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Droogami

mdt's page

Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber. 7,853 posts (7,857 including aliases). 2 reviews. No lists. 1 wishlist. 1 alias.


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(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

The cases are kind of wonky for the next subscription.

There's the booster case.

Then there's the Huge case.

Then there's the Combined Case, which is a booster case and a huge case together.

Does the subscription contain?

A) A booster case?
B) A huge case?
C) A combined case?

If the answer is A or B, can you have it modified to a combined case?

If you get a combined case as your subscription order, does that qualify as two cases for ordering the exclusives (rune giant)? It would seem to, since if you ordered A & B separately that would be 2 cases, which would cost the same as C. But I want to know for sure.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I just noticed my map subscription is being sent as two packages, and I'm being charged shipping for each package. This has never happened before, but happened this month, and is set to happen again in May.

I have selected 'Hold for single monthly package' under my subscription options. I'm kind of upset at this. I've been getting them as one package up until now. It looks like they sent them out 30 minutes apart from the warehouse.

Would someone please fix this? It's already resulted in me being charged for shipping twice once, I don't want to get charged twice in May.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
So, given that BIII is out, I thought I should go through and redo the reincarnation tables for my game. Here's what I have so far. When I'm done, I'll put it all in my 'houserules' booklet. My rules :

A) Only Humanoids on the list.
B) Any humanoid with a modifier greater than 4 is left off.
C) Any humanoid with a CR greater than 3 is left off.
D) Any half-human species with a floating bonus modified to have no adjustments.

NOTE: .'s are for alignment only. Sorry it's hard to read, it's impoosible to make tables in this posting system.

Range...Race...Str/Dex/Con
1-1...Boggard...4/-2/4
2-3...Bugbear...4/2/2
4-8...Catfolk...0/2/0
9-9...Dhampir...0/2/-2
10-12...Drow...0/2/-2
13-14...Duerger...0/0/2
15-21...Dwarf...0/0/2
22-28...Elf...0/2/-2
29-30...Gnoll...4/0/2
31-37...Gnome...-2/0/2
38-40...Goblin...-2/2/0
41-43...Grippli...-2/2/0
44-50...Half-elf...0/0/0
51-57...Halfling...-2/2/0
58-62...Half-orc...0/0/0
63-72...Human...0/0/0
73-74...Kobold...-4/2/-2
75-76...Lizardfolk...2/0/2
77-77...Merfolk...0/2/2
78-78...Noble Drow...0/4/-2
79-83...Orc...4/0/0
84-86...Ratfolk...-2/2/0
87-87...Svirfneblin...-2/2/0
88-91...Tengu...0/2/-2
92-92...Troglodyte...0/-2/4
93-95...Vanara...0/2/0
96-98...Vishkanya...0/2/0
99-100...Other (GM's choice)...?/?/?

So, first off, did I miss any humanoids? Second, are the ranges reasonable?

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
So, I'm using my backup character now in the one game I'm playing (A halfling beast rider emissary), and I need to have my back up character complete in case anything happens. I'd be making it at 5th level.

So, I rolled stats, and got the following (actually a bit below average for me, but oh well).

7, 10, 11, 12, 14, 16

So, I'm thinking at the moment of :

STR : 7
DEX : 14
CON : 11 (+1 at 4th level = 12)
INT : 12
WIS : 16
CHA : 10

Haven't decided what race to go with yet, we're pretty open on races, even level adjustment races are open. We need healing, so I'm going to concentrate mostly on buff/healing type spells.

I'll probably go with a big nasty animal companion, to contribute to combat. Probably a feline, although Vermin could be a neat twist on it. Eventually riding around on a giant scorpion has it's merits. :)

With that str, one of my first purchases would need to be muleback cords, to avoid the issue of carrying things around. Beyond that, I'm thinking Dragonhide Breastplate?

For feats, I'm not sure. I haven't actually ever played a druid under PF before, nor run one as the GM, so I'm still feeling this out.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

If you're playing in my game, STOP READING NOW and keep your nose out of here!

Happenings Thus Far:

Ok, so, I have 5 players. The characters are all 7th level. They've been following a gnome oracle of the dark tapestry all over a wild uncivilized continent for nearly two years game time, all to accomplish a mission to 'save the world'. About half of them are convinced it's all in his addled head (his goddess is the goddess of nightmares and he wakes up screaming every night).

They've been being followed for about 18 months now. A full troop of heavily trained goblin mercenaries (All NE, all extremely loyal for reasons I won't go into here, but they'd all die before betraying their patron).

These goblins have been keeping them under surveilance for a long time. The patron doesn't want to directly kill them, it would cause him problems of a political kind if he did. However, they've been giving information to creatures that would kill them. Telling the bandits where they'll be and how to kill them, for example. Or leading dangerous animals to their camp to attack them, or bribing frost giants to ambush them, etc.

There's a couple of groups set up, two between them and the major destination they are heading toward, and one that follows along behind them. They've had hints that someone's following them, but never followed up on it (I kept describing them seeing a goblin in various areas, but goblins are pretty common all over, and they never did any investigation into the local goblins to find out that the goblins they were seeing were not the local tribe).

Basically they've completely ignored goblins the entire game as if they were just scenery. That's about to come to an end. :)

More in the next post.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
The purpose of this thread is to give a single place for everyone to FAQ this, since it keeps coming up.

Situation :

A creature (such as Dhampir) has Negative Energy Affinity.

Negative Energy Affinity wrote:


Negative Energy Affinity (Ex) The creature alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.

It's fairly straight forward what happens if you cast cure or inflict on it (the former damages, while the later heals). In other words, the normal effects of positive/negative energy are reversed.

The issue comes up with Channel.

There are four situations with channeling.

Target type (Living vs Undead).
Purpose (harm vs heal).

So, here's the issue. The NEA creature is still alive (this is explicitly called out in the power). So one of the two following situations occurs :

A) The creature, being alive, can only be a valid channel target when the channel target's Living Creatures. Thus, if you channel to heal living (using positive energy) the NEA creature is a valid target. And, from the other side, if you channel to harm living (using negative energy) the NEA creature is also a valid target. In this situation, the NEA kicks in and reverses the intent of the channel (the channel to heal harms, and the channel to harm heals). In this situation, if the channel is targeting undead (which the creature is not), they are unaffected, the same as any non NEA creature.

B) The creature, having NEA, reacts to channels as if it were playing for team Undead. That is, it can't be targeted by channels that target living creatures, only channels that target Undead creatures. Thus, a channel to harm undead (positive energy) affects the NEA creature by harming him. And conversely, a channel to heal undead (negative energy) heals him. In this situation, no channel targeting living creatures affects him.

C) The creature, having NEA, is treated as both alive and undead at all times. This means that any positive energy channel harms, regardless of target. Conversely, any negative energy channel heals, regardless of target.

Now, there are ramifications to each.

A) An NEA player character (such as dhampir) becomes a liability if the team includes a cleric or paladin, who can channel to heal allies, because they will be harmed.

B) An NEA character cannot be harmed by their allies channels to heal with positive energy, and they can also heal themselves and their undead minions (if they have any) with negative energy channels. It also means the creature must show up as Undead to detect undead and other such abilities, since they are targetable as undead.

C) This returns just this subset of characters to the beta version of channel, which was considered too powerful originally, and would lower the CR of any creature with NEA.

Please FAQ the OP so we can get an FAQ clarification of this rule.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

PRD wrote:


Light

School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Ok, so... how much does it cost to make a light spell permanent, since it's not listed in the permanency spell list of spells. But the spell itself says you can use permanency.

So confused...

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I've really been hating the initiative thing lately. I prefer people having a different initiative each round, it makes combat more dynamic, and negates the whole '*#@* I rolled a one' penalty for the entire combat.

However, I've found a separate issue. I hate the massive disparity between initiatives. Plus I find it annoying that only dex goes into initiative. Honestly, the more you are in combat, the better you should be at reacting to combat. The smarter you are, the quicker you think, and the faster you can react. So, I've been thinking of doing the following.

Initiative :

Reflex Save + INT Mod + 1d10.

This should get all my initatives somewhere between 1 and 20, rather than the 1 to 30 I have now. Yes, it's a high number still, but it's more consistent without completely negating dynamics in the flow of battle.

Alternately, I could go with RS + IM + 1d4 to shrink it down to about 1 to 15. If I did that, I'd probably just go with one initiative for the whole combat, since everyone would be acting pretty close to each other.

I'm looking for feedback on things I hadn't considered. This would help Rogues, Monks, and Wizards especially. Fighters would get better over time at initiative. They'd get the least boost, but, then again, they usually have the worst initiatives anyway.

Also, I'm thinking about adding ACP's to initiative, since it seems it would make sense that someone in heavy armor would have more trouble reacting quickly than someone in light or no armor.

What would everyone consider of even doing away with a random roll at all? Just going with RS + IM - ACP + 10?

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I have been a GM for 22 years (give or take a year). I've had about 50 or 60 different players over the years, ranging in age from 12 to mid 50's. I've run GURPS, Shadowrun (1st, 2nd, and 3rd ed), Champions (3rd and 5th), WoD (Were, Vamp, WoD, both editions of each), Star Trek, Star Wars (d6 and d20), BattleTech, and I'm sure a few more I can't remember. I've had groups from 3 to 7 players, and in 3 different states. I've had both male players and female players.

I have never had the situation I have with one of my current groups.

Things are going down hill rapidly, although they started off well last year when we started off. Here's a list of complaints I've gotten, all handed to me in the last 2 months :


  • You are dictating my character to me.
  • You are not telling me what my character thinks is interesting, and what plot points I should pay attention too.
  • You're putting in too much combat and not enough intrigue.
  • If we're going to do Battletech next, I'd rather have just combat.
  • You don't give enough structure.
  • You don't give us enough flex to do what we want to do.
  • We don't feel like a team.
  • You need to make us feel more like a team.
  • Why doesn't everyone just shut up and play the game?

That's the hi-lights. When I ask for people to give me their background and character information and some personality information so I can flesh it out to match the world (it's a homebrew nobody really knows a lot about), I get one player saying ok, right on it. Another that says 'whatever, I'm good'. Another who says I'm dictating their character and building it in their place. And one who waits for everyone else including me to respond before they respond. I've literally had someone tell me they don't know what plots to follow because I didn't tell them the plot points to follow. And we never start on time, every single game is 30 to 90 minutes late. *sigh*

I've never, in all my 22 years, had this issue. I have another game that runs on a different night with different players, and I have no issues at all. The games start on time, everyone gives me feedback on what they want to follow up on. Not everyone get's into the RP as much as the hacking and slashing, but everyone seems to be happy they are getting enough of their favorite parts of the game.

I honestly am at the point where I dread even talking to anyone about the game, because it doesn't matter what I ask for or what I say or what I decide, one of them is going to give me a rap in the teeth and b$%+! and moan.

Has anyone ever had to deal with something like this? I swear I don't know if I can take it much more. It's gotten so bad I actually dread the weekend. I've never given up on a game before, but I really am at my wits end on this. Any suggestions would be appreciated.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

It is my very sad duty to report that Q'Oshea, also known as John W passed away today at a little after 3PM CST.

He died in his sleep, after battling stage four colon cancer for the past two years. There will be no funeral or memorial service, at his request.

John was a player in my games for many many years, and he'll be very sorely missed. He was a nice guy who never hurt a fly, and who got repeatedly beat up by life, but never once complained.

He was 41 years old.

MDT

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I need some advice on my current character. We've just started a new campaign, and he's doing pretty well so far. The game is taking place in a homebrewed version of Forgotten Realms, and he's a dhampir from Shou Lung. He left Shou Lung because his dhampir heritage left him with red eyes, pale skin, and white hair (he's not albino, but he looks like one, and it explains his light sensitivity). He moved to the western realms after completing his blacksmith's apprenticeship to better blend in (his mother is a vampiric warlord in the realms of Shou Lung, so he's also trying to get out from under her shadow). He's LN.

So anyway, I'm thinking of going MT with him. Currently, he's a 2nd level Oracle of Metal (he speaks Terran when he's in combat, his voice sounds like metal scraping and ringing off metal when he speaks). He currently wields a 9-ring sword and wears mountain scale armor. (Skill at Arms and Armor Mastery revelations).

I'm thinking the most logical sorcerer step would be the Sangiune Sorcerer (undead bloodline alternate). Now, the armor I'm planning on keeping, so I'm either going to have to take the ARcane Armor feats, or I'm going to have to select spells that have no somatic component. I'm trying to decide between those two so far.

The GM is allowing some 3.5 stuff in, so I'm thinking about taking Practiced Spellcaster for both Sorcerer and Oracle, to keep his caster level up. So my request is for suggestions on spell selection (to avoid somatics) to start. Currently for Oracle he's got Lead Blades, Inflict Wounds, Cure Light, and Lesser Vigor (he's the fighter/healer of the group).

For those of you who want to b*tch about this not being an optimized build, I don't really give a ****. The current group is not an optimization group, so none of the characters are optimized. So as long as I can come within spitting distance of a non-optimized cleric at a given level (combat wise and spell wise) I'm more than satisified.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

5 people marked this as FAQ candidate.

Ok,
This has been asked before, but I couldn't find any official response/resolution. It may just be 'Sorry, you are hosed, we do not like spontaneous casters'. However, the Mystic Theurge ability Combined Spells says :

PRD wrote:


Combined Spells (Su): A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

Now, when this was written, there was no way to have both arcane and divine from spontaneous classes. This is due to the spontaneous divine caster (Oracle) not coming along until APG.

So, the rule is written from the perspective of only ever at best being able to mix prepared/spontaneous, not from having purely spontaneous casting.

Per RAW, an Oracle/Sorcerer loses out on this ability entirely. I understand the whole wanting to balance the two, but if both are spontaneous, it seems like then it should just be spontaneously cast at one level higher. Anyway, if anyone can point me to a thread with an errata or an official 'we hate spontaneous casters, suck it up' response from a dev, that would be great. Thanks.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I typed this up awhile back, and want some feedback on it. I've got several summoner customizations up over at Pathfinder DB, and there's been more Eidelon stuff put out now, so I'm thinking I need to merge all my customizations into one class I'll be using in my games.

So, here's the first part. My Eidelon Customizations. I'm taking them separately from the Summoner portion because the summoner is actually the most balanced part, and the hardest to min/max break. The Eidelon is the hard part.

Note that in my Summoner class, the Eidelon does not go poof if the summoner is asleep. Although he does go poof if he's unconscious (negative hp, 0 or fewer hp due to subdual damage).

So, here we go (Changes in Italics):

Eidolons

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Table 2–9: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Class Level: This is the character's summoner level.

HD: This is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the eidolon's base attack bonus. An eidolon's base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good/Bad Saves: These are the eidolon's base saving throw bonuses. An eidolon possesses two good saving throws and one bad saving throw, determined by the creature's base form.

Skills: This lists the eidolon's total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature changes when the summoner gains a new level.

Feats: This is the total number of feats possessed by an eidolon. Eidolons can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.


Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool.

An eidelon's default body type is a physically stable ectoplasmic construct. This gives the eidelon enhanced armor capabilities, but it also makes the body hard for the eidelon to anchor it's spirit to. This means the eidelon requires a connection to the summoner for the eidelon to be able to remain anchored to his construct body. Armor interferes with this link, and thus precludes the eidelon from wearing armor.

Alternately, a summoner may have crafted a spiritually stable body. Such a construct body has a much stronger spiritual matrix, and allows the eidelon to anchor it's spirit without the need for the link to the summoner.

This has a downside though. As is often the case, spiritual strength often comes at the expense of physical strength. If the eidelon has a spiritually stable body, halve the armor bonus granted to the eidelon (round down), and halve the natural armor granted by the base form, as well as the armor granted by any evolutions the eidelon has (for example, a spiritually stable construct body gains +1 armor bonus at 2nd level, +2 at 5th, +3 at 7th, and so on). All such armor from the armor bonus and evolutions are treated as Natural Armor in this case, not armor bonus. Any armor purchased for the eidelon must be purchased using the rules for exotic armors (unless the eidelon is a humanoid biped). A quadruped eidelon can use the rules for barding instead.

Whenever the eidelon's evolution pool can normally be changed, the summoner may change from a spirtually stable body to a physically stable body, or vice versa.

Str/Dex Bonus: Add this modifier to the eidolon's Strength and Dexterity scores, as determined by its base form. Some options available through the eidolon's evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the eidolon's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).


Max. Attacks: This column indicates the maximum number of attacks that the eidolon is allowed to make as a full-round attack action at a given level. As the summoner grows in level, his ability to craft the eidelon's body is refined, and the eidelon can make additional attacks per round.

This limit is an absolute limit on attacks, and represents the ability of the eidelon to control his construct body in a stressful combat situation. The eidelon may posess as many natural attacks or manufactured weapon attacks as the summoner wishes (and his evolution pool allows!), but the eidelon can only make up to his limit in attacks per round. For example, if an eidelon with four attacks had four arms, four legs, 2 sets of claws, two great swords, four daggers, a bite, and a tail slap, the eidelon could make any combination of attacks that added up to four. This could be four dagger attacks, two great sword attacks and two claw attacks, four claw attacks, or any other combination of four attacks. The eidelon treats any manufactured weapon it has proficiency with as if it were a primary natural attack when calculating BAB, and any weapon it does not have proficiency with as a secondary natural attack (note that the secondary natural attack penalties stack with the non-proficiency penalties).

Special: This includes a number of abilities gained by all eidolons as they increase in power. Each of these bonuses is described below.

Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The eidolon adds +1 to one of its ability scores.

Devotion (Ex): An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An eidolon gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


Magic Items: A special note must be made of magical items. An eidelon's construct body is not a natural body, and thus it is normally not effected by worn magical items in the way they are intended. However, as the summoner progresses and continues to refine his craft of making the eidelon's ectoplasmic body, this body begins to resemble a living body sufficiently that an eidelon can benefit from magical items. A summoner may assign a number of magical item slots equal to ½ his level (rounded down).

In order to use a magical item in a slot, the eidelon must possess an evolution that allows that slot. For example, to wear a ring, the eidelon must have the limbs (arms) evolution, or the tentacle evolution. To wear bracers, the eidelon must have a pair of tentacles or the limbs (arms) evolution. The GM is the final arbiter of what slots a summoner may apply to his eidelon.

Eidolon Skills

The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Base Forms

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Eidolon attacks add the eidolon's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon's evolution pool (which causes it to lose these modifiers for being Small).

Quadruped

Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (legs) (2).

Biped

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).

Serpentine

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap.


Racer

This base form is primarily a basis for a bird-like eidelon at later levels. The base form is similar to a biped, but may take the Mount and Trample evolutions. It may not take the Limbs (legs) evolution, and if it takes the Limbs (arms) evolution, these arms are considered to be 0 reach limbs. This base form is best used as a basis for bipedal dinosaur eidelons, or as a base form for bird type eidelons.

Starting Statistics

Size Medium
Speed 40 ft.
AC +2 natural armor
Saves Fort (good), Ref (good), Will (bad)
Attack Bite (1d6)
Ability Scores Str 14, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Free Evolutions limbs (legs), bite.

Aquatic

Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, improved natural armor, gills, swim (2).

(More to come, evolutions)

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
So, I ran a 5 hour combat, and the last 2 hours ended up being 1 magus and one BBEG, with 5 mooks running around all doing almost nothing.

Setup :

PCs
5th level Gnome Oracle of Dark Tapestries
5th level Catfolk Witch of Ancestors
5th level Fetchling Rogue
4th level Elf Black Blade Magus/1st level Rogue
5th level Half-Orc Barbarian
5th level Halfling Monk

Enemies
5th level Large Lizardfolk Fighter (CR 6)
4th level Gnoll Ranger (CR 4)
4th level Catfolk Oracle of Blades (CR 3)
12 CR 1/2 Mooks with shortbows

The PCs have been ruining some bandits attacks up and down the countryside for months now, and generally ripped the bandits apart each time. They fought one big bandit (the ranger) to a standstill and negotiated a 'go our separate ways' once. So, the PCs are on their way out of a military outpost on the way back to the capital to report to their boss that the bandits killed his nephew (they were out looking for him). The bandits had lots of intel on the PCs. They know the Magus's favorite tactic is to run up and stab a kukri into someone and electricute them with shocking grasp. They know that the half-orc is the most danerous melee guy, and they know the rest aren't all that dangerous (by comparison). The witch is new, so they had no info on him.

The BBEGs setup their ambush, and when they see the PCs, the Oracle casts Energy Resistence (Electrical) on the 3 BBEGs, blesses them, and then activates her Iron Skin. She's got a wand of Cure Serious Wounds on her wrist with 10 charages on it, attached with a weapon cord, so she can have it in hand at need.

The PCs twig to the ambush a little early (they weren't perfectly in the trap, but close when they made the DC 30 check test). So the BBEGs have to spend 3 rounds running forward to attack. The mooks stand up from their ambush locations and start firing at the two closer guys, tasked with taking out the small fry (as the BBEG called them).

So, the monk and the barbarian close with the 3 bad guys, the witch and magus take the 6 mooks on the left, and the rogue goes after the mooks on the right. The oracle hides in the wagon and blesses and banes everyone in sight. The lizard folk is hitting with a +16/+11 with his +1 heavy mace, and then adding a claw and bite at +11 each for insult. The second round of his attacks, he crit fails his mace attack and drops it. :) The rest of the fight, he's claw/claw/biting. The gnoll, the same round, does the same thing and drops his flail and spends the rest of his fight shield bashing. The catfolk (oh, did I mention she had a bastard sword, proficiency with it, and lead blades on it?) proceeds to lay about and use her CSW's wand as needed on the other two.

The magus and witch take out half the mooks, the rogue closes with the gnoll and flanks with the monk. The monk had a LOUSY night, with lots of bad rolls and unluck. The barbarian had similar luck, and the rogue didn't roll above 10 the whole night.

Eventually, it ended up with 5 mooks watching as the boss took down everyone except the magus and the oracle (his two ltns were down). The magus cast vanish to heal (he had 3 hp), and the oracle was almost out of spells (the witch was out). The magus spend 6 rounds using a CLW with UMD while vanished, and the oracle raced off on a riding dog. So the Big Bad (the gnoll and catfolk got taken out too) started dragging bodies over into a pile and the mooks helped, starting to strip the comotose PCs. The big bad wasn't all that wounded at that time (20hp down) so he didn't bother to drink a potion, he was going to pour it down his oracle's throat when he got finished looting (so he could pick out the best stuff before the flunkies woke up). The magus casts a str drain spell on the lizardfolk, breaking his invis. So the lizardfolk grabs his mace and charges him. The mooks start reequipping their bows and quivers (they were looting too). That takes them two rounds. The magus and big bad go at each other, and the magus drains him again (fourth time that fight). Used his last arcane pool point to do the fourth drain with recall. Had the big bad drained 23 str (out of 26). So by the time the mooks get their weapons back up they see this drow (the elf is in disguise, long story) going toe to toe with their boss, and shrugging off his claws and bites (he crit failed AGAIN and lost his mace). So they all look at each other, and start circling to take pot shots with the shortbows, all the time backing away further and further from the combat, not sure who's going to win.

For the next hour, the lizadfolk and the magus go after each other, the big bad doing 1 pt per hit, the magus using ray of frost (he was completely out of spells). The lizardfolk had a pair of cure moderate potions, but when I rolled his Will save for being able to break off combat long enough to withdraw and drink them, I rolled 3, 1, and 1 and finally decided he was too red-eyed to realize he was that seriously hurt. So the magus finally takes him down, having like 8 hps left himself. The mooks, seeing this, run off.

Wierdest fight I've seen, the lizadfolk charging and biting, the magus acrobating away to ray of frost him, then the lizardfolk charging, then the magus acrobating away to ray of frost.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok
In my current game, my Rogue/Warlock is getting pulled into a lot of political stuff, to the point where it's becoming an issue of people sitting around while I deal with a month's worth of wrangling in the city over economics and military strategy.
Add on to that the fact that one of the other players wants to do all the rogue type stuff, and I'm feeling a combination of redundant and a drag on the others. So, I'm thinking about retiring my character to semi-NPC level (RPing with the GM via e-mail for him) and bringing in a new character to actually adventure with.

I had this idea awhile back about a Zen Archer/Sorcerer, but it was very hard to do with monks being already MAD. However, the new UM and UC have opened up a lot of possibilities. So, I'm putting what I have here for input on him.

His background is he was left at the door to a monestary, and the monks raised him. As he aged, they found he was not suited to the normal training, and finally found his way with the bow, which was not the favored method for the monestary he was in, although they had scrolls detailing that type of training. When he turned 13, his sorcerous blood awakened, when he healed a dieing monk who had fallen using his Heavenly Fire. The monks decided he was not meant to continue in their monastary, as his preferred way was not theirs, and his blood made him too different. It wasn't a negative thing, they honestly didn't think they were his destiny. And, with his magic awakening, he agreed and began to travel, learning his blood magic as he traveled. Due to his way of the bow, his magic has focused on that, both in making his attacks more dangerous, and in defending (he can pump his AC up to 25 for 2 hours at a time 6 times per day, or pump his bow to 2d6 for 2 minutes up to 6 times a day with his spells). He's dropped into being a performer when he goes to different towns, using his ability with a bow to do trick shots, while acting the clown. His travels have left him with a very active sense of self preservation, always looking for trouble so he can avoid it before it finds him (high perception). He's also picked up quite a bit of lore as a healer as he traveled. In combat, he sets himself up to unload as many arrows into an attacker as he can, even after they close with him. If they try to disarm him or run past him, he uses his combat reflexes to trip them or knock them down or just kick them hard.

Any feedback? I think he's pretty decent as a self-sustaining attacker, able to buff himself and deal decent damage, or get out of dodge if he get's into trouble. The Empyreal bloodline get's him down to two stats he needs, DEX/WIS.

Vahn Wylden
LG Half-elf Monk (Zen Archer)/Sorcerer (Celestial/Empyreal)
Stats (Yes, I rolled really good!)
STR : 13
DEX : 16
CON : 14
INT : 13
WIS : 20 (Includes +2 for half elf, and +1 for 4th level)
CHA : 13

Monk (Zen Archer) : 3 levels
Sorcerer (Celestial/Empyreal) : 2 levels

AC : 21 (10 + 3 (Dex) + 1 (Dodge) + 1 (NA) + 1 (Deflect) + 5 (Wis))
Touch : 20 Flat Foot : 17

Speed 40

Fortitude (5), Reflex (6), Will (11)

CMB (4), CMD (22)

Skills :
Acrobatics (7), Appraise (5), Bluff (5), Climb (5), Escape Artist (7), Heal (11), Intimidate (5), Kn (History) (5), Kn (Religion) (7), Kn (Arcana) (5), Perception (16), Perform (Comedic) (5), Profession (Performer) (9), Ride (7), Sense Motive (9), Spellcraft (5), Stealth (7), Swim (5), UMD (5)
Since they're high, Heal is Wis based, and he get's a +2 from bloodline. Perception is also Wis based, and his Skill Focus is Perception (from half-elf), plus he get's a bonus to it for being half-elf.

Racial Abilities : Low-Light Vision, Skill Focus (Perception), Elf Blood, Immunity to Sleep Effects, +2 vs Enchantment Spells, Keen Senses (+2 Perception), Multitalented (Monk & Sorcerer)

Monk Abilities : Bows Weapon Group, Flurry of Blows with Bows, Point-Blank Shot, Precise Shot, Perfect Strike, Weapon Focus (Bows), Point Blank Master (Bows), Unarmed Strike, Increased Speed

Sorcerer Abilities : Summoned Creatures gain DR 1/Evil, Heavenly Fire : 1d4+1 Positive Energy Ray, Damaged Evil, Heals Good, Neutral unaffected, Usable 8 times per day. Good creature limited to one benefit per day. Eschew Materials, Cantrips

Level Benefits : Dodge, Combat Reflexes, Mobility

Equipment :
+1 Longbow (Str +1) +9 to hit, 1d8+3 (+7/+7 when flurrying), 2d6+3 with Gravity Bow
Muleback Cords
Quarterstaff
Amulet of Natural Armor +1
Ring of Protection +1
Ring of Sustenance
MW Backpack
Various Sundries (everyday items, etc)

Spells :
5 Cantrips known, 2 1st level spells
Resistance, Acid Splash, Detect Magic, Prestidigitation, Disrupt Undead
Mage Armor, Gravity Bow

Spells per Day : 6 1st Level Spells

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

With all the monk threads on the boards (and having a monk in my game), I'm thinking of putting out some archetypes for them in my game. So I'm looking for some feedback.

Racial Monks

I have a lot of catfolk in my homebrew game, and they have 2 claw (1d4) attacks naturally. So, I added the following favored class option for them.

Monk : The catfolk monk slowly learns to use his natural attacks as part of his monk training. After taking this favored class option 5 times, the catfolk monk may use his claws with his monk special abilities as if they were an unarmed attack (making them valid for flurry of blows, etc). The claws also gain the monk's unarmed damage progression as their base damage.

Archetypes

I love the zen archer monk, and am thinking of doing other fighting style archetypes.

Polearm Monk :
The polearm monk is an expert using traditional polearms of monks, such as the Guan Dao/Naginata (Glaive), Ji (Halberd), or Long Spear.

Weapon and Armor Proficiency: Polearm monks are proficient with quarterstaffs and two-handed polearms. They are not proficient with other monk weapons.

Flurry of Blows (Ex): Starting at 1st level, a polearm monk can make a flurry of blows with any two-handed polearm or quarterstaff. The monk cannot make a flurry with unarmed blows or other monk weapons, nor may they make a flurry attack with ranged weapons like shuriken.

Bonus Feats: A polearm monk's bonus feats must be taken from the following list: Combat Expertise, Combat Reflexes, and Dodge, and Weapon Focus. At 6th level, the following feats are added to the list: Improved Trip, Mobility, Spring Attack and Weapon Specialization. At 10th level, the following feats are added to the list: Combat Patrol, Improved Critical, and Whirlwind Attack. A monk need not have any of the prerequisites normally required for these feats to select them. These feats replace the monk's normal bonus feats.

Staff Expert (Ex): At 1st level, a polearm monk may fight with a quarterstaff as if he had two-weapon fighting, even when not using flurry of blows. At 3rd level, the monk may 'choke up' on any polearm he is wielding and treat it like a quarterstaff (and may Two-Weapon Fight with it). The polearm does it's normal damage for the attacking end, and quarterstaff damage for the shaft end. The monk may enchant his polearm as if it were a double weapon if he chooses.

Way of the Staff (Ex): At 2nd level, a polearm monk gains Weapon Focus as a bonus feat with one type of polearm (or quarterstaff). At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Wisdom of the Staff (Ex): At 3rd level, a polearm monk may use his wisdom modifier when using a polearm or quarterstaff. This ability replaces maneuver training.

Ki Staff (Su): At 5th level, a polearm monk may spend 1 point from his ki pool as a swift action to change the damage dice of his polearm or quarterstaff to that of his unarmed strikes. This lasts until the start of his next turn. This ability replaces purity of body.

Evasion (Ex): The polearm monk gains evasion at 9th level.

Improved Evasion (Ex): The polearm monk gains improved evasion at 11th level.

Ki Focus Staff (Su): At 17th level, as long as he has at least 1 point of ki in his ki pool, a polearm monk may treat his polearm or quarterstaff as if it is a ki focus weapon, allowing him to use his special ki attacks as if his polearm or quarterstaff was an unarmed attack. This ability replaces tongue of the sun and moon.

I'm working on a dual-sword monk style, but it's not done enough to put up yet for critique. The polearm monk is obviously heavily based off the Zen Archer. So, what I'm looking at now is :

Dual-Sword Monk
Natural Weapon Monk
Chain Weapon Monk

All three should be fairly similar to the Zen Archer (or polearm monk above).

Still trying to decide on names for the archetypes obviously. Also hoping a lot of this is wasted effort when UC comes out. :)

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
So, I'm trying to flesh out my world a bit. I need to have some exotic mounts. These would be mounts available without spending feats (so things like Griffons & Pegasi are out, as you'd need Leadership to get a cohort one, or be evil to enslave one).

So, to list the default ones :

Dog, riding : 150 gp (2 Hit Die)
Donkey/mule : 8 gp (2 hit dice, using pony stats?)
Horse, heavy : 200 gp (2 hit dice)
Horse, heavy (combat trained) : 300 gp (2 hit dice)
Horse, light : 75 gp (2 hit dice)
Horse, light(combat trained) : 110 gp (2 hit dice)
Pony : 30 gp (2 hit dice)
Pony (combat trained) : 45 gp (2 hit dice)

So, I want to add the following modifier for mounts.

Masterbred : A masterbred animal is a pedigreed animal specially bred for it's increased stamina and health. A masterbred animal increases it's con by +2, and adds 2 hit dice (increasing it's hit points, skill points, and all other aspects of the animal as if by hit dice advancement). If the addition of these two hit dice increases it's hit dice total enough for it to earn an attribute bonus, this attribute point cannot be placed into INT if doing so would raise it's Int above 2. A Masterbred animal costs 5 times the normal cost for an animal of it's type.

Now, within my own world, certain species use other animals as mounts. For example, my world's catfolks use lions and dire lions as mounts, as well as tigers and dire tigers as mounts. Raised from cubs, obviously.

Lion : 750 gp (5 hit die)
Lion, Dire : 2500 gp (8 hit die)
Tiger : 1500 gp (6 hit die)
Tiger, Dire : 8000 gp (14 hit die)

Note that I priced these based off CR, in case you're wondering. I figured it should cost 25% of your resources at that level if you wanted a CR appropriate mount. So the lion, a CR 3 mount, costs 750 gp, 25% of the WBL for a 3rd level character.

What I want are some bestiary examples of other critters I could use as non-sentient mounts. If anyone has any. Obviously things like Rhino, Elephant, Bison (herd beast), etc are fine. I'm still in the process of looking them over. Also looking for feedback on the pricing scheme I'm using.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Just testing to see if I can start a new thread.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

In my PF game, the player wanted a martial wizard. However, when we started, the Magus was not finalized yet, so we went with Wizard and he just played him martially.

Now that UM is out and the Magus is finalized, he's about to hit level 3, and I offered him the option of 'retconning' into a Magus. He's accepted, and how I'm handling it is this :

Increase HP by 3 pts (2 for first level, 1 for second) due to hit die differences.

Redo Saves for Magus.

Keep skills as is (same skill points between both classes).

He spent his first level feat on 2 extra traits, so no worries there.

He's already got a spell book, and a bunch of scrolls and such (some of which are not on his spell list, but it shouldn't matter that much).

I'm requiring that he go with a Blade Bound Magus, and the in game explanation is that he's going to find an old Black Blade and when he touches it, it's going to knock him unconscious. When he wakes up a week later, the blade is going to have turned him into a Magus to further it's mission.

So, what I'm looking for is any 'gotchas' I may have missed. I think I accounted for everything during the 'retcon', but I may have missed something.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
So, I'm starting a new game, and a new player had something he wanted to play. So I worked it in. I'll post the goddess he's following, and then I'll ask for some advice.

Fel Shadowhoof
Goddess of the Wyld, Dark Dancer, Mistress of Madness
Alignment: Neutral Neutral
Power: Demigod
Symbol: A dark spiral in a perfect circle
Favored Weapon: Longbow
Domains: Animal, Darkness, Madness, Plants
Subdomains: Fur, Night, Nightmare, Decay, Growth
Worshipers: Centaurs, Sylvan, Dancers, Druids, Bards

Credo: Light and Dark, two sides of the same acorn. Without one, there is no other. Good and Evil, Law and Chaos, Push and Pull, Yield and Shove, Love and Hate. All things are balanced around a dark spiral that leads to madness. Know that the balance is that while all things have an opposite, there is also a point where any opposites must meet. This is where the dance has it's fastest beat, where madness transcends to enlightenment. If you know already what you believe, then you are already lost.

Description: Fel Shadowhoof is a centaur of unsurpassed beauty, her raven dark hair and skin the color of deepest darkest night. Her pelt is a black so deep that even shadows are envious of her, and shadows flit from her hooves with each step. Her great bow, Sunbane, creaks and drips shadow as she pulls it, firing a bow at the sun each evening, sending it sinking down to heal for another night.
Fel is an odd contradiction, she embodies both the ultimate expression of sanity, as well as the wild dance of chaos and madness. She espouses that it is not that Law and Chaos are mutually exclusive, it is that they are not understood properly and are actually one and the same. Just as Good and Evil are but the same acorn seen by different lights. Her followers tend to be considered dangerous for their mutterings about madness and darkness, yet they are as opposed to Evil taking over as they are to Good winning it's eternal battle. Fel's followers seek a swirling balance between all things, and often dance with wild
abandon within the very structured circle their patron is so beloved of, chaos within order.

Organization: Fel has no temples, and will not bless any. Her clergy, mostly sylvan creatures, number good, evil, neutral, lawful, and chaotic. All who follow her see some aspect of her great truth, although none can actually understand the entire dance of life and madness she espouses. Fel's followers are a ragtag bunch that show surprising ability to work together one moment, and then fall upon each other with holy schism the next. All of this is fine with Fel, for no one truth can actually be the truth for her. Fel's sometimes called The Nightmare, as a pun on her species and abilities. She is well known for sending her followers very timely visions. She's equally well known for these visions being nightmares that leave her follower awake, with heart pounding and unable to sleep for days sometimes afterwards.

Pantheon: Fel is part of the Sylvan Pantheon. This pantheon claims to have Bast as a member, but Bast denies it. Fel is mate to Kom Thunderhoof.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
Interesting statistics. Here's a breakdown of Arcane vs Divine spells between Core, APG, and UM. Note, if two classes can cast the spell at different spell levels, then it's counted at both levels. Also, if the spell can be cast by both arcane and divine casters, it's in both counts. Also, spells like Magic Circle of Protection and Detect Evil/Good/Etc were all considered multiple spells (4 each).

Arcane
Cantrips - 29
1st Level - 112
2nd Level - 134
3rd Level - 132
4th Level - 115
5th Level - 105
6th Level - 94
7th Level - 64
8th Level - 46
9th Level - 42

Divine
Orisons - 17
1st Level - 115
2nd Level - 137
3rd Level - 127
4th Level - 120
5th Level - 72
6th Level - 51
7th Level - 38
8th Level - 37
9th Level - 35

So, you can see, Divine get's a small bump at 2nd and 1st level, but otherwise Arcane has many more spells.

Just thought it was interesting.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
Within my homebrew, elves and drow are quite literally the same species. They were the offspring of the Drow God and Elf Goddess. So, they are brothers and sisters eternally at war (since their gods had a falling out).

This all actually hangs together very well. Except for Drow being way more powerful than elves. :) Individual drow and individual elves are within the same ballpark (given PFs rewrite of drow). So that works great.

Unfortunately... Noble Drow don't have a corresponding Noble Elf in the book. :) Makes sense for Paizo's setting, but not mine. So, I'm working up an Elf Noble race as well. Here's my first shot at it. It's not as powerful as the Noble Drow in some ways, a bit more powerful in others. However, I think it works out to be about on par based on the power difference between elves and drow. It also adds in some of the flavor of classic elves I think. Note that the Elf goddess is the goddess of the sky/summer, so sunlight and spring are her thing.

Anyway, posting for feedback. Thanks.

Elf Noble Characters

Elf nobles are defined by their class levels—they do not possess racial Hit Dice. An elf noble's challenge rating is equal to her class level. Elf nobles possess all of the racial traits listed for elf characters, plus the following.

+2 Dexterity, +4 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution. Noble elves are very intelligent, observant, and regal. These ability score modifiers replace the standard elf ability score modifiers.

Spell Penetration : Elf nobles gain the Spell Penetration feat, but do not need to meet the prerequisites for it.

Spell-Like Abilities: Elf nobles can cast prestidigitation, detect secret doors and daylight each at will, and have detect magic as a constant spell-like ability. An elf noble can also cast sanctuary, dispel magic, and heroism once per day each. An elf noble's caster level for her spell-like abilities is equal to her character level.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I need some ideas for what races would inhabit arctic tundra and wastelands.

Right now, I have just the following :

Arctic Drow - These drow were driven from their underground cities in the mountains and forced to live in the wastelands. As a result, they've adapted to the cold and harsh light. They are no longer sensitive to light, but they have also lost some of their darkvision as a species (60 feet instead of 120 feet). This is a gameworld thing, based on history.

I need to figure out what other races would be in the area, mostly vassals of the drow, and secondary citizens. The reason this is difficult is that none of the core races are there anymore (also history). So no humans, no dwarves, no halflings, no other elves.

So, I'm going to have to dig through the bestiaries and see if I can find something that would be able to live there. Prefer to stay away from Duerger or Sneviblen (Sp?), I have a place for them. I thought I'd post and see if anyone had ideas and good reasons their suggestion would be able to live there. For example, lizardfolk don't make a good fit, nor do the frog people. :) Kobolds are kind of out as well, and Tengu, for obvious reasons. :)

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I've always liked the idea of a flexible enchantment system, but I don't want to rewrite the core rules to accomodate it. So I've been working on something to get the same effect and wanted some feedback on it.

Item Slots

An item (weapon or armor) can be enchanted to allow gem slots. The downside is that the weapon must be created with the slots at creation. Note that this is at the time it is created, not enchanted. Thus when the MW weapon is created, the slots must be created at that time.

Types of Slots

Gem – A gem slot is designed to accept a fully enchanted gem. A gem holds a +1 enchantment. This can be a single +1, or it can be a +1 equivalent power. Gems can also come in sets. A set of gems can work together to generate a greater enchantment. For example, two gems can be used in tandem to generate a +2 enchantment power. However, they do nothing individually.

Shard – A shard slot is designed to accept an enchanted shard. A shard holds a non-plus enchantment. That is, an enchantment that normally only costs gold to add to an item. The maximum number of shard slots an item can have is the same as the number of Gem slots it may have.

Slots

The maximum number of gem slots that can be placed into an item depends on it's material.

Normal Wood – Maximum of 3 slots.
Darkwood, Iron wood – Maximum of 5 slots.
Leather – Maximum of 3 slots.
Dragonhide – Maximum of 6 slots.
Cold Iron – Maximum of 2 slots.
Steel – Maximum of 3 slots.
Silver – Maximum of 5 slots.
Mithral/Adamantine – Maximum of 6 slots.

Costs

The cost of the weapons and armor depends on the number of slots, a weapon or armor must have all it's slots enchanted at the same time. It cannot be done piecemeal. However, slots do not need to be completely filled. A sword with 3 slots and only one Gem benefits from that gem's power.

Gem Slots – The item is enchanted as if it were being enchanted for an enhancement bonus equal to the number of slots. However, the cost is increased by 20%. Thus a weapon with 1 slot would cost 2400gp.

Shard Slots – Shard slots add a flat 100gp per slot to add to an item.

Item Creation – Creating an item with slots increases the MW cost of the item by 50% per gem slot. For example, a sword with 3 slots would cost 300 * 1.5, or 450gp for the MW portion of the weapon. Shard slots cost a flat 25GP per slot. This represents the difficulty in keeping the item's structural integrity while having missing parts (the gems).

Gem cost – Gems cost 500gp per gem. Gem Sets, required for powers greater than +1, cost 500gp for the first gem, and 250gp for each additional gem in the set. If a set is broken up, replacements can be made. Each set has a master gem and one or more slave gems. An identify can determine whether a gem is the master or a slave.

Shard cost – Shards cost the standard cost of the ability that they imbue, plus 250gp.

Changing Gems

The user of the item can change them gems whenever they wish. Changing a gem requires a minute to disengage it. Once a new gem is put in, it takes 24 hours for the item and gem to synchronize before the item gains the benefits of the gem.

So, for example, a greatsword with 3 gem slots and 2 shard slots would cost 50gp (sword) + 450 gp (MW 3 slots) + 200 gp (shard slots) = 700gp.

To enchant the sword so it can accept gems and shards would cost 18,000gp (+3 enhancement) + 3,600gp (gem cost) + 75gp (shard cost) = 21,675gp.

To actually get the benefit of the slots, they'd need gems and shards. A +1 gem would cost 500gp. Two +1's would cost 1000gp. So, if the owner wanted to be able to have up to +3 enhancement bonus, a Fire enchantment, and a Bane enchantment, then that would cost 2500gp. Once he had the 5 gems, he could then place the gems in the greatsword in any combination that was valid. +1 flame orc bane, or +2 flame +3, or +2 orc bane.

If the item owner had armor with 2 shard slots, they could buy Glamer, Shadow, and Slick Shards. These shards would cost 2,950gp, 4,000gp, and 4,000gp respectively. The owner could then switch out the shards as needed, but still needing to wait 24 hours for the shards and armor to synchronize.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I got to thinking about levels in my homebrew world. I'm thinking about this as a setup...

Assuming the entire world has 1,000,000,000 sentient creatures in it (that is, 1 billion), and that sentient creatures refers to both humans and non, then I believe the following would work well...

50% of the population at any given time is only level 1. That includes all children, helpless elderly, untrained apprentices and so on. Each increase in level results in half that many people. So 2nd level = 25% of the population, 3rd level = 12.5% of the population, etc.

That get's me numbers that look like this...

1/0.5/500000000
2/0.25/250000000
3/0.125/125000000
4/0.0625/62500000
5/0.03125/31250000
6/0.015625/15625000
7/0.0078125/7812500
8/0.00390625/3906250
9/0.001953125/1953125
10/0.0009765625/976563
11/0.00048828125/488281
12/0.000244140625/244141
13/0.0001220703125/122070
14/0.00006103515625/61035
15/0.000030517578125/30518
16/0.0000152587890625/15259
17/0.00000762939453125/7629
18/0.000003814697265625/3815
19/0.0000019073486328125/1907
20/0.00000095367431640625/954

So that puts 20th level characters at less than about a 1000 scattered over the world. Some places would have higher concentrations than others, of course. Powerful city states would have a higher level of retired high-level adventurers than others. Monsters with CR & Levels would fall into their level equivalent only (IE: A CR 4 creature with 3 class levels falls into the 7th level).

The only problem I have with this is that this puts the vast majority into the 1 to 6 level. Not really what I wanted though.

My other option is to put 90% of the population in the 10 or less, say 25% 1st level, 20% 2nd level, 15% 3rd, 10% 4th, and continuing on from there.

1/0.25/250000000
2/0.2/200000000
3/0.15/150000000
4/0.1/100000000
5/0.075/75000000
6/0.05/50000000
7/0.0275/27500000
8/0.025/25000000
9/0.0225/22500000
10/0.02/20000000
11/0.0175/17500000
12/0.015/15000000
13/0.0125/12500000
14/0.01/10000000
15/0.01/10000000
16/0.0075/7500000
17/0.005/5000000
18/0.002/2000000
19/0.0005/500000
20/0.00025/250000

This get's me 90% of the population at 9th level or less, and 99% at 15th level or less. I think that works a little better, plus it opens up the 20th level to a more reasonable number given the population.

Beyond that, I'm considering the following rules for class levels.

NPC classes use Fast Progression (explaining why they are more 'popular'), while PC classes use Standard Progression.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
Still working on my home brew world. I have 9 gods that would have Paladins (6 true deitys, and 3 demigods). I would like each of them to have a unique Paladin's code, so players who want to play a Paladin have an idea of what is expected of them in game. I don't like to do 'gotchas' but I will slap a Paladin down hard if they break their Paladin's code.

As a preamble, let me say that I view a Paladin's code as specific to the god they worship. So, for example, a LG god is going to have a balanced code, good and law in equal portions. A NG god is going to focus more on good and less on law for their paladins. A LN god is goign to focus more on law than good for their paladins. I'll give details of the gods in the next post or two, just wanted to get this out of the way first.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
This has been bothering me for awhile, and I usually don't bother since there are people who get as nutty as cuckoos over this, but I'm in a bad mood so figure it's as good a time as any to rant about it and see what people think.

I'm fed up to my eyeballs in the BS that gets spewed out on the forums about people being denegrated for using 'modern notions of right and wrong' in their games. Be it good vs evil or lawful vs chaotic.

What makes it more fun to use a 2000 yo system of 'justice' that usually devolved down to the guy with the most soldiers being right as the basis for good vs evil and law vs chaos?

People spout out about how you have to keep the setting in mind for GvE and LvC. Why? There's nothing in the rules that say you have to interpret the GvEvLvC codes by archaic standards.

This game is made for people who grew up in the modern world. If I wanted to do historical reenactments, I'd join a history club. This is supposed to be a game for modern people to enjoy.

I think a lot of these alignment arguments come down to someone saying 'Well that's how dark ages people thought so it's ok and you're using modern notions'. Well, what's wrong with that? There's a lot fewer arguments over what is good vs evil vs lawful vs chatoic using modern notions. Not that what we have is necessarily more correct, but we all grew up with it. So we all have built in moral compasses for modern ideas of such.

Especially us geeks who tend to watch modern sci fi and fantasy. We base our notions off the 'romantic ideal' espoused in movies film and novels. Why is that a bad thing? Why am I supposed to devolve myself to primitive values where if you weren't one of the group you were evil and it was ok to torture people to save their souls? I'd rather play in a romanticized world where torture is evil and wrong, no matter what your reasons for doing it. Where killing babies is always evil, where rape is always evil, where there is no argument of 'well, it's a <insert race here> so it's ok to slaughter them by the thousands in the name of good'.

I want a game where the only absolute evil is planar evil beings, and I want ballads in that world of the Archangels who fell to evil over jealousy of a mortal woman's looks and the Succubus who ascended to good for the love of an honorable man. But those who want to drag us into the dark ages don't want that. They want all goblins to be evil, from birth, just things to be cut down and loot to be counted. All medusa's are evil, slaughter them, never treat them like living beings, that way lie madness they say.

My response? What's so good about the darkage mentality? I swear not one person alive today would really want to be alive in 1400. They might think they would, but they wouldn't.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok, been toying with this, thought I'd get some feedback.

Magic weapons can be crafted/recrafted to have jewel slots. Each slot can accept a +1 enhancement jewel (a +2 enhancement requires a pair of jewels crafted simultaneously as a set, a +3 enhancement requires a trio of jewels crafted simultaneously as a set, etc).

The cost of a jewel is 1,000gp. A pair is 2,000gp, etc.

A magic weapon, when enchanted with a slot, costs the same as if it were enchanted normally for it's maximum.

Example, a +1 longsword with a single slot would cost the same as a +2 longsword. A +1 longsword with a double slot would cost the same as a +3 longsword.

Jewels could then be switched out as a 1 minute action per jewel (this is the time it takes for the jewel to attune with the weapon).

Additionally, micro slots could be added to the weapons/armor to handle 'non plus' items. Each of these just allows a gem with a monetary cost to be attached. For example, a glammered gem would cost 2,700gp, and the gem slot would cost 100gp per slot.

This would give the PCs some advantage of ability to change their weapons around if needed, but cost more for the privelege.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Hello all,
I'm looking to start a PF game up. I had planned on starting one sooner, but life got ahold of me and wouldn't let go, even when I beat it on the nose with a rolled up newspaper. :)

Anyway, it would be in Kyle TX, would be alternate Friday nights, and would be a homebrew pathfinder campaign. I'm looking for 2-3 players, as I have 2 possibles now. I prefer groups of the 4 to 5 character range.

I've been GMing for over 20 years, and have run PF since it was released (although not in beta). I've run just about every system out there at some point. :)

I can be e-mailed at MDTPathfinder at Yahoo Dot Com. (broken up to trick the scan bots). :)

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I'm assuming it's a copy/paste error that the crossbow rapid reload feat text was pasted into the PDF and not changed to talk about guns?

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I've updated my feline race for my homebrew campaigns. Was wanting some feedback on the racial favored class options and racial ability option.

Fashtali
A humanoid feline race made up of several clans. Each clan is different, and resembles the normal animals they are descended from. The powerful but insular Beigra Clans of the tiger infested jungles, the Strong and Noble Khava Clans of the lion tamed savannas and plains, the Enigmatic Gheira Clans of the panther and cougar ruled forests, and the Quick and Mercurial Sleeva of the wind swept planes and desserts.

Fashtali are a group of humanoid felines that belong to one of several clans. They are a proud and generally neutral species. Their preferred environments are different by clan, although it is not unusual to find individuals of various clans living in the territory of another clan. While intra-clan pairings are uncommon for the Fashtali, they are not unheard of. When two Fashtali of different clans mate, the offspring are all of the clan of the mother.

Fashtali generally get along with other species that do not attack them first. Intraclan warfare is unheard of. All intraclan conflicts are resolved via contests of prowess rather than warfare. Athletic competitions, races, or other methods of non-violent competition. If that does not solve the situation, the leaders of the two clans (or the two clan segments) involved in the dispute will on rare occasions duel to the death, with both clans accepting the outcome.

Like their feline cousins, most Fashtali avoid submersing themselves in water (although there are exceptions). They are carniverous omnivores, and while they can survive without meat, they are not happy on such a diet. Fashtali have very acute senses, including their sense of hearing, which ranges high up into the ultrasonic. A Fashtali's voice also ranges up into the ultrasonic, and they consider non-Fashtali voices to be flat and dull in comparison. Non Fashtali, in turn, find Fashtali voices and singing to be somewhat painful to the ears due to it's extremely high notes, and it often sounds off key due to their inability to perceive the entire range of the voice. Fashtali voices tend to make domestic dogs and wolves extremely uncomfortable.

Fashtali Racial Traits
Ability score adjustments depend on your clan (see below).

Medium: Fashtali are medium sized humanoids, and have no special benefits or penalties based on size. Beigra are usually between 6 and 7 feet tall, and weigh between 200 and 300 lbs. Khava are usually between 5.5 and 6.5 feet tall, and weigh between 200 and 300 lbs. Gheira are usually between 5.5 and 6.5 feet tall, and weight between 150 and 250 lbs. Sleeva are between 6 and 7 feet tall, and weigh between 150 and 250 lbs.

30 ft. Base Speed

Humanoid (Feline) Type

Senses: Low-Light Vision, Ultrasonic Hearing, Scent

Ultrasonic Hearing: A Fashtali is capable of hearing at a much higher pitch than other species. This gives them the ability to hear sounds that other sentients cannot, such as the high-pitched whine of a dog-trainer's whistle.

Scent: Fashtali gain the Scent trait.

Natural Weapons: Fashtali have natural claws that do 1d4+Str, and may make a full attack action and take two Claw attacks, both at 1d4+Str. Any feats which work with unarmed attacks also work with their claws. A Fashtali who carries nothing in either hand, and has no footwear on gains a +2 Circumstance bonus to climb checks thanks to their claws.

Keen Senses: Due to their acute senses, Fashtali receive a +2 Racial Bonus to Perception

Languages: Fashtali begin play speaking Common and Fashtali. Fashtali with high Intelligence scores can choose from the following: Dwarven, Elven, Halfling, and Sylvan.

Alternate Racial Traits

Feline Affinity – The Fashtali has an especially high affinity for the felines his clan most resemble. The Fashtali gains a +2 bonus to Handle Animal checks when interacting with these types of felines. Additionally, if the Fashtali takes levels in a class that has animal companions, they may add felines to the list of valid animal companion selections. If they take levels in a class that has a special mount, they may use a lion or tiger as an appropriate mount. This trait replaces Fashtali's skill bonuses.

Beigra Clan
The Beigra clans usually live in heavy jungles, or occasionally swamps, and are rather insular, usually not building great cities. They prefer small communal villages or solitary homes. Beigra superficially resemble the tigers that live in such places, and often keep domesticated tigers as pets, guard animals, and hunting companions. Beigra have no aversion to water.

Beigra may add +2 to either Strength or Constitution at creation.

Usual Terrain: Jungles and sometimes swamps.

Skills: +2 Racial Bonus to Climb, Jump, and Swim

Alignment: Usually Neutral

Favored Class Options
Druid : The druid gains a +1 bonus on his Handle Animal and Wild Empathy rolls when dealing with felines of any type (maximum bonus of 10).
Fighter : The fighter may add ¼ combat feat to his known fighter combat feats.
Monk : The monk, after taking this option 5 times, may use his claws with any monk special ability. Additionally, he does his monk unarmed damage with his claws. If he takes the feat Improved Natural Attack, he increases his monk damage by one step on the chart, up to the monks maximum damage when using his claws. Until the monk has taken this option 5 times, he gains no benefit. He gains no benefit for taking this option more than five times.
Ranger : The ranger adds ½ to his effective druid level when determining his animal companion's level, if he takes nature's bond, and his companion is feline. Additionally, once this is taken at least once, the ranger may add Felines to his list of animal companion options, if it's not already on it. His effective druid level may not be greater than his hit dice.

Khava Clan
The Khava clans usually live on open savanna or plains, and are very social and prefer to live in tight-knit groups. They are the most widely spread of the clans, and also the most likely to deal with non-Fashtali peoples. Khava also often share their territories with the Sleeva clan, as they each want something different in the same area (see below). Khava superficially resemble the lions that live in savannas or plains, and often keep domesticated lions as pets, guard animals, and hunting companions.

+2 Strength, +2 Wisdom, -2 Dexterity

Usual Terrain: Savannas and Plains

Skills: +2 Racial Bonus to Diplomacy and Intimidation

Alignment: Usually Lawful Neutral

Favored Class Options

Fighter : The fighter may add ¼ combat feat to his known fighter combat feats.
Monk : The monk, after taking this option 5 times, may use his claws with any monk special ability. Additionally, he does his monk unarmed damage with his claws. If he takes he feat Improved Natural Attack, he increases his monk damage by one step on the chart, up to the monks maximum damage when using his claws. Until the monk has taken this option 5 times, he gains no benefit. He gains no benefit for taking this option more than five times.
Paladin : The paladin adds ½ to his Sense Motive and Intimidate checks.
Ranger : The ranger adds ½ to his effective druid level when determining his animal companion's level, if he takes nature's bond, and his companion is feline. Additionally, once this is taken at least once, the ranger may add Felines to his list of animal companion options, if it's not already on it. His effective druid level may not be greater than his hit dice.

Gheira Clan
The Gheira clans usually live in forested areas, are moderately sociable, and tend towards small towns or villages that are built in tree-tops. They are often friendly with any elves or druids that live in the same region. Gheira are also smarter than most of the other clans, and revere games that test their mental prowess, such as riddles or puzzles. This obsession with puzzles and riddles and other mental exercises, however, tends to make them oblivious to what is going on around them. A sometimes dangerous thing for a clan that usually lives 40 to 50 feet off the ground. Gheira superficially resemble Cougars or Jaguars, who are often native to their preferred environments, and often keep domesticated cougars and jaguars as pets, guard animals, and hunting companions.

+2 Dexterity, +2 Intelligence, -2 Wisdom

Usual Terrain: Forests

Skills: +2 Racial Bonus to Knowledge (History) and Linguistics (grants bonus languages)

Alignment: Usually Neutral

Favored Class Options

Alchemist : The alchemist gains a +1 bonus to either Craft (Alchemy), or Use Magic device, per their desire. The maximum bonus to either skill is +5.
Sorcerer : Select one bloodline power available at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that power.
Wizard : Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's intelligence modifier. The wizard adds +1/2 to the number of uses per day of that power.
Witch : Add one spell from the witches spell list to the witch's familiar. This spell must be at least one level below the maximum the witch can cast. If the witch ever replaces her familiar, the new familiar knows these spells as well.

Sleeva Clan
The Sleeva usually live in savannas and plains, although some also live in desert areas. They are extremely quick and agile, and rarely build towns or cities, instead maintaining a nomadic way of life. Even family's are rare, it is more often the case to find a mated couple staying together long enough for the offspring to reach adolescence and then parents and child all part ways. Sleeva superficially resemble Cheetahs, who are often native to their preferred environments, and often keep domesticated Cheetahs as hunting companions (not having homes, there is little need for guard animals or pets).

+2 Dexterity

Usual Terrain : Savannas, Plains and sometimes Desserts.

Skills: +2 Racial Bonus to Acrobatics and Stealth

Speed: Sleeva gain a +10 ft. Racial Bonus to their Speed. They lose this racial bonus if they wear armor heavier than light.

Alignment: Usually Chaotic Neutral

Favored Class Options

Barbarian : The barbarian adds +1 to his base movement. This bonus has no game effect until this option has been selected 5 times. For every full 5 selections, the barbarian gains a +5 movement in combat. This bonus stacks with the class's fast movement feature, and only applies under the same conditions.
Ranger : The ranger adds ½ to his effective druid level when determining his animal companion's level, if he takes nature's bond, and his companion is feline. Additionally, once this is taken at least once, the ranger may add Felines to his list of animal companion options, if it's not already on it. His effective druid level may not be greater than his hit dice.
Rogue : The rogue adds +1/2 to Acrobatics and Slight of Hand checks, up to a +5 maximum.
Sorcerer : The sorcerer gains a +1/3 bonus to concentration checks to cast spells in combat without provoking an Attack of Opportunity, or while moving. The maximum bonus is +5
Summoner : The summoner adds +1/4 to one of his eidelon's mental stats (Int, Wis, or Cha).

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

4 people marked this as FAQ candidate. Answered in the errata.

Ok,
It appears there's a typo in the Oread. The race (bestiary 2) has no speed listed under racial abilities, but the leather clad fighter has a speed 20. Is it intended the Oread have a speed 20, or is that a typo combined with an omission?

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
I'm in a unique position for me. :) I'm actually playing in a PF game (instead of running).

The party was :

Warforged Fighter
Warforged Artificer (converted to PF, GMs husband)
Elf Druid (My wife)
Rogue/Warlock (My character).

I started off as a Scout character at 1st level, we all did. I converted to Rogue when we switched to PF at 2nd level. At first level, we had issues with appraising things, etc due to plot setup (nobody had local knowledge to start with, magic happened and we were in a new place).

When I hit second level, I went to Warlock, as we needed some arcane ability. So, I planned on doing Rogue/Warlock as basically 2/3rds rogue, 1/3rd warlock. Unfortunately, the Artificer and me seem to be going the same route as far as disable device/lockpicking/etc. That didn't seem a big deal, since eventually as a rogue, even multiclassed, I'd have to be the one dealing with traps, when we hit magic ones. So I started pushing towards being 'the face' of the group, as a human I have the best overall ability to talk to multiple peoples.

However, we've had a new addition to the game. THe Artificer's nephew joined the game, and the Artificer made him a level 2 rogue specialized in stealth & traps and also with flashy personality and diplomacy etc.

So now I'm not really sure what to do with my character. The new rogue is going to be better than me at rogue stuff (I can't be as good as a non-multiclassed). I don't really want to get into a competition over being the team face. I'm actually not all that concerned with it. I can take it or leave it.

I'm actually now with a character that doesn't have any skills that can't be covered by other people, can't be as good at it as they are, other than blasting things. I'm not opposed to being the team blaster, but if I'd thought that would be my role, I would have went sorcerer or maybe Oracle. Right now I'm set up to be a skill monkey (18 int) with two other skill monkeys in the group (artificer with 16 int and rogue with 16 int). I'm a so so blaster (14 dex, 16 cha), and I'm set up to be decent at dealing out some damage with the eldritch blast, but that won't last long as it doesn't scale very well at higher levels.

Basically, I'm just not sure what to do with the character. I'm honestly considering asking the GM to 'retire' the character to NPC status to hold down the fort for the other players in our home base, and build a new character to take out on adventures. But I thought I'd see what advice I could get first.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
With the new classes coming out (especially the Samurai), it got me to thinking about old movies. Especially the Zatochi and Seven Samurai movies. One of the bits of realism they had was that most duels tended to end on the first attack. Someone usually ended up dead in a duel very quickly.

So, I was trying to come up with a mechanic to simulate this, and this is what I have so far.

Combat Maneuver : Duel
Unlike most combat maneuvers, this maneuver requires two willing enemies. To initiate, an combatant takes a stance indicating an invitation to duel, often accompanied by words to such effect. If the opponent accepts the invitation, the two begin to circle each other. They start a distance apart equal to the smallest reach between the two of them. As they circle, they are looking for an opening. This process takes 1d4+1 turns, and the two combatants are at -4 AC to all outside attacks.
Once the indicated number of turns have passed, the two combatants make an combat maneuver attack. Any feats that may be used with a full attack action may be used with this maneuver. Effects that increase or decrease attack bonus (such Enhancement Bonus to weapons used, or power attack) may be used, and the attack bonus or penalty affects the CMB of the attacker.
If the maneuver is successful, the attacker is treated as having scored a critical hit with their weapon. Both characters can make a critical hit, if both are successful. If an attacker threatens an actual critical, and confirms it, the critical multiplier is doubled.
After the duel is complete, the two enemies end up in the opposite squares they started from (exchanging positions), but facing away from each other. If both are still alive, and wish to continue, they may either initiate normal combat, or continue with another duel check.

Draw Weapon
A duelist can start with their weapon sheathed. This only applies to weapons that are normally sheathed, such as swords, daggers, or rapiers. The duelist may, as part of the maneuver resolution, draw their weapon from the sheath. The extra motion of the weapon grants the attacker a damage bonus equal to their STR bonus, but applies a CMB penalty of -2. If the attacker has any feat or ability that allows them to ready the weapon as a free or swift action, the penalty is negated. If the attacker is using multiple weapons, the penalty is per weapon. Thus drawing two weapons as part of the attack applies a -4 penalty to CMB.

Dual Weapons
A duelist can use two weapons with their maneuver. The duelist applies the penalties/bonuses for his weapons to his CMB as normal for two weapon fighting. Each weapon does crit damage on a successful attack, and each does double damage if confirming an actual critical.

Notes : Yes, I intentionally picked CMB/CMD as the mechanic, this puts everyone on an equal footing (actually, heavy armor tends to degrade CMD). This is absolutely a cinematic type maneuver, it's intended as something that has to be entered into willingly, and it's not designed for doing in the middle of a big fight.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

OK,
There seems to be a lot of flat out hatred for the ninja. But, as far as I can tell, a lot of it is because it's called Ninja. People who hate anything that remotely whiffs of Anime or Japanese Mythos.

So,
instead of seeing it as an anime class, what else can you do with it without 'lowering' yourself to playing one of those despised Japanophile things. [/sarcasm]

Now then, I'll start us off with an obvious and in-obvious one.

Assassin : Not the sneaky ninja assassin. I mean the cold, calm, collected assassin. Like the one played by Sly Stallone in the movie Assassins. Someone who's stealthy, heavily controlled and paranoid. The guy who blends in to any crowd, slips in and takes you out while you're arguing with a town guard, and is gone before you or the guard realizes you are dead. He's not running around jumping from roof top to roof top wearing pajamas, he's carrying concealed weapons, disguises, and generally doing things you don't expect.

Bodyguard : Not the Secret Service, standing out in front of everyone with obvious weapons (that's actually more the Samurai). Instead, it's the Christopher Chance type bodyguard from the TV show Human Target. He's an expert at combat, highly perceptive, smart, and paranoid. He protects you by being inconspicuous nearby and taking out any threats before they realize he's with you.

Your turn.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I do kind of like the way it was implemented. I especially like the way they can take Rogue talents. However, I see several Ninja Tricks that should be rogue talents as well.

My biggest issue is... it's just too much like a rogue. There's just not enough to differentiate it, and it's highly derivative of a rogue. I think it should be more of a subclass of rogue than a full class (similar to the Anti-Paladin being a sub-class of paladin). That may be what they have planned of course.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
This came up on a rules thread, so I'm making this post to get some feedback. The new bestiary doesn't add to the summon spell lists. That's fine, of course, it's Paizo's prerogative to choose when and what to expand.

However, as I feel there is a certain lack of variety at certain levels with these spells, the idea here is to go over what could be added without breaking things or introducing power creep.

So, the starting place would be the monsters and creatures on the two lists.

Summon Monster
1st Level Subtype
Dire rat* —
Dolphin* —
Eagle* —
Fire beetle* —
Frog, poison* —
Pony (horse)* —
Riding dog* —
Viper (snake)* —

2nd Level Subtype
Ant, giant (worker)* —
Elemental (Small) Elemental
Giant centipede* —
Giant frog* —
Giant spider* —
Goblin dog* —
Horse* —
Hyena* —
Lemure (devil) Evil, Lawful
Octopus* —
Squid* —
Wolf* —

3rd Level Subtype
Ant, giant (soldier)* —
Ape* —
Aurochs (herd animal)* —
Boar* —
Cheetah* —
Constrictor snake* —
Crocodile* —
Dire bat* —
Dretch (demon) Chaotic, Evil
Electric eel* —
Giant lizard* —
Lantern archon Good, Lawful
Leopard (cat)* —
Shark* —
Wolverine* —

4th Level Subtype
Ant, giant (drone)* —
Bison (herd animal)* —
Deinonychus (dinosaur)* —
Dire ape* —
Dire boar* —
Dire wolf* —
Elemental (Medium) Elemental
Giant scorpion* —
Giant wasp* —
Grizzly bear* —
Hell hound Evil, Lawful
Hound archon Good, Lawful
Lion* —
Mephit (any) Elemental
Pteranodon (dinosaur)* —
Rhinoceros* —

5th Level Subtype
Ankylosaurus (dinosaur)* —
Babau (demon) Chaotic, Evil
Bearded devil Evil, Lawful
Bralani azata Chaotic, Good
Dire lion* —
Elemental (Large) Elemental
Giant moray eel* —
Kyton Evil, Lawful
Orca (dolphin)* —
Salamander Evil
Woolly rhinoceros* —
Xill Evil, Lawful

6th Level Subtype
Dire bear* —
Dire tiger* —
Elasmosaurus (dinosaur)* —
Elemental (Huge) Elemental
Elephant* —
Erinyes (devil) Evil, Lawful
Giant octopus* —
Invisible stalker Air
Lillend azata Chaotic, Good
Shadow demon Chaotic, Evil
Succubus (demon) Chaotic, Evil
Triceratops (dinosaur)* —

7th Level Subtype
Bebilith Chaotic, Evil
Bone devil Evil, Lawful
Brachiosaurus (dinosaur)* —
Dire crocodile* —
Dire shark* —
Elemental (greater) Elemental
Giant squid* —
Mastodon (elephant)* —
Roc* —
Tyrannosaurus (dinosaur)* —
Vrock (demon) Chaotic, Evil

8th Level Subtype
Barbed devil Evil, Lawful
Elemental (elder) Elemental
Hezrou (demon) Chaotic, Evil

9th Level Subtype
Astral Deva (angel) Good
Ghaele azata Chaotic, Good
Glabrezu (demon) Chaotic, Evil
Ice devil Evil, Lawful
Nalfeshnee (demon) Chaotic, Evil
Trumpet archon Good, Lawful

Above, the obvious problem child is SM8 and to a lesser extent SM9. Both are heavily limiting to the caster. Unfortunately, they're also the most powerful, so that is part of it. The Bestiary I slanted towards lower level monsters.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
Just a quick question. I'm not currently GMing a PF game, just playing. And since I'm not playing a spellcaster, I hadn't looked to see if any of the bestiary entries had been added to the Summon Monster or Summon Nature's Ally lists.

However, I'm now creating 4x6 cards for my wife (who's playing a druid) and putting in all the creatures she can summon from SNAI and SNAII. However, I got to looking in the bestiary II to see if anything had been added to the summon lists, and couldn't find anything in the appendix.

I'm wondering if I missed anything, or it's simply that nothing was added? I'm a bit disappointed if it's nothing was added. Granted, a lot of the monster's skew toward the higher CRs, but there are a few SNA and SM levels that could use a bit of variety. :)

So my question is, was there something in there and I missed it? Or is it that nothing was added?

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
A little background on my world.

I have a northern continent that humans, elves, dwarves, halflings, and gnomes were mostly chased off of a 1000 years ago. This continent is completely done and mapped, and I have many notes on it. It's a mix of evil and neutral monstrous races, with pockets of good. This is about the size of North America.

I have a southern continent that is heavily developed and explored, and has well established kingdoms of humans, elves, dwarves, halflings, and gnomes. Many of the survivors of the northern continent fled here and established a story that the northern continent is overrun with evil. This is also about the size of North America.

I have an eastern continent, which is shrouded in a wall of mist in the interior. Civilized races live along the coast and on the outsides of the mountains that form the barriers that hold the mists in. It's an eastern style island, poor in metal, so most armors are lacquered wood or leather. This is a sort of cross between ancient China and Japan. It's about the size of Australia, but like Australia, 90% of the population is on the coastlines. This island is partially mapped, and very few notes (kind of waiting for PFs orient book to come out).

The last bit of major land is an island. This island however floats about 3000 feet above the surface of the world on the jet stream. This island was, 2500 years ago, a capital of strong magic research. It's called Atalantia (yes, my version of Atlantis). The magic however was so heavily used and ended up turning on the arrogant Atalantians. The island was blown up into the sky by the resulting explosion of magic. Most of the inhabitents were warped by the magic, and the island broke into four parts. The main section, a section that was blasted to ash, a smaller section that was mostly brushland, and the last section was grassland and fruit trees. The island is about the size of Japan (all four peices combined). Most of the inhabitants, which are descended from Humans and Halflings, are winged now (thanks to the magic warping their ancestors).

It's this last island I need some help with. This island is the source of most advanced technology. It's a combination of steampunk and psionics. They build skyships, they bind elementals into the ships to power them. They use only tech and psionics, because any magic on the island usually ends badly.

Casting a spell is like asking for battery acid and lemon juice in the same type of flask and then chugging on at random without checking to see what it is. Sometimes you get lemonade, sometimes you throw up blood for six weeks.

So, I am looking for suggestions on the mechanics, probably scaled by spell level. Even a successfully cast spell should have minor side effects (cast an illusion spell of a dragon, and the caster might grow a few scales that he has to yank off painfully for example). I'm also looking for some alternate race replacements for humans and halflings to give them flight (probably full at 5th level, glide before). I have ideas, but I'd like to see what suggestions I get before I post them.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Hey everyone,
Actually in a game for a change. Had a character that started off in 3.5 as what was going to be a Scout/Warmage. However, due to how the game progressed during level one, he's become a Scout/Warlock.

At 2nd level, the GM moved us to Pathfinder, so now he's a Rogue(Scout)/Warlock. Now, I'm not asking for min/max ideas so much as general progression ideas. I don't need to min/max for the game, it's fairly relaxed, and nobody is min/maxing or even heavily optimizing their characters, so I'm more just looking for ideas.

The setup is that a world is undergoing some Rifts's style instability. All our characters got yoinked into this world via unstable rifts. Magic is very unstable as a result when the rifts open, magic items that haven't acclimated to it yet have a tendancy to explode, and magic users get blinding headaches when the rifts are active.

As such, magic items are both cheap, and dangerous. Items that have proven stable pull a better price and are being horded. So any enchantments we do on our own equipment could explode on us the first time a rift comes through.

My character was supposed to be a warmage, he went to a warmage college, but the ritual that bound all the spell knowledge in him failed when one of the wizards doing it had a heartattack mid ritual. My character got blasted with uncontrolled magic and spent most of his 15th year learning to be alive again. So he's frail physically (although his body seems to be driven on by something unearthly which kept him from dieing). The trip through the rift has caused all that magic bound into him to absorb rift magic, and he's becoming a spontaneous warlock (IE: His source of magic isn't the usual evil sources, it's wild magic).

Anyway, that's the background. Here's my character so far :

Rogue 1/Warlock 1

Str(7), Dex(15), Con(13), Int(18), Wis(11), Cha(16)

He's got weapon finesse and dodge, and at least 1 rank in all his class skills (2 ranks in perception and stealth). His two traits are Armor Expert and Magical Knack.

He was using a short bow and a short sword, mostly the bow. Once he realizes he can blast with magic, he'll stop using the bow and sword. I took Eldritch Glaive for his least invocation, as it allows him to deliver a melee touch attack with his blast, at reach, which is good for sneak attacking someone.

Currently, I'm planning on going 2 rogue levels for each warlock level. I'm already acting as the team face (two of the players are playing warforged, a fighter and an artificer, neither of which is considered 'alive' in this realm, while my wife is playing a druid with an INT of 8, who has no skill points for skills). I'm also doing most of the appraising and purchasing/selling, diplomacy, negotations, etc. So far, that's working out ok.

What I'm looking for hear is ideas, things that compliment the two classes and synergize well. But, also things that are 'cool', I'd prefer cool over powerful.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Just a question, I know Paizo is doing the Ultimate Magic, and Ultimate Combat. My question is, are they going to do an Ultimate Skill type book as well to round out the 3 iconic types? Fighter/Magic/Skill Monkey?

I'm hoping so, personally, but haven't heard anything one way or the other (or I forgot if I did).

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
Downloaded, and looked through it. Here's my first thoughts.

Artwork - Awesome, I don't think I saw a drawing I didn't like. I liked them all, although a couple of changes to 'iconics' may take me a bit to get used to, but I think I can do so (although the original troll jaws from Bestiary one still bothers me).

Character races - Very nice, I like the four elementals especially. It looks like a couple of others could be used without modification, but only at higher level, where the bonuses don't matter (I'm thinking specifically of the two CR 1 fae).

Dragons - Very VERY happy with the neutral dragon types. Something I'd asked for in the thread James started about what people wanted in the B2.

Mothman - Am I the only one that thinks he looks like Ultimate Big Chill from Ben 10??? :) :)

Templates - I wish there'd been more templates, but there were a couple. So I'm happy with that.

EDIT : Oh, also, YAY Dhampir's. :)

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

Ok,
Just looking through the rules because it affects my character in my game. I usually run, so I just make my own decisions, but I'm in someone elses game now, so I am double checking all my rules. :)

A touch attack is treated like a weapon, and therefore doesn't provoke an attack of opportunity when used in melee.

A ranged touch attack however does provoke an attack of opportunity when used. It doesn't say 'in melee'.

The way I have always ruled this in my game is that it is similar to a hand ax or dagger. You can use either in melee without provoking AoO, however, if you throw either, you're making a ranged attack and provoke an AoO. We've always treated RTAs the same way. If you're making a melee attack with the RTA then it's just a TA, and follows those rules and doesn't provoke. If you're making a ranged attack, you provoke.

However, I can't find anything in the rules that would cover using a RTA as just a TA.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I've been reading and looking it over (Not running or in a PF game at the moment), and honestly, I'm getting the feeling the WoP may end up being not a player hook, but, instead, a very powerful GM tool.

Why? I think it's going to be complicated and difficult to use on the fly at a table in the middle of combat (could be mistaken, but doubt it).

On the other hand, it will be an EXCELLENT tool to allow the GM to make up spells using the words to get what he wants, and then assign levels to it. It will also make converting spells from 3.5, 3.0, 4e, and 3rd party products a lot easier, just build up the words for the spell, and see if the level is consistent, if not, adjust it per the WoP slot level.

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I'm curious, how will Item Creation work with WoP? Is a WoP caster forbidden from making items anymore? Or will there be a conversion ruleset?

IE: 'If it requires this spell to make the item, then the caster must have one or more of these words combined with one or more of these words', or will each item have specific words requierd, or are we looking at WoP casters being completely out of luck making items and having to take Master Craftsman feat instead?

(Pathfinder Roleplaying Game, Battles Case, GameMastery Maps Subscriber)

I'm back!!!!!

LOL

The move is over, and I'm finally mostly settled. Been a long two months, lots of relatives having heart attacks or strokes (wow, those things come in batches it seems!). But everyone came through them fine. And neither me nor my wife self destructed after the move to TX. So, I'm finally back. You can start your flaming any time now. :)

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