2 saves against Mind Fog in the same round that she became gaseous with a simple move action (in, save, out, in, save, out). If she can manage a double-move or a run using the same trick, that's a whole lot more saves.

Anyway, sooner or later, Perry is going to fail that Will save, and incur a -10 penalty on Will saves for AT LEAST 2 rounds -- plenty of time for Vina to curdle his brains with Dominate Person, and order him to murder his colleagues.

4) This is actually unrelated to the feat specifically, but can a creature in gaseous form fly into an opponent's lungs and just sit in there, thereby triggering the suffocation rules? Because that would be positively evil.

If a lich uses its Grave Touch ability and is successful on the melee touch attack, does that also activate the lich's paralysis ability?

The vampire template says:

PRD wrote:
Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed.

And later it says:

PRD wrote:
If the base creature has a swim speed, the vampire is not unduly harmed by running water.

If a vampire gains a swim speed via a polymorph effect, does that remove the damage penalty for immersion in running water?

Or is that based strictly on the creature as it was at the time of death?

I painted up my copies of Baron Blackshield and Murgmo yesterday. They turned out nicely. Here are some pics:




I think Baron Blackshield is the better paint job, but the photo came out a bit blurry, especially from the shoulders up. It's painted according to the character art in the Thornkeep book.

I didn't realize there was character art for Murgmo till after I was done -- I never read past chapter 2 of the Thornkeep book, in hopes of someday playing through those dungeons. So he got painted as a fairly standard goblin.

Bestiary 4 says "Cernunnos’s holy symbol is the head of a stag, ram
or similar horned creature with torcs or rings hanging
from its horns." Is there a picture of this someplace? I checked Chronicles of the Righteous, and it didn't have one.

I'd like to GM some short adventures for my brother, remotely via virtual tabletop. I don't want to run a whole campaign for him, just a few one-offs. PFS scenarios seem perfect for it, but I've never played any of them since I don't do PFS.

Which ones would be reasonably easy to modify for a solo PC? I'd especially like ones that include all or most of the maps they'd need, since I can get the PDF and export that image for use in MapTool.

I'm debating whether to go or not, and I need to make a choice very soon, since the lottery registration ends at 4 PM Pacific time tomorrow.


1) Sounds cool.

2) I could use a vacation.

3) I have a gamer friend who lives in Seattle whom it would be nice to see.


1) Out of pocket expenses would be about $1300 to attend, which is about a quarter of my total ready assets. And that assumes that I do not spend a single cent at the actual convention on anything other than food and lodging. Which seems unlikely.

2) I don't play in PFS, partly because there's no lodge closer than a four-and-a-half hour drive from where I live, and partly because the exceptional strictness of the rules does not appeal. I understand there are good, solid fairness reasons for it in the PFS environment, but it just doesn't sound fun. So, given that I'm not interested in PFS, that eliminates 80% of the open enrollment events and doesn't leave a lot to do if I were not to win some lottery spots.

My heart wants to say yes, but my head is coming up with "no, put that money towards another student loan payment".

I have a dwarf ranger 9/fighter 1. He's got the following:

- Favored Enemy (Undead) at +2
- Favored Enemy (Giants) at +4
- Defensive Training (racial +4 dodge bonus to AC vs giants)

Last session we encountered an undead giant, and were uncertain which bonuses applied.

Adventure path spoilers:
It was an undead cyclops in Kingmaker.

Which favored enemy bonus do I use? Does it depend on the exact template that was used to make the critter? Do some undead templates remove subtypes like "giant" and others not? If it changes its primary type to undead, but retains the giant subtype, do I just pick the better of the two favored enemy bonuses?

Also, do I get the +4 dodge bonus to AC from the Defensive Training? Because that would be nice, these guys hit hard.

Goblin Squad Member

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After the second or third time I misinterpreted the position of a guild in the land rush because the icons aren't labeled, I decided to fix that problem.

Labeled Land Rush Map

Mouse over a settlement, and a little box will pop up containing the name of the guild that currently holds it, a link to their page in the list of guilds, and the letter of the settlement.

Initial scale is 25%. A full size version can be seen by clicking "larger". Sorry, no fancy zoom effects, they would have made developing it a lot slower.

Guild icons can hidden or revealed with a checkbox.

Please note that I do not have permission from Goblinworks to do this, so this is totally unofficial, not affiliated with them in any way, and please don't sue me into little bits. I hopefully point out that I'm not hosting the images (they're still on the Goblinworks site) and it's all in service of furthering a community of people who are going to give Goblinworks lots of money over time.

Also, Goblinworks, if you'd like to adapt my code for use in your own map, help yourself! It's all there in view source. Nothing terribly fancy. And, as mentioned, integrating it with your zooming function would require a good bit more JavaScript than I'm using.

I'll need to update this each time another round passes, so there will be a delay after each draft till I can do so.

EDIT: Oh, and what's that guild symbol at position T? It wasn't labeled in the legend on the Goblinworks site.

In a recent session, my soloist PC's cohort started drowning, as a result of an encounter with a Fossgrim, and the PC had no idea what to do about it.

She tried Aid Another to give a +2 bonus on the next fortitude save. When that failed, she hit her own cohort with a Steal Breath spell. That was awesome, so I ruled that it worked even though the spell talks strictly about air. The 2d6 damage from the spell came awfully close to killing her outright, so this is not a generally recommended course of action.

I've just gone hunting for other things she might have done, and come up dry. Is there really RAW way to evacuate water from the lungs of a drowning character?

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Out of curiousity: What stuff do you use when GM'ing that wasn't originally intended for the purpose? The NPC Codex is nice and all, but I find myself using my 1994 copy of the Writers Digest Character Naming Sourcebook way more often.

It's got loads of inaccuracies, but I don't care. Since I began GM'ing on a regular basis, it's been SO USEFUL. Someone will say "What's the cook's name?" And I'll flip it open and say "Anniki!" Or whatever.

So what's in your GM toolkit that was never meant to be there?

I'm prepping an encounter with a particularly greedy fossegrim. He loves, loves, LOVES gold, gems, fine magical weapons, and other valuable goods.

In order to get them, he's been luring adventurers to his lair by distributing fake treasure maps. The only problem is that he can't risk going far from his lair -- both because he can't leave his treasure unguarded, and because the local druid order would destroy him if they found him.

So he needs an accomplice: some creature who can go frequent taverns in the city and distribute maps. And I'm stumped on what creature to use for that. Suggestions?

Note that the party already has possession of a map -- they lifted it off the corpse of an adventurer who didn't actually make it to the fossegrim's lair. I mostly need to figure out the accomplice so that I'll be able to answer how the fossegrim was getting the maps out, and because he is going to die REAL fast if he doesn't have a second creature to back him up.

EDIT: Party consists of a level 10 druid with 2 mythic ranks, a boar animal companion, and a level 8 witch cohort. Fossegrim may need some levels of something to stand a chance.

This is set in Sevenarches, in the River Kingdoms, btw.

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Protection from Evil says two things about saves.

1) It gives "a +2 resistance bonus on saves [...] against [...] effects created by evil creatures."

2) It also grants a new save against existing mental control effects "with a +2 morale bonus, using the same DC as the original effect."

Those two save bonuses have different types: resistance and morale. Does that mean they stack, for an effective +4 on the new save versus an ongoing evil mental control effect?

Dominated minds want to know.

As the subject says, our entire party has been dominated. By a succubus.


1) It's a kingmaker campaign.

2) I'm a player, not the GM (but I was GM during The Harrowing as a side-quest).

3) The three succubi from The Harrowing got loose in the kingdom, because reasons.

The succubi, having gotten some excellent intelligence earlier, charmed, dominated, and profane gifted the ruler of the kingdom (me) before the rest of the party even got back.

Then, one by one, they've done the same to every other party member. With each new conquest, they've convinced their existing thralls to help target the next, because they really have our best interests at heart.

The only one currently not dominated is our elven ranger, Varen. He still has a profane gift from earlier that was never cleared up, his will save is lousy, and I expect him to join the ranks of the dominated first thing next session.

Our orders are currently to go about our business as usual, i.e. investigate this whole Varnhold Vanishing bit. The only exception is that we are not to reveal the presence of the succubi, or do anything to oppose them. Since we see them as our friends and allies due to the charm monster effect, this did not seem an unreasonable order, and no new will saves were allowed.

One of them is tailing the party and renewing the charm and dominate spells on a regular schedule, while the other two solidify control of the kingdom by dominating and/or charming key NPCs.

There doesn't seem to be a whole lot I can do as a PC. I'm not sure if my character is even aware that he's currently a sock-puppet for Team Evil.

On a side note, the save DCs for the charm/dominate effects a succubus throws out are pretty significantly harder than a CR 7 rating would suggest. Yowza.

So ... any suggestions are welcome?

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