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moon glum's page

RPG Superstar 2014 Dedicated Voter, 2015 Star Voter. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 606 posts. No reviews. 1 list. No wishlists. 2 Pathfinder Society characters.


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Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

There are both constructs and living foes to consume in plenty. Bon appetit!

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

Just given the sheer number of earthbreakers, odds are at least one of them makes the top 32.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

One of the things I am totally adverse to is an item that requires a number of strange arithmetic calculations to use, and then provides a trivial bonus or penalty (like +1 to hit or -1 to saving throws vs. fear). But that item is better than the boring, ill formatted item. But I hate the lots of mental energy for little gain trend (which even professional designers fall prey to) so much I would like to vote against this item even though it is technically the 'better' item. Such are the dilemmas of voting in RPG superstar.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

UPS left the cardboard envelope containing 'The Palace of Fallenstarns' on my front porch, in the rain. It is basically a palace of soggy, limp, dripping stars that is ready to disintigrate. I don't know what your policy is on this kind of thing (its obviously more UPS's fault than yours), but could you send me a new copy of this module?

Thanks much,

Ben

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

I am in the midst of DMing 'Lords of Rust', and would love some miniatures applicable to the upcoming adventure paths. Robots, androids, the various aliens, orcs with chainsaws, skeletal undead in space suits, clockwork soldiers, brain collectors, migo, four armed aliens, four armed alien skeletons, etc. I currently buy a few halfway relevant star wars minis.

A huge, semi-transparent shoggoth would be utterly awesome. Bonus points if it had a little button that made it repeat "Tekeli-li" endlessly, though I do personally find it fun to say 'Tekeli-li' over and over again.

Gremlins.

A void dragon.

Proteans.

Jub jub birds and bandersnatches (bandersnatchi?). But in my piratey game, I am particularly fond of jub jub birds.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

There are a lot of earth breakers. Some are relatively good.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber
Misroi wrote:
Back onto Scraponomics: since the theme for this book is Mad Max's biker gangs, Scrapwall is the descendant of Bartertown. As a result, money isn't used to purchase stuff there. If you want to find something, you need to make a Diplomacy check to track down someone that has it and is willing to give it up. For most magical items, it's a DC 20. (Medium and major items have already been looted from Scrapwall long ago.) Tech is harder - the DC is equal to the check to create/identify. They won't take cash though. If you want the item, you need to give them equipment equal to the GP cost. My hard and fast rule is it needs to be no more than 3000 gp, as that's half the cost of the most expensive item detailed by one of the gang members in the book.

I just ran a scrapwall trading game (they fought some wandering monsters, but this game was mostly trading stuff) last night. I wrote up a list of the people in scrapwall that could trade for some of the stuff acquired by the adventurers, and what those traders have to offer (about how much money, and what magic items they possess). I had an alchemist that sells potions, and has some 'trained' oozes, a smith that has a few master work weapons and some components for weapon enchantment, and a junk merchant that had a number of timeworn tech items and some ready cash to buy more of the same.

Spoiler:

Also note that if the players ally with Divanya, she has the craft wondrous item and craft weapon feats. Provided with components and incentive, she can make items for adventurers who have allied with her.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

You need to get the two weapon fighting feat and shield proficiency. Then, I suppose, at high enough level you could have a shield, and use two weapons, and have a free hand for deflect arrows and somatic components. If you can find a one handed reach weapon, that would also be good, as you could get reach attacks and attacks of opportunity while also fighting at 5' reach.

Since it takes two hands to load a pistol, and juggler/gunslinger (pistolero) is cool because you can have two weapon fighting and pistols and reload them both as a free action with rapid reload + alchemical cartridges. At higher level, you could throw in a shield if you somehow got proficiency.

It would be cool if there were a feat that let you extend two weapon fighting an additional weapon you were juggling.

Dedicated Voter 2014, Star Voter 2015

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Another adventure path I would like to see is one set entirely in Tian Xia with races and classes specific to that region (Vanara, Ratfolk, Tengu, Samurai, Ninja, etc.) that was some kind of epic battle against the Rakshasa or the like, inspired by the Ramayana and anime.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber
Chris Wallace 621 wrote:

Hello, I will be GM for first time in a couple of weeks. We decided on Iron Gods. Our group is pretty new, so we are still learning.

I'd had few questions regarding Black Hill Caves

1)The melee attacks for Jinkin Gremlin reads as short sword +6 (1D3-4) & Bite +1 (1D2-4). Now is the damage roll 1D2 minus 4 & 1D3 minus 4? This would mean they can't do any damage or is this typo?

2)One of Blindheim melee attacks is 2 claws +5. Is this a double attack or more of description that he has claws on both hand but only attacks w/ one arm at a time?

3)Skulks have special attack (sneak attack) How do GM move Sef for example w/o the players know a enemy is sneaking up on them? Do you rollD20 + 23 stealth versus that players perception roll? If so, is this a one time roll or must inform the player to roll each time Sef moves in stealth?

Please forgive me if this is not correct message board for these questions.

The jinkin gremlin's melee attacks are only dangerous when they get that +1d6 sneak attack damage. Its best if they hide around corners and in nooks and crannies, taking a single sneak attack before running, or dimension dooring away. Sometimes one might win initiative, and try for an extra sneak attack (until a character's first turn in a combat, it is flat footed, so a lone gremlin that surprised a party might get 2 sneak attacks in).

A tough level 1 encounter occurs when two jinkin gremlins are hiding behind either corner of a cavern opening. Since I had 5 players making 20 point characters, I used a couple of dual jinkin encounters. They could be quite deadly, because as long as both jinkins are alive, they can both sneak attack and DR5/cold iron helps their survivability.

The skulks (or the jinkin gremlins) need can hide if they have cover (such as hiding inside the doorway to one of their huts and peering out) or concealment (such as dim light, or darkness. They make a stealth check with modifiers as per the section on the stealth skill. If they attack while hiding, the opponent is flatfooted, and its a sneak attack.

Also, if they flank with an ally, they get +2 to hit, and its a sneak attack, but the opponent is not flat footed.

If the skulks get a surprise round, all opponents surprised are flat footed, and its a sneak attack.

Finally, if they go before an opponent's first chance to act in the first round of combat, the opponent is flatfooted, and its a sneak attack.

Dedicated Voter 2014, Star Voter 2015

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You could ready an action to throw it just before your next turn. The trigger would have to be something like 'I finish counting to 6'.

"The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so)."

Just to give an advantage to high initiative people, I might say that lets you throw the grenade at the very end of the current round, allowing only those with a higher initiative than you to have a chance of moving the thrown grenade.

Spoiler:

Marrow, the hobgoblin necromancer from 'Lords of Rust', probably should have done this with a gas grenade in last night's game. But it was cool the way it went down. She threw a gas grenade into the midst of the party as her zombies advanced and attacked, but Singe, the technologist rat folk rogue, kicked the grenade back into the midst of the zombies.

A person could certainly allow someone to hold a primed grenade indefinitely (keeping the 'begin timer button pressed', but if its a free action to activate a grenade, there is not reason to do this.

It would be interesting to allow grenades to have their timer set for any number of rounds (even millennia in the future-- I bet the Androffens had at least 1024 bit registers in their processors). Then you could set up a number of grenades that all detonate in, say, an hour. Big boom.

Dedicated Voter 2014, Star Voter 2015

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A couple more mesmerist archtypes:

the sonambulator: They replace tricks and touch treatment with the ability to implant a domination effect (save negates), and activate that as an immediate action, allowing the mesmerist to take a creature's standard action dominating the implanted humanoid (later, all actions, and eventually monsters as well as persons).

the psychic projectionist: instead of the normal tricks, the psychic projectionist would be able to use a subject to cast a spell as an immediate action, from the subjects location. They would also have the ability to see through a subjects eyes senses.

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Pathfinder Adventure Path Subscriber

An escape artist archetype for the mesmerist

A psychic dualist that specializes in psychic crush/id insinuation/mental barrier/mind thrust type spells

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Note that mesmic mirror does not list a duration for how long the images persist.

Also, note that since it is unlikely one could activate this after the subject was hit, if the trick only has a 1 round duration, it will become one of those situational, guesswork tricks that ends up not being really useful.

It might worth thinking about modeling tricks after contingent spells of 1st - 3rd level, and masterful tricks after contingent spells of 4th - 6th level. (One could, in fact, create a contigent spell trick/masterful trick that allowed the mesmerist to setup a contigent spell in the subject.)

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My 4th level mesmerist's tricks: spectral smoke, mesmic mirror, false flanker. Spectral smoke allows for a quick escape when attacked, but can be disruptive to other party members. Mesmic mirror can foil an entire attack, including any poison, life draining, grabbing, etc. effects and is not as disruptive as spectral smoke. Its almost always better than psychosomatic surge, whose temporary hit points will likely only provide a tiny buffer against an attacks damage. False flanker lets the ninja get sneak attack with 2 weapon fighting, and might help the magus land a spell.

Note on false flanker: a careful reading of the trick says that it must be triggered when the subject moves adjacent to an enemy, so technically, if the subject just began its turn adjacent to the enemy, the trick could not be triggered. The subject would have to 5 foot step into another adjacent square or the like. The trick should probably be re-worded so that it can be triggered when the subject moves adjacent to or begins its turn adjacent to an enemy.

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I am just finishing up a Kitsune Mesmerist (4th level) for our group's Wednesday game (with rotating DMs).

I love the concept of the class. I think that the two features that make it unique are the mesmerist's stare/bold stare abilities, and the tricks. The idea of the tricks is the most interesting, and potentially the neatest class feature. I have to say that I have always wanted to run some kind of spell caster that could trigger multiple, contingent magics. However, given the current mechanics for tricks, I will be surprised if I can get them to be very useful.

This current character will get to have 1 person have 1 trick before combat. So, they themselves might get have a momentary mirror image (1 image), or a cloud of illusory smoke, or he might help the ninja get in a sneak attack once.

If you compare these abilities to a bard's, whose spell list is more diverse (having numerous spells that are not mind affecting, like summon monster)

It would be more fun to play if the power were beefed up a bit, perhaps as follows:

1. Tricks remain implanted until the mesmerist regains their spells. This makes situational tricks more useful because they will be active across more diverse circumstances. Vanish arrow, delay misery, gift of will, slip free, reflection of weakness are all highly circumstantial and would be useful only if you could keep them in place across multiple allies during an entire adventuring day.

2. The mesmerist can maintain 1 implanted trick on any one given subject at 1st level, but is not limited in the total number of subjects that they can give their tricks to at once. Later levels allow more tricks per subject to be implanted, instead of more total tricks. Note that at low levels, because the tricks require the mesmerist's immediate action, only 1 trick could be triggered in a round. Also, note that the mesmerist is still limited to Charisma Modifier + 1/2 level tricks.

3. Vanish arrows should work more like snatch arrow -- the arrow just vanishes and appears in the mesmerist's hand after the to hit roll is made and the hit is announced. If the mesmerist succeeds a slight of hand vs. perception, then the attacker doesn't notice their arrow disappearing. Note that guessing who is going to get shot at with an arrow makes this trick hard enough to set up. Adding in having to guess whether the arrow hits makes it relatively useless.

4.Psychic surge (more of just a power boost than a streamlining): Make it 1d6 + level temporary hit points. That is more inline with other powers and spells used by other classes and it will keep this trick useful at higher levels, when characters take large amounts of damage in a round.

5. Delay misery should work against any condition that the mesmerists touch treatment works on. That keeps the trick useful at higher levels, and saves the mesmerist having to take a major trick to do the same thing. It also makes more room in the book for other, more interesting major tricks.

6. For a major trick, there should be one that acts as polymorph/baleful polymorph. Mesmerists in cartoons are always making people act like dogs and the like.

Dedicated Voter 2014, Star Voter 2015

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The aging aspect of it was definitely the big drawback. In 1st edition. Barely anyone took it. Also note that if you were a fighter, you really didn't want to hit old age with its attendant penalties to the physical stats.

If you compare it to a spell like mass cats grace, it should probably by 5th or 6th level. Haste vs. Wall of Force, which to take?

With it as a 3rd level spell, I don't take haste because I have it in a wand.

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Pathfinder Adventure Path Subscriber

A character with the technologist can identify tech items, but what happens when a character without this feat tries to experiment and figure out how one works. For example, suppose a character tries to figure out a laser pistol.

You could try to roleplay this, but its hard because players will bring some background knowledge to the task, and describing the item in a appropriately naive yet sufficiently descriptive manner can be difficult.

I was thinking of an intelligence check and a chart of some kind.

Check Intelligence with DC equal to the craft DC of the item. Retries allowed, and each retry receives a +1 on the check since you know more about how it works as you experiment more.

It would be cool to have a timework glitches like chart to roll on when people fail their checks, but there are so many possibilities. Depending on the item. So, I was thinking of a quick n' easy chart that I could ad lib off of. This is what I came up with off the top of my head. Suggestions welcome!

Fail by 20: horrifically disastrous results. The item is destroyed/you critical yourself and/or allies/all charges are expended

Fail by 15: disastrous results but not horrifically disasterous. Hit multiple allies and self, item is broken, for example

Fail by 10: bad results. Hit self or ally. expend all charges, temporarily break item requiring a check not to fail by 10 or more to fix, etc.

Fail by 5: attempt to hit self or ally, make an appropriate save or skill check (DC 20) to avoid a Fail by 10 result.

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Here is one:

The Twin Colossi wait ahead,
turn north they're hot, turn south they're cold,
Oxor who burns, Drohz who chills,
By ones and ones, move slow, steer true,
and heed this verse, or soon be dead,
For each one of both breaths death and kills.

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leo1925 wrote:
Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).
You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?

I just assumed the a light warhammer could be wielded by a small creature as a warhammer (martial, 1 handed). Since Vrilldet's has fighter levels, he's proficient with 1 handed martial weapons.

I do that with all sorts of weapons. Small creatures can wield medium short swords as long swords, etc.. It helps players running small PC races use the magic items that they find during an adventure.

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I like the direction that 5e has gone in. I dislike the little complexities and optimizations in pathfinder-- its distracts from the roleplaying and exploratory aspects of the game. Yes, you can try to just ignore all the little rules, but the way a game goes down at the table does not actually work that way. Rules elicit certain responses from certain players. More gamey, rules mechanic, build and advance a character oriented rules cause many players to focus on those aspects of the game. I like that aspect of the game to a degree, but I am happy to see 5e de-emphasize it a bit.

However, I love Pathfinder for the content. Iron Gods is awesome, for example, and its not the rule mechanics. Techno gadgets that give an opponent a -1 to hit for 1 minute if they fail a DC 12 fortitude save? Who cares. But the fact that the robot was weilding an electrofied neuro-disrupter is cool, regardless of the mechanics.

The monsters in pathfinder are cool. They have lovecraftian horrors, a diverse array of Pleistocene mammals, technological terrors, rat and cat people, alien races, etc..

The adventure paths are awesome. Pirates! Rasputin in a early 20th Russia! Crashed spacecraft and alien races!

So its the content that has me continuing to choose Pathfinder as the game I DM.

The one thing I don't like about 5e is the number of bugs in the players handbook. It seems like it was pushed to release before it was totally ready. Moon druids are way overpowered, for example. Bards are so close to almost being awesome, but while the 5e developers had the insight to make them 9 level spell casters, they didn't seem to have the time to make their spell lists and spell casting mechanic interesting and flavored in a bardic fashion. Little things like that.

But aside from a few bugs, if 5e had the kind of awesome content that pathfinder has, I would switch over.

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fires of creation spoiler:

After the fight in the warehouse with Garmen Ulreth, what happens to silverdisk hall? What with all of the gambling proceeds, it has got to be worth a lot-- more than 4th level characters should have, probably. How have people handled this? My players will definitely clue in to to the potential for the quick accumulation of riches that Garmen's demise creates.

So, is it taken over by an only slightly more scrupulous 2nd in command? Do I let the players try to manage a gambling hall? What have other DMs done?

Dedicated Voter 2014, Star Voter 2015

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Misroi wrote:
Solomani wrote:
Nakteo wrote:
GM 8574 wrote:
What sorts of games of chance are folks using for Silverdisk Hall? I'm trying to think something up that's a little less typical than poker or Twentybone, and wanted to see what y'all had in mind. Thanks!

You beat me to the punch on that one. I've been trying to figure out easy ways for the players to simulate gambling that won't bog down the game if only a couple players want to do so.

Also, how long would y'all say it should take for the smith to make a masterwork weapon (per PC) in exchange for returning the body of Whatshisface? My math using the crafting rules says a 5th level Expert (smith's level unstated) super specked for crafting would take around 5 weeks per weapon. Seems kinda unviable to me. What do you think would be acceptible?

I plan on using actual boardgames as an option - Three Dragon Ante for example or Seven Dragons. Colossal Arena would be perfect for a robot arena.

I figured not all of the PCs would want to go gambling, so I wanted to abstract the gaming. I just had the PCs roll a Profession (gambler) check to see how they did. If I'd thought a bit more about it, I'd actually do something like this:

Each check represents an hour of gaming. You decide the stakes. If your result is under 20, you lose your stakes. If you get between 20 and 25, you end up breaking even. If you get 25 or higher, you actually double your stakes.

Here are the silverdisk hall games I used. They were roulette and slot machines, both games of pure chance with the odds deliberately tilted to the advantage of the house.

Roulette (Spinning Wheel):
Red: 1-40: 1-1
Silver: 41 – 70: 1 – 1 plus 1 silver disk if you bet at least 3 silverdisks
Black: 71 – 90: 3 – 1
Gold: 91 – 100: 5 - 1

Slot Machines (Cachinko Machine):
1 silver disk is placed in a machine.
Roll 3d6: 1=dog, 2=hammer, 3=horse, 4=cauldron, 5=gear, 6=silver coin

3x1: 1 silver disk
3x2: 2 silver disks
3x3: 3 silver disks
3x4: 4 silver disks
3x5: 10 silver disks
3x6: 100 silver disks

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A laser pistol has several advantages over a wheel lock (primitiave pistol):

1. 10 shots.
2. Touch attack at any range increment.
3. Can shoot rapidly, even without the rapid shot feat.

Damage is the same, but the laser pistol does fire damage, and does not effect invisible things.

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Pathfinder Adventure Path Subscriber

Ninja is also a good option for a kitsune. A lot of the ninja tricks can substitute for feats, and you will have a large ki pool. Also, the kitsune tail powers work well with being a ninja.

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If you have the technologist feat, you can identify high (Androffan) tech items my making a knowledge (engineering) roll with a DC equal to the craft DC of the device.

You need to technologist feat to do this. If you don't have that, you can't identify the item.

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Yule 42: android gunslinger with a 'West World' demeanor. Tries to bond with robots.

Singe: ratfolk rogue and hoarder. Seeks to hoard technological artifacts.

Ivan: Dwarf warpriest. He has temporarily turned aside from his quest for vengeance against a one armed drow that sullied the name of his clan in order to help the town of Torch.

Ivan-Ho: Dwarf barbarian, companion to Ivan. He has been rendered very foolish, uncharismatic, and stupid after a fierce blow to the head from a giant. He is like Drax the Destroyer in his inability to understand metaphor, or even simile.

Wolfstrom: Teifling Druid. Hates technology. Has claws.

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I would love the a alien worlds/numerian origins/'pathfinder in spaaaace'/weird planet hopping adventure path.

An alternate universe time travel adventure path, where alternate possible destinies for Golarion are explored would be especially cool. Have the players travel to the universe where the world wound encompasses most of the inner sea region. Then to the universe where cheliax dominates, etc..

I also would buy all of a steampunk/cowboy/wildmagic adventure path that was like the module 'warden's of the reborn forge', but as a full adventure path. It needs rat folk, sky pirates, a cowboy style tavern brawl, and the secret to wild magic-- a locknar style artifact that corrupts and distorts magic that is local to it.

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I once threw in a malfunctioning portal to an alternate early 20th century earth just so that I could run my player's through Reign of Winter's 'Rasuputin Must Die!'

Given a multiverse, malfunctioning portals let you get away with a lot.

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I guess another thing to note about robot hardness is that adamantine weapons bypass it if it is less than 20 (as per the rules for adamantine weapons).

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I would say that lasers are just 1/2 damage (unless they critical) because they are energy attacks. Same with scorching ray. You do not want to use lasers on robots. Use an arc pistol/rifle instead.

If hardness were to be treated as DR/-, wouldn't the developers have given robots DR/- instead?

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I am used to constructs with DR/adamantine, or DR/-, but not constructs with hardness.

Does this work just like an object's hardness, in that it is essentially DR/-, that is doubled against energy damage and ranged weapons that are not siege weapons (or rocket launchers)?

Robots are vulnerable to electricity and critical hits. This normally would mean that they take 150% damage from electricity, and are subject to the special effect described when a critical hit is scored against them. How does this interact with the hardness? I would say that electricity and critical hits bypass the hardness. Do you all think that's correct?

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With more players its good to scale up the number of monsters correspondingly, both because the party will have extra actions to take to deal with the encounter, and also because they will not get enough experience to advance at an appropriate rate since the XP is divided among a larger number of PCs.

With 8 players, you should double the number of creatures in most cases, or apply the simple advanced template where additional numbers doesn't make sense (such as with named NPCs). When you apply the advanced template, make sure to raise the CR, and award experience points for the higher CR encounter.

Its sometimes fun to add a level to some of the NPCs so that they get new powers that you can determine, but that is more work.

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Druid would make sense, as would a straight up cleric (of the demigod that created it).

A ranger would be also work. It would be humorous and ironic if the bear ranger's name was yogi, booboo, or john smith.

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Once there are the theoretical underpinnings for converting mechanical work to electricity, there are a huge number of ways to generate electricity with magic-- golems, unseens servants, skeletons, magical heat generating steam, etc.. But then people will research spells that just strait up generate electricity, and all the clever golem gizmos, and create water/heat metal contraptions will seem superfluous.

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spoiler alert:

I notice that skulks do not have darkvision. What do the skulks use for light? Should I make them mutant darklands skulks with darkvision, or should I give them some pet fire beetles in cages hanging here and there. Should there be a continual flame torch somewhere? What do people think?

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Its actually cool to have magic and technology interact. Have the arcane caster figure out that they can use invisibility to counter lasers, for example.

Arcane casters may think of technology as another form of magic, just one operating on different principles (like alchemy, only different).

Spells will be researched that affect technology.

I am going to start DMing this adventure path next week, and I think that the interacting with magic (arcane and divine, there isn't much practical difference) will be cool.

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I would say that you can, because the creature does not fully observe you when you have concealment. It may see you just as a shadow, or a dark patch of fog.

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I would say that the reach weapon must be a weapon sized for large creatures to add 10' to your reach, and a weapon sized for huge creatures to add 15' feet to your reach. If the weapon is sized for medium or small creatures, it adds 5' to your reach. Although its not specified (since 2 times 0 is zero), it would make sense if a reach weapon sized for tiny creatures (a pixie pike, for example) would provide a 5' reach.

That is not based on a legalistic interpretation of the rules, but is just what makes sense.

If a spell like longarm also made the the weapon longer, it would be fine to have the reach weapon add in an additional 5' (so a medium sized pike would add 10' to reach), but if it doesn't also transmute the weapon the reach weapon would not gain even more reach from the spell.

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The difficulty this book faces is that when it comes to killing humans, the real problem you are facing is not the human-ness of the foe, but its class levels. The human qualities really don't present any particular challenge, nor do they offer any opportunities.

People will want a book on spell caster slaying, criminal overlord slaying, wicked tyrant slaying, etc.. That info will not be human specific, and will apply equally to wicked elves, despotic dwarves, and wayward halflings.

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Does anyone have any recommendations for a website to use to post campaign info to? I want to be able to create webpages that contains house rules, world info, inspiring images, downloadable files, and the like.

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Within the imaginary world itself, I imagine magic is a lot more sexy than the PG rated rule books make it seem, and I don't think there is anything evil, or even weird about a summoner having some kind of physically intimate relationship with their eidolon.

Given an eidolon's intelligence, and that it is probably the closest relationship to another being that a summoner has, an eidolon lover is actually more logical than the stereotypical relationship of master to pet. In fact, a romantic love relationship is probably one of the more natural relationships that would develop in this situation.

Note this is with regards to the summoner character's in game relationship to their eidolon, and is not about how a player might role play that relationship. Its possible for any player to describe their character's romantic involvements in an untoward fashion, regardless of particulars such as who that relationship is with,

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

With regards to speaking differently, in the games play in, people quickly forget what your character used to be like, and just pay attention to the present. If someone calls you on something like a change of speech, a new hobby, or the like, just tell them that they must have been rather inattentive hitherto, because you have certainly not been altering your speech in any way, and have always been collecting elven love poetry.

Or you could say that you have been attempting to practice the art of vocal disguise, but, realizing that, sans magic, it is rather a hopeless cause, you have now reverted to your true patterns of speech. Then say that you are, however, grateful, that at least the attempt worked on several less astute listeners.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

I don't think it matters whether you create the personality before the game starts or after.

These are what I have found are some quick ways to add fun bits of personality to your character.

1. Find a hobby or obsession that can manifest in the game: fine dining, booze, flirting, collecting unusual monster parts, always wearing the latest fashions, soliciting exotic courtesans, collecting weapons of unusual make, collecting books, are some examples.

2. Adopt quirks of speech. Always refer to yourself using the royal we. Always refer to yourself using your name. "Grog like good mead." Use 10 dollar words constantly. Be excessively polite. With regrads to the speach of wizards, I have found it helpful to be very familiar with the writings of Jack Vance.

3. Develop an obsessive fear. Being spied upon by extra-dimensional entities, avoiding assassination, being scryed upon, being poisoned.

4. Create a title for yourself.

The other big trick is to find a character from fiction (it doesn't need to be fantasy fiction) to model your character on. I like modeling my pathfinder characters on characters from shakespeare and on muppets.

So, a spy wizard could act like George Smiley from Jean LeCarre. In addition, they could collect books, have an obsessive fear that people around them were actually shape changed/disguised/simulacrums, and always speak politely but with fancy words. They might have a weakness for flirting with elves.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

If one was going to mostly cast metamagic enhanced magic missiles, it might be better to be a sorcerer than a wizard. If your heart is set on being a wizard, then preferred spell and spontaneous metafocus might be good.

There is also a feat and/or trait that raises the max damage by 5. That could be good since it would give your 3 extra magic missiles at 10th.

Don't overlook empower and quicken. Because magic missile is 1st level, you can apply quite a few metamagic feats to it. At 11th, fire 8 empowered magic missiles with a 3rd level slot, then another 8 magic missiles with a 5th level slot. 42 points of damage + another 28 points of damage. Provided your target doesn't have a shield spell cast.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

You could create your own centaurs that were compatible with 1st level characters. Here is what you would have to do:

1. Their horse body and their human torso have different strengths. The horse part gets human strength +6. That strength can be used for hoof attacks, overrun, and bullrush, and for their carrying capacity, but not for grapple checks, weapon attacks, and such.

2. The get 2 hoof attacks for 1d4 as secondary natural attacks.

3. They are large, with a reach of 5'.

4. They have a base speed of 40' (not has fast as horses).

Then you would just add to the above the normal adjustments for a player character race. Maybe +2 con, +2 wis, -2 char, proficient with bows and lances, +2 to survival.

That would be a totally playable centaur race. Let them make their hooves primary natural attacks as a feat.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

A philosopher king presiding over an academy of philosphers, all of whom are enlightened in that they have been gifted by an alien god so that they have gained some magic powers, but who are dangerously blind the the horrific alien agenda they have been co opted into would be an interesting, possibly frightening city state.

I would have it on the surface seem to be exactly what Plato prescribed, orderly, and devoted to educating its citizens to understand the truth. The philosopher king would appear benevolent. But in reality it would be a magically based panopticon city where mind reading, and 'all seeing eyes' monitored the citizens for signs of heresy or descent.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

The trick to henchmen is keeping them in line, especially if you have not been giving him a full share of the treasure. So don't min/max him to the point where you fear his crossbow.

Dedicated Voter 2014, Star Voter 2015

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Pathfinder Adventure Path Subscriber

My current campaign is wrapping up (the players will probably be 17th level soon), and I am seriously considering running this. As one can tell by my alias, I am a big Moorcock fan. I had my players traverse an interplanetary gate to enter an alternate early 20th century Russian and a modified version of 'Rasputin Must Die!', and except for the mechanics of the 'troop' subtype, they dug it. Some of my favorite fantasy fiction inter-splices technology and magic-- books like Hugh Cooke's Walrus and the Warwolf, China Meiville's Bas Lag, Fred Saberhagen's Empire of the East, Vance's Dying Earth, and of course Moorcock's multiverse. I am really excited about this adventure path.

This may be the adventure path that makes me a subscriber.

Dedicated Voter 2014, Star Voter 2015

Pathfinder Adventure Path Subscriber

Literary criticism has several purposes. One is to illuminate how the art of literature develops and changes over time. It also speaks to the historical context of works. How does Shakespeare change the way the human personality is portrayed, for example. Or how James Joyce's stream of consciousness arises from within the context of post-Fruedian, 20th century ideas of the unconscious and relativity. Also, how does, say Christopher Marlowe influence Shakespeare. How are both play writes interacting with and developing upon morality plays. For that matter, a topic could be how Quentin Tarantino fits into the tradition of the revenge tragedy.

Another purpose of academic literary criticism is to examine what it is that makes excellent works of literature excellent. Why is Casablanca such an awesome movie? Why is Conan such a friggin cool character? Why has Hamlet inspired almost 500 years of praise, questions, and interpretation?

Yet another purpose is to enhance our appreciation of a piece of art. Learning about the symbolic resonances that another reader finds will make your own reading more thoughtful.

So what a writer intended *is* interesting to the critic, especially with regards the the purpose of seeing how literature develops and understanding a work of art's historic context, but there are other aspects to the study of literature where it is less important.

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