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Spirit Caterpillar

bodhranist's page

130 posts. No reviews. No lists. No wishlists.


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I've been trying to put together some rules with more flavorful magic item crafting. Here's what I've got:

Basically, part of an encounter's treasure will usually be given as components that can be used to craft magic items. The exceptions are mostly creatures that, if they don't have any class levels, are below CR3. Creatures that are below CR1 don't provide any useful components. Other creatures provide components as follows:

CR 1-2 foes give misc components worth 10gp
CR 3-5 foes give 1 part worth 150gp - total 150gp, lesser minor
CR 6-8 foes give 2 parts worth 600gp each - total 1200gp, greater minor
CR 9-11 foes give 3 parts worth 1000gp each - total 3000gp, lesser moderate
CR 12-14 foes give 4 parts worth 1500gp each - total 6000gp, greater moderate
CR 15-17 foes give 5 parts worth 2100gp each - total 10500gp, lesser major
CR 18-20 foes give 6 parts worth 2800gp each - total 16800gp, greater major

Then you look at the power levels of magic items from Ultimate Equipment - least minor, lesser minor, greater minor, lesser and greater moderate, lesser and greater major (for permanent magic items).

Least minor items (basically, those costing under 1000gp) don't have any special construction requirements. Lesser minor items require at least one special component from a creature of minimum CR3, and which seems thematically appropriate.

More powerful items require more components: greater minor items require 2 components, from creatures of at least CR6. Lesser and greater moderate items need 3 or 4 components, from CR9 or CR12 creatures, respectively, and lesser and greater major items need 5 or 6 components, from CR15+ or CR18+ creatures.

For an Elixir of Dragon Breath, for example, clearly it should be from something with a breath weapon, or possibly from some sort of elemental creature, or maybe a poisonous creature for green dragon breath. Just something that makes sense. For, say a stone of alarm, maybe you need the heart from a caryatid column, a formian worker, or an iron cobra construct or some other creature noted for it guardian abilities. Probably the creature used influences the flavor of the item in some way. Maybe for the alarm stone you could even use the heart of a mummy that was guarding a tomb, but that item would have quite a different flavor than one crafted from a caryatid column.

On the other hand, a component from a pegasus could be used for an item granting flight, or perception, or detecting alignment, or for defeating or defending against good or evil aligned creatures, and the ooze from a gelatinous cube could be used in an item causing acid damage, causing paralyzation, or protecting from electricity. (looking at their respective abilities and natures)

For a more complex example, maybe Plate Armor of the Deep (greater moderate item, needing 4 components) could use the shell and blood from a shipwrecker crab, together with shards from an iron golem and leather from the cured hide of a froghemoth.

The value of the components can be directly used for the crafting cost of magic items - if you have 2 components from a CR6 creature, than you only need to spend or acquire another 800gp of misc. components in order to have what you need to craft a +2 cloak of resistance. They can also be bought and sold like trade goods or art objects - generally at full value, with no significant loss to buyer or seller (or however you choose to have your economy work).

The settlement base value limit should also apply, so you can't buy a necessary component for a lesser moderate item anywhere smaller than a small town, and for major items you'll need to shop in at least a large town.

Happy New Year from Saint Petersburg, Russia!

Did you see this? The Socialist Subtext of ‘Willy Wonka & the Chocolate Factory’

EDIT: There's not actually a whole lot of argument in the article, but I saw 'socialist subtext' and thought "Comrade Anklebiter needs to see this."

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Psh, houses aren't any more overpowered than warriors. Seriously. Figure out how much that house costs. Let's say a kitchen, a sitting room, a sewing room, and a lavatory/bathroom on the first floor, four bedrooms on the second, and use the top floor for storage. Going by the prices in Ultimate Campaign, that's 1200 for the bedrooms, 480 for the storage, and 1190 for all the stuff on the first floor. But since you specified stone walls, that probably counts as fortified, so that's another 300gp per room, for a total of 6470gp for the whole house.

Now, a team of 3rd level elite guards only costs 170gp. For the cost of that house, you could get 38 teams of 5 guards - that's 190 people! Assuming they have a Constitution of 12 or more and use their favored class bonus for hit points, each one has 22 hit points, so against the house you've got a total of 4180 hit points, not much less than its 4750, and they're wearing hardness 10 banded mail, with serious advantages in mobility and offense. :)

Two of my three recent characters have used prestige classes - one was an elven archer ranger2/wizard5/eldritch knight # (which you can't use a magus for), and one was a barbarian1/inquistor2/ranger2/rogue3/chevalier2/student of war #. The other is a drunken master/four winds monk. Next up I want to play a sylvan sorcerer with a pig familiar, but after that I'd like to get around to a bloatmage.

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One of my groups used a rule where you rolled 3d6 instead of taking 10. It meant that you didn't jump straight from '50% chance of failure' to 'never fail', and that you didn't lose the fun of rolling dice just because you wanted a better chance to succeed. Also, it meant that even if you did fail a roll, you would almost never fail by 5 or more, which matters a lot for things like climbing and balancing.

Karui Kage wrote:
Not sure if it's been mentioned, but I wrote one for the Archives of Nethys a while back: Random Treasure Generator

Thanks! I'd run across it before, and thought it was great, but then forgot where it was and couldn't find it again.

Eric Bourland wrote:
Hi, I've implemented a pathfinder treasure generator (pfuegen) that uses the Ultimate Equipment generation rules. You can find it here! Check it out and let me know what you think!

Also very nice. Now I have to figure out which one I'll end up using, but that's a good problem to have.

It's not just police uniforms some of the Russian government is worried about.

Politician Seeks Ban on High Heels and Canvas Sneakers

Supposedly, in July it will become illegal to sell lace underwear. Russia has also recently passed laws prohibiting profanity in the arts, including mainstream movies, which will also supposedly take effect in July. Of course, the impression I have is that lots of ridiculous laws get passed, and then everyone treats them about the same way they treat traffic speed laws - breaks them and tries to avoid getting caught.

Hexographer works great if you want to make hex maps.

Clearly, this isn't for those who like the 'take 10' rule the way it is. However, some people don't like that rule, many of them for one of two reasons:

Some don't like the way things basically flip from '50% failure chance', which might not seem like especially competent, to 'almost guaranteed success', with the gain of a single point of skill bonus. Others are just disappointed because, while they'd like to succeed more regularly than rolling a d20 on something they're good at, they really like rolling dice and don't get to roll them when taking 10 (I haven't seen this on the boards, but I've heard it from at least three players in various games).

A fix I've used, fairly successfully, has been to say that, in circumstances where you could normally take 10, you instead roll 3d6.

Where you'd just barely succeed at taking 10, or have a 55% chance of succeeding if you roll a d20, you have about a 61% chance of success with "take 3d6". Another point of bonus raises that to 74%, a third more brings it to 84%, a fourth to 91%, and a fifth to 95%.

Anyone else used something like this? In any case, hope it's fun for somebody.

Rudy2 wrote:

Here's what I've come up with; grateful for any input.

Light Weapons costs +1000 worth of adamantine, but only reduce DR/adamantine by 5, and only ignore hardness less than 10 (most non-metal things). In other words, if attacking someone with DR 10/adamantine, a light adamantine weapon would still have its damage reduced by 5.

One-Handed Weapons cost +2000 worth of adamantine, reduce DR/adamantine by 10, and ignore hardness less than 15 (steel + non-metal things).

Two-Handed Weapons cost +3000 worth of adamantine, bypass DR/adamantine, and ignore hardness less than 20.

This also resolves issues of having an adamantine hand-drill and such.

Armor prices are, I think, much more consistent, and don't need an overhaul.

I kinda like it. I might go more along the lines of 2000/3000/4000 for the prices, though. I'd hesitate to make adamantine weapons too much cheaper, since much of the reason people seem to get them is for the "I tunnel through everything in my way" usage. For similar reasons, I might change it to having light weapons bypass hardness 5 or lower, and one-handed bypass hardness 10 or lower. Still, not a bad house-rule, as-is.

It was extremely situational, but a character of mine had just bought a bunch of 1st level scrolls for use in unusual situations. We were exploring a well-organized dungeon, and had killed most of a group of guards. One fast-moving guard withdrew adjacent to a door, clearly planning to open it, continue fleeing, and probably summon reinforcements.

However, hold portal is a medium-range spell, so he wasn't able to open the door, and we didn't have to fight a bunch more guards before we had a chance to heal.

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There is at least one real-world culture that believes that a baby doesn't have a soul until three days after it's born, so there can clearly be a variety of beliefs on the subject.

The realism for the exploration charts is already pretty much nonexistent. Exploring 93 square miles thoroughly enough to find non-obvious details like a singular radish patch, or a temple hidden in a forest should honestly take much longer than a couple days. For comparison:

GTA III land area: 3 square miles
GTA Vice City: 13.6 square miles
Elder Scrolls Oblivion: 16 square miles
World of Warcraft (Kalimdor + 2 eastern continents): 80 square miles

Bear in mind, the usual 'jogging' speed in those games is around 15 miles an hour, which is faster than professional marathoners. Even on horses, a party in pathfinder is only exploring at 5 miles an hour, and many parties are going to be on foot with someone weighed down by encumbrence or heavy armor, dropping the speed to 2 mph.

So, imagine how long it would take to see every corner of the orginial WoW, then multiply that by 3, or by 7.5. At MMORPG running speed that would probably take a few days (at 8 hours a day), which would mean well over a week, probably closer to a month, at Pathfinder speed. That's to cover less than one original hex in Kingmaker.

Hexcrawling is fun, but the time scales involved are already so massively fudged that another 35% doesn't really make things that much worse.

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A flame drake is only CR 5, and size large. It would probably work well, and you'd still have room in a high-CR encounter to include a few minion-y types to prevent the problem that happens when you have one big boss, he gets one or two actions, but the rest of the party has four times that many actions due to outnumbering him, and wipes him out with no problem. Maybe a couple small fire elementals. If you threw in fire mephits, they might end up being more annoying and/or harder to kill than the fire drake.

If you're stuck on a one-big-boss encounter, throw the 'giant'-sized template on the drake, or put the 'half-dragon'(red) template on any one of the following monsters:

Cloaker, Megaraptor, Hieracosphinx, Manticore, Emperor Cobra

What the others said, mostly. However, a half-orc barbarian with even 1 point in acrobatics is likely to have a jump check of, say...

+4 from 18 strength
+2 from raging
+4 from +10ft speed
+1 from skill point
+3 from class skill

...for a bonus of +14 or better. A vertical jump of 5 feet with a running start is only DC 20. Therefore a roll of 6 or more gets you within attack distance of Mr. (or Ms.) Strix, and even better, within grapple range - and due to that polearm that can't hit adjacent enemies, you aren't going to be eating an attack of opportunity when you try it!

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I'm acquainted with a guy who ran a horror one-shot at a convention. He did something quite clever, but if any of your prospective players read it, it would ruin the effect, so I'll...

put it here.:
He got an accomplice to join the game along with the players. In the first half-hour of the game, he killed the accomplice's character, and then 'made' the accomplice (who was in on the plan) leave the game and go home. Utterly shocked the rest of the players, and made them way more nervous about the rest of the adventure, thinking that at any moment they might die and have to leave. Of course, it was all for effect, he didn't plan on anyone else dying, and apparently everyone else had a spooky but fun time.

Rynjin wrote:
Bill Dunn wrote:
Not seeing bulletproof hide on this character, so it's not like he has Hulk's durability.
Thankfully Orcs are not known for their common use of guns. =)

What say? MORE DAKKA!!!

Only in 4th edition. Rogue, went around with a hooded robe, with a hooded cloak on top of that. Realized most of civilized society would treat him as subhuman if they knew what he was and basically accepted it. Skulked a lot, dealt with traps, and was very very tricky in combat. Got shinies.

Don't forget about action economy. The patrons give you some nice spells, but think about when you'll have time to cast them. Precombat buffs and out of combat utilities might be better if you've got plenty of things you already want to get done once combat starts.

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In a recent campaign, all of the characters had been petrified at various times and places in the past. Their 'statues', among others, had been collected by a wizard who liked collecting petrified things. Then there was a magical mishap, and they were all un-petrified at the same time.

I really liked the background feats from 'Curse of the Crimson Throne', where all of the PCs have a grudge against a local crime boss and team up to take him out.

Of course, talking with your players is always good, and finding out if they have some way they'd like to know one another, if they want you to take the lead, or what. The FATE rpg has as a part of character generation a section where you write a brief, vague story from your past, and then two more sections where two other players include themselves in that story in some way, so everybody all has some reason for knowing everyone else.

We ran an all-dwarven (okay, and one gnome) group through Red Hand of Doom. It was great fun, and made sense. Almost everyone was from the dwarven holds in the south of the valley that the hobgoblin horde wanted to conquer, and dwarves geneally don't like goblinoids much anyay, so it all flowed pretty smoothly. Plus, it's a fun mega-adventure.

Quandary wrote:

Although the people in Fatherland are amongst the ones denying that Svoboda are fascists, and choosing to welcome them into government and rely on them in parliament, even while excluding the UDAR party (with US blessing, apparently). There IS a reason the EU Parliament previously warned of Svoboda's fascist tendencies and warned against any cooperation/legitimization of them by other parties.

Last I read, Svoboda has been given Security and Military portfolios, and I believe Environment and Education.
Ironically, the very person they just appointed as the new commander of the navy has now defected to the "other side".

And really, sorry about the info dump on Svoboda, but when people are doubting that neo-nazis are neo-nazis, it's just time to face facts. Whether Yanuovych deserved to be over-thrown, legally or illegally, has nothing to do with calling a nazi a nazi. There's plenty of badness in the world, and Nazis would just love to legitimize themself by standing against that, setting themselves up in the role of heroes.

As of a week ago, I was under the impression that UDAR had been given control of Security, although I'm aware that a lot can happen in a week (and it does look like a member of svoboda is prosecutor general and in charge of defense). Do you have any information more current than that?

Quandary has some good information, but it's also worth pointing out that the 'acting president of Ukraine' Oleksandr Turchynov, isn't associated with the Svoboda party that had the massive info dump about it above. He's in the center-right 'Fatherland' party, which is conservative but pro-european.

I agree with some of the others. Strictly RAW, probably not - waterproof amniotic sac, no smells getting out. However, child-scent is so clearly intended as 'creepy', that the extension of the creepiness to supernaturally detecting a 'pre-child' seems to fit really well.

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Holy Guns get the Amateur Gunslinger feat at 1st level, which gives them grit.

Diego Rossi wrote:

Hemp fiber density 30-85 kg/M3. Iron density 7874 kg/m³.


That hemp density seems awfully low for a rope. Around 1% the weight of iron? That would mean a 25' long 1" diameter hemp rope would weigh less than a pound. (rather than the 5 pounds the equipment list would suggest). (My calculations basically agree with Vod's for the iron bar, btw). This page has a 24mm (~1") hemp rope weighing in at 92 kg per 220 meters. That means 202 pounds for 721 feet, or 7 pounds for 25 feet, which seems more reasonable, although half again as heavy as the Core Rulebook hemp rope.

Of course, that's an interesting page, since it lists the breaking strengths of the ropes. A thinner rope, where 50' of it weighs 10 pounds instead of 14 pounds, has a listed tensile strength of of 6000 pounds, which is useful information to start with for those curious about what our adventurers have been carrying around with them. (Although trying most knots pretty much halves the strength of a rope, and working load is usually roughly a tenth of new rope tensile strength.)

Maybe use a re-skinned, slightly tweaked ooze mephit? Change the swim speed to burrow 15' (through non-rock only) and remove the fly skill (whhich should have been changed to swim anyway). The acid arrow, acid breath, and stinking cloud abilities all get flavored as various forms of spray. Keep the required caster level the same. Just say it looks like a big, magic-infused skunk instead a a weird little humanoid.

The Terrible Zodin wrote:
Side question - what other races have beards. I'm not sure, but I don't think I have ever seen an illustration of halflings, gnomes, or orcs with beards. Although catfolk do have whiskers.

Lem, the pathfinder halfling is rocking muttonchops so thick it would be seriously odd for him not to have chin hair, although the wiki says the usually only grow sideburns.

In D&D3, this guy was right there as the half-orc, so they're bearded. The example pathfinder half-orc is also bearded.

Gnomes also have beards

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Ciaran Barnes wrote:
Of course we've assuming that orcs and elves can breed. Some aberrant magical experiment perhaps...

It would make sense, given how Tolkien considered orcs to originate. (Kids these days.... :) )

Thanks! We'd have tried to pass them on even if we weren't moving because, really, they're kind of a single use item. I do plan to take a nice, really-high-res photo of the moathouse, which is probably the best of the lot, so I can make a print later and put it up on a wall or something.

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Around the summer of 2011, my wife and I really wanted to play through a classic dungeon adventure. We'd played plenty of D&D 3.5 (mostly home-brewed adventures), two Star Wars campaigns set about halfway between the KOTOR games and the prequel movies (using the BESM system), some Shadowrun, some Deadlands, and it was time for some hack and slashing.

However, since we didn't have to script the games any more, it seemed like we would have a lot more prep time available, and we went a little crazy and decided to handpaint the battle mats for the entire adventure, starting with the moathouse, and continuing on fast enough to keep up with the pace of the adventure.

Finally, two years later we've finished. 27 maps, weighing over 15 pounds in total (paint's heavy!), covering 200 square feet. And just in time, as we're going to be studying abroad for at least a year and need to get rid of pretty much everything we own. Hopefully, linking to them on ebay doesn't violate the messageboard terms of use. I don't intend to infringe or be a jerk. We've also got a fairly-well-updated webpage from the game with summaries of all the sessions and some character details.

We used most of the monsters as-is with their pathfinder stats, rebuilding some with templates or whatever to scale them for the party's level, and built the NPCs as close as we could to the ones in the book and still be decently challenging. When we finished, the party was five 8th level characters, one PC death, and with two players having dropped out and two new ones dropped in to fill the gap. Most of the PCs had the wealth of 13th level characters, and there were almost a dozen NPCs, mostly staying at our camp to guard the huge pile of loot.

We're hoping to sell them, partly because we spent a lot of money on paint, brushes, and masking tape while making them, but partly because we think using them was great fun and wanted to spread it around. It was what we'd wanted to be able to do when we were teenagers but didn't have the ability to manage. If anyone knows somewhere besides here that would be good to publicize them, let me know.

The feat specifically allows you to use flame blade, a weapon-like, scimitar-shaped melee spell effect. If making attack rolls with that doesn't cause you to lose the benefits of the feat, it seems to suggest that what the oath is about is not holding and using a physically distinct, non-longsword weapon. If swinging your fist at someone while it holds a "magical blazing beam of red-hot fire" doesn't break the oath, then swinging that fist without the blazing beam should be no worse. Unarmed combat should be fine, combat maneuvers performed without using a weapon should be fine. Clubbing or trying to disarm someone someone with a candelabra wouldn't be fine, because you *picked it up and swung it*, like it was a physical weapon. Bull rush should be fine, I've always pictured it as a football-esque shoulder charge, just make sure to use the shoulder of your weapon arm and not your shield.

The raise dead spell has this wording included in the spell:

Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.

If being dead for several days doesn't end a magical curse, it seems unlikely that less than a round of death would end it.

My group is just finishing up with Village of Hommlet/Temple of Elemental Evil. Pretty much just swapped in pathfinder stats for the monsters. We used the slow advancement track, and are just hitting 8th level as we explore the elemental nodes. So that has worked fine, and we're planning on jumping right in to the Against the Giants adventures. Even on slow advancement, there might not be room between levels 1 and 20 for all of the modules the OP has mentioned.

The one issue we've had is that even cutting down the awarded treasure somewhat, all five players have about the wealth of an average-to-rich 13th level character, which is more than a little ridiculous. I'd recommend just reallocating treasure on the pathfinder guidelines. the only exception to the gear-overpowered cakewalk it turned into is that the main spellcaster, gargoyle, ogre and ettin fight on the 4th level of the temple, as written, is around a CR 16. We managed to use a Wall of Force scroll we'd found to cut into a pair of back-to-back CR 13s, which worked. Good times.

Pathfinder Module S1: Clash of the Kingslayers takes place in a couple different dwarven holds. One is occupied by dwarves, and one is mostly abandoned by them. Of course, the occupied one may not be by the end....

Probably much of the reason you see all the abandoned strongholds is that when you're going adventuring in a stronghold, you're going there to fight the occupants. Since

  • a) dwarves are usually the good guys and
  • b) they'd probably beat the pants off an average adventuring party,

you're not going to see that scenario all that often. You don't see too many adventures in an occupied elven/gnomish/halfling stronghold either. It's pretty much only the humans out of the 'good' races you see being enough of a threat to those around them to warrant a visit by good-hearted murder-hobos (aka adventurers).

It does if the GM wants it to. Probably wouldn't happen in most games. Channel energy affects creatures, and most GMs I know don't consider plants 'creatures'. Living objects, certainly, but not creatures.

I looked at it from another direction. With pounce, do all attacks get the +2 from charging? It looks like they do, so to me it makes sense all the attacks would get the other bonuses (like sneak attacks from a scout) from charging as well.

Crimson Jester wrote:
James Jacobs wrote:
Lord Fyre wrote:
I do wonder why they cannot be unlocked (via a boon) in the Pathfinder Society.
Because part of the Pathfinder Society campaign is the fact that the campaign is intended to represent the core races—Golarion is not a setting where a lot of unusual humanoid races hang out in Star Wars Cantina style.
And yet, it has enough races to easily have the cantina scene in it. If someone were to want such a scene where would it most likely be?

Kaer Maga. Maybe not so many catfolk, but definitely a racially diverse hive of scum etc....

I've only seen the rules in the srd, but it does say hallways are included for free.

Constructing Buildings from Rooms wrote:
If you are constructing a building, you can connect these rooms in any way you see fit using normal doors and hallways, or fit them together without interior partitions into a large common space. Unless otherwise stated, each room includes a floor, ceiling, walls, furniture, doors, windows, and other details that are appropriate to the room's purpose in your building.

4 rounds give or take, occasionally shorter if it's a few weak creatures. The biggest notable exception was my most recent two games, at the bottom of the temple of elemental evil. 8th level party, with enough gear for 13th level characters. Versus: 3 or 4 hill giants, 3 ettins, 8 gargoyles, 14 bugbears, around a dozen ogres, a CR 8 mystic theurge, a CR 8 wizard, a CR 8 cleric, and a CR 7 caster of some sort.

Thanks to a scroll of Wall of Force, that was two combats of CR 13 or so. (otherwise, more like CR 16 with a retreat after a few rounds) That took two full 4 hour sessions of a little over 10 rounds each. Once in a great while that sort of thing is fine, but I'm glad it doesn't happen on a regular basis.

Universal Monster Rules, Grab ability wrote:
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.

graystone wrote:
Second question: A tiefing changes into a aasimar. Does it keep it's resistances then?

That's pretty much what the whole argument has been about. No consensus has been reached. However, as far as I know, there is no spell allowing you to assume the form of an outsider, so turning into an aasimar is more or less impossible RAW.

graystone wrote:
[Third] question: And why wouldn't he get the aasimars resistances if it's all based on form if he can't keep his own?

If, for the sake of this question, we assume that you are able to change into an aasimar with Alter Self, then he doesn't get the aasimar's resistances because polymorph-type spells only give specific attributes of the creature being turned into. Alter Self doesn't list energy resistance as one of the granted abilities, so you don't gain it.

There's an achievement feat called 'armor of scars'. To take it, you have to have taken 1000 cumulative points of damage. Every 5 points of magical healing you receive subtracts 1 point from that total. Basing a judgement on that would suggest that magical healing reduces scarring but doesn't eliminate it.

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Go count the number of Constitution based skills. It shouldn't take long. :)

A dwarf of half-orc (or human with appropriate feat) can take the ironhide feat for a +1 natural armor bonus.

Jakoli wrote:
So let's say my Enlarged Fighter innitiates a grapple with an enemy that is at my extended reach of 10ft AND is currently being threatened by other party members. WHEN (not if lol) my grapple succeeds and I place the creature in a space adjacent to me, does that count as that creature leaving a threatened square provoking AoO's from any other party members that threatened the square the enemy left? If so at what (if any) penalties?

It's not specifically stated one way or the other, but I'd say it doesn't provoke, since forced movement from other combat maneuvers (bull rush, drag, reposition) doesn't.

Glamered is just a flat +4000 that doesn't raise the overall bonus of the weapon. They're in the chart with the +whatever bonuses for random generation purposes.

A weapon need to be enchanted to at least +1 before it can have any other special abilities added to it.

One thing with druids is that they have to be some variety of neutral, RAW, so lawful evil would be difficult.

I'd say it wouldn't. If the touch attack is using your familiar's attack bonus, then it's the one "targeting a foe".

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