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Mystic Theurge

nogoodscallywag's page

FullStarFullStar Pathfinder Society GM. 394 posts (551 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters. 3 aliases.


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Grand Lodge **

On the Season 7 card for Grand Lodge, the boon below is confusing:

NEMESIS (4+ goals): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed. Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.

What does "against that agent" mean? What is this defining- only a bonus v. Aspis agents? Or should it read "target?"

Grand Lodge

I'm no expert and simply a GM all the time and a player occasionally. I did not playtest the Vigilante but wanted to impart my comments anyway, as Jason does want thoughts on the class.

So I figured the thoughts of someone who is only watching curiously- and as a customer who will pick up the Ultimate Intrigue book and glance through it and read the back- shouldn't be overlooked.

If I was picking this product up and looking through it, I would be interested. Despite the glut of new classes recently, the Vigilante looks interesting. The class type isn't my first choice, as my first thoughts are of Ghost Rider and Batman- neither of which I'm interested in. But glancing over the playtest and hearing people talk about it, I believe Paizo has made the class into something I would certainly try.

However, I then begin to think of character concepts for a Vigilante should I make one. The two above come to mind; Clark Kent and dual personas are interesting. But then I see something called the "Warlock."

What the heck is this doing in a book on intrigue and linked with a vigilante? The whole Warlock thing is very strange to me. I admit I may be missing something- I did come from 2nd Edition D&D straight to Pathfinder in 2010, so I admit I know nothing of the evolution of D&D 3, 3.5, so maybe the Warlock issue resides in that mess.

Plus 1 on the Zealot and specifically looking at Rahadoum. That idea is a very good one. I can't wait until an AP based there.

Grand Lodge

same issue here. but if you search Faction Journal Cards on Paizo, Season 6 and Season 7 Faction Journal Cards come up. That's where they'll be.

My question is do the season 6 cards we've been using the past month or two expire? Or do the credit gained on them expire or roll over?

Grand Lodge

DM_Blake wrote:


Pathfinder SRD, Environment, Darkness wrote:


All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach.

So it would appear (haha) that if the Gunslinger were blinded and does not know which square an enemy is on after that enemy moves or simply because he never saw the square to begin with that the Gunslinger would not be able to pinpoint the right square- thus, there is no miss chance of 50%, it would be a random shot in the dark- just like a blinded person would do in real life.

Just like I thought.

Grand Lodge

Can a caster using Control Undead (Oracle's Command Undead) tell a commandeered intelligent ghast to kill itself?

Grand Lodge

Can a ghoul with INT 13 remember his life when he was alive? Or is the ghoul a "new" person with its own mind and memory.

A skeleton doesn't obviously.

Grand Lodge

got a question....a gunslinger has been blinded via spell. that means he cannot shoot his musket at a target not adjacent to him, correct?

via the blinded condition:

All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.

Grand Lodge **

Fair enough- I look forward to playing next week!

Grand Lodge **

Is there a place to see all the available pregens for Serpent's Rise before playing it at GenCon?

Same with True Dragons of Absalom.

Grand Lodge

Well, I'm the GM. A player of mine has an Oracle he's taking to GenCon for PFS and we wanted to get the rule right on this. Thanks!

Grand Lodge

I can see that interpretation and I believe that's the "spirit" of the ability.

But what about this: Can the Oralce summon ANY creature type on which to put the skeleton or zombie template, as long as the level limit on HD is not broken?

Grand Lodge

Hmmm...I'm not sure where you see a "single template." I see where it says a "single skeleton or zombie."

Grand Lodge

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Can an Oralce use this ability to summon a skeleton or zombie that has other templates on it? For example, can a Level 10 Bones Oracle summon a 10HD creature with the Giant template on it, so long as the final HD of the summon is 10HD or less?

Grand Lodge

Archaeik wrote:

Also, I can't tell if you're intended to be restricted to the base skeleton and advance its hit dice, or scour the bestiaries for the optimal monsters to apply the template to (which may have better or worse armor proficiency).

Well, I didn't on that one- is it possible to summon any sort of creature in which can obtain the skeleton template? Of course, the ability is limited by number of HD anyways; a 2nd level Oracle, in our case, can summon a 2 HD skeleton if that's the case- a skeleton of anything that has 2 HD.

Is that allowed? At higher levels, shoot, a 20 HD skeleton can be summoned?

Grand Lodge

Found this under rules for undead:

Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

Looks like the Oracle, if he determines to have the time, can equip a basic skeleton with chainmail armor. Alternatively, despite not having a shield in its equipment list, it can use a shield.

Grand Lodge

It's the Bones Oracle using:

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

So in the case of a level 2, a summoned skeleton comes with broken chain...that would imply he could be given a better suit of chain mail? My player is bound to ask this question, too.

BTW, to put chain on efficiently is 4 minutes! Hastily is 1 minute. Wouldn't be a smart idea to waste his turns putting on armor. A shield, however, could be easily equipped but the skeleton would still suffer penalties for non-proficiency.

This Oracle also has the ability to command undead- he could just as easily put armor on one of these guys...the ability is longer than a summon at 1 minute per level; could be a viable option when he's higher level, but it'd still be 4 minutes of time waiting to fasten and secure the armor. Plus someone's got to carry all that crap.

Grand Lodge

Do undead suffer penalties for wearing armor if they don't have the armor type's proficiecy?

For example, an Oracle can summon a skeleton. Can he put armor on that skeleton and maybe a shield and the skeleton operate like normal along with no penalties?

Under the Template Rules for skeleton, it does say all Feats of previous life are gone; however the listing for Skeletal Champion shows him wearing armor with full armor class bonus yet he has no feat for any armor.

Grand Lodge

The description of Bane as a magical quality of a weapon specifically points out bows, crossbows, and slings as being bestowed upon their ammo.

Can a firearm have this magical quality on it?

If Bane is granted on a firearm's ammo, what would be the cost of upgrading the basic weapon to the +1 enchantment of Bane- using Pathfinder Society rules?

For the purposes of Maximum Item cost of the above upgrade, a character with 16 fame has a purchase limit of 3,000 gp. Is the above item cost figured at what is paid for it, or is it figured out as what the item is worth on the market (full gp value if it were to be purchased straight up)?

Grand Lodge **

I understand completely the reasoning for not having past season's scenarios. It just makes me sad! Especially when I GM at home and the only times I get to play is GenCon (my other players refuse to DM).

Grand Lodge **

I'm hoping next year Paizo will include previous season's scenarios in the lineup for Gen Con.

I'm assuming the reason past seasons are not on the list is due to the CORE game being ran as well; plus the previous seasons not being redone for CORE play.

:(

Grand Lodge

5 people marked this as a favorite.

Wes, well said.

I happen to work on the inside at the Indiana Statehouse; it was quite the fiasco. As a native resident of Indiana (Hoosier-whatever that means), I was quite embarrassed by the way our Governor and Legislature went about imposing their particular religious beliefs on the State, which obviously produces a detrimental effect on our economy and perception.

I hope fellow con-goers feel welcome and know the entire state isn't represented by the government currently in power.

Grand Lodge **

I GM home PFS games with some friends and play on occasion, never missing playing as a PC at Gen Con.

Recently, a player asked me if he wanted me to buy anything for my gunslinger. I can say I've never had a player ask me that as a GM or as a player. Essentially, he wanted to buy a bunch of scrolls of mending in case my gun broke.

In many games as a player, my cleric has been given Wands of Cure x during gameplay in which to use on others. The GM never blinked an eye. But then I thought of something else.

Sure, my ally PC could buy a bunch of scrolls of mending and use on me, but what if he wanted to buy a magical item that would clearly only benefit my gunslinger?

Would that be bending the rules a bit? As a GM, that type of thing makes me a bit uncomfortable so I am asking on those grounds.

Are players allowed to "give" other PCs at the table any magical items they have for use in the game (of course, items must be given back after scenario is complete)? Does this then allow the bypassing of the rules for purchase limits? For instance, if a higher level fellow purchased an item the lower level fellow would not be able to, then lets the lower level fellow use it in scenario.

Comments welcome.

Grand Lodge **

I GM home PFS games with some friends and play on occasion, never missing playing as a PC at Gen Con.

Recently, a player asked me if he wanted me to buy anything for my gunslinger. I can say I've never had a player ask me that as a GM or as a player. Essentially, he wanted to buy a bunch of scrolls of mending in case my gun broke.

In many games as a player, my cleric has been given Wands of Cure x during gameplay in which to use on others. The GM never blinked an eye. But then I thought of something else.

Sure, my ally PC could buy a bunch of scrolls of mending and use on me, but what if he wanted to buy a magical item that would clearly only benefit my gunslinger?

Would that be bending the rules a bit? As a GM, that type of thing makes me a bit uncomfortable so I am asking on those grounds.

Are players allowed to "give" other PCs at the table any magical items they have for use in the game (of course, items must be given back after scenario is complete)? Does this then allow the bypassing of the rules for purchase limits? For instance, if a higher level fellow purchased an item the lower level fellow would not be able to, then lets the lower level fellow use it in scenario.

Comments welcome.

Grand Lodge

The issue here is that grapple doesn't allow anything for the PC to do with BOTH hands...which is why the PC is trying to put one hand in pocket and put in the ring. It would, in my opinion, be a move action at least; but would the action need to be done via sleight of hand or just work automatically, thus donning the ring on.

It's quite important actually. The PC is grappled by a larger creature but the ring is a Freedom of Movement ring, which will let him escape next round.

Grand Lodge

1 person marked this as FAQ candidate.

If a PC is grappled by an enemy, and wants to use one hand to put into his pocket and put on a ring, what sort of action is this? Does it take two hands to don a ring? Or does a Slight of Hand or Dex check need to be made in order for the PC to don the ring with one hand in his pocket while grappled?

Grand Lodge

Orfamay Quest wrote:


As far as I can tell, your player is correct. Suggestion spells inherently carry with them a "course of activity" (i.e. an order) to be followed, and the caster would therefore follow his own activity.

It would seem to me, based on the spell description, that the having to take the action "suggested" to the PC would an "obvious" act and therefore be negated per RAW: "Asking the creature to do some obviously harmful act automatically negates the effect of the spell."

Also, don't forget, a caster can choose to end the spell at any time; nothing in the spell or rules takes this power away from the caster.

"A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn."

Grand Lodge

1 person marked this as FAQ candidate.

For shoots and giggles, my group pondered what would happen in this scenario:

Bad NPC casts Dominate Person(Level 5) on PC.

PC wears a Ring of Spell Turning, which says "Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon him."

Dominate Person is then automatically cast back at the bad NPC, or rather it is reflected back.

2 questions:

1. Does the caster get a saving throw?
2. Can he now be dominated by himself?

I, as GM, believe the spell would have no effect on the caster whether or not a saving throw is allowed.

If he had cast a Fireball, I certainly would have given him a saving throw. If failed, damage is done as normal.

A player suggests what happens if Bad NPC casts Suggestion on Good PC? The player claims the Bad NPC must follow the suggestion of the spell. So, if the Bad NPC cast Suggestion with "fall down," if the spell was successfully completed and took effect on the caster, he would have to fall down.

Personally, "suggesting" a person can charm oneself into doing things is quite ridiculous. Even if oneself can be charmed using Dominate Person, the fellow can simply change the command. Suggestion spells, according to the player, must have a "suggested course of activity."

Who's to say the "suggested course" could not simply be changed before the "course" is acted upon?

Per RAW:

Enchantment

Enchantment spells affect the minds of others, influencing or controlling their behavior.

All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature.

Subschools

Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.

Compulsion: a compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject's actions or the effects on the subject, others allow you to determine the subject's actions when you cast the spell, and still others give you ongoing control over the subject.

I think the italicized section above renders the "compulsion" of oneself moot if one is looking for rules on the matter.

Grand Lodge

Opuk0 wrote:
3

Maybe explain why you picked 3?

Should the text of Iron Golem be interpreted as "an electrical attack (remove the words deal damage)...

Text of Iron Body states that creature gets vulnerabilities of Iron Golem...

Definition of "vulnerabilities:"A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions."

Grand Lodge

A creature with Iron Body on it gets shot by a lightning wand.

Iron Body states the creature affected is IMMUNE to ELECTRICITY, then says , "A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw."

So, which one is it?

1) The electrical attack does not slow because the attack does not damage.

2) The wand does nothing because Iron Body says immune.

3) The creature is SLOWED.

See, the golem section states electrical damage must "an attack that DEALS...DAMAGED slows... But their is no damage in this instance.

1-2-3?

Does the Iron Body spell essentially turn you into a Iron Golem?

If so, that means the creature has the Iron Golem's ability of Immunity to Magic? Where electricity "slows?" But then Iron Body applies an immunity to electricity...

Mind Blown

Grand Lodge

no s~&&ake?

awesome.

EDIT: ha, didn't work.

Grand Lodge

Is the restriction on one polymorph spell per individual the same for objects?

For instance, can a weapon have two different transmutation spells cast on it?

Grand Lodge

Hmm I see. A Wayfinder isn't a minor magical item, then, either, since they are so rare and usually passed among pathfinders?

Grand Lodge

ok, cool.

Finally, would you say this is correct:

Non-caster wants to drink potion of tongues.

He then wants to use Read Magic via the resonated power of the Dull Grey Ioun Stone on a Permanency Scroll.

He must cast the Permenancy himself, correct?

Viola, tongues is permanent.

However, a chart: http://www.d20pfsrd.com/magic-items/scrolls

Table: Scrolls
Minor Medium Major Spell Level Caster Level
01–05 — — 0 1st
06–50 — — 1st 1st
51–95 01–05 — 2nd 3rd
96–100 06–65 — 3rd 5th
— 66–95 01–05 4th 7th
— 96–100 06–50 5th 9th
— — 51–70 6th 11th
— — 71–85 7th 13th
— — 86–95 8th 15th
— — 96–100 9th 17th

Appears the player would need to buy a Permanency Scroll, but it's a Medium magical item so he can't simply walk into a metropolis and buy one, eh?

Grand Lodge

Hmmm, the description above says it retains ability to float.

Also, is a Scroll of Permanency a minor, medium, or major magical item?

Grand Lodge

Is this a minor magical item, even with the resonant power of "read magic?"

Dull Gray Stone (Ioun Stone)
Aura faint universal; CL 12th

Slot none; Price: 25 gp; Weight —.

DESCRIPTION
These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on).

Cracked: This stone has no powers. Price: 25 gp.

Flawed: This stone has no powers. Price: 25 gp.

See Inferior Ioun Stones for details on cracked and flawed variant stones.

Finally- can potions have permenancy used on the imbiber? For instance, a player drinks a potion of tongues. Then he casts perm on himself. This legal?

Grand Lodge **

Will there not be previous seasons ran this year, like seasons 5, 4, or 3?

I know Mike blogged about this year's Gen Con events but I don't remember seeing the other season's not specifically removed.

Grand Lodge

For leadership role positions in Kingmaker (RRR), do the roles filled by NPCs get paid a salary or anything?

For instance, why would Akiros want to work for free; or Svetlana- what would be the incentive for her to be Councillor?

Grand Lodge

For leadership role positions in Kingmaker (RRR), do the roles filled by NPCs get paid a salary or anything?

For instance, why would Akiros want to work for free; or Svetlana- what would be the incentive for her to be Councillor?

Grand Lodge **

Acedio wrote:
Swiftbrook wrote:
You turn them away because they are among the 90% of us who don't have early access to the Unchained Book (it hasn't been released), so they can't play a new summoner.

I think you're forgetting about a few other options they have:

1. Rebuild their character to something other than summoner.
2. Play a pregen and wait one day for unchained.
3. Play a different character and wait one day for unchained.
4. GM.

None of these involve booting that player out.

I can certainly understand the reasoning behind keeping to the rules of reporting. I've been a GM for a long time going back to 1st edition and value balanced, obeyed rules.

Assuming the new player is indeed a 1st timer:

The fellow wanted to play a summoner- not a fighter, not a rogue, but a summoner.

What's the difference between a pregen and his summoner, at first level? Surely it cannot be that overpowered at that level. Why NOT just let him play his summoner and then after the game redo his PC if it means turning away a new player?

If the player rolls up a new guy, then the rest of the table would have to wait while the newbie rolls it up.

Grand Lodge **

1 person marked this as a favorite.
Mark Stratton wrote:
9mm wrote:

Tell that to the first time pfser who walked away from my table last night when I explained what a blog post posted an hour before the start meant for his character.

If he was a first time PFSer, why couldn't he have just then changed it to the Unchained summoner (or rogue, or whatever his character was?)

I would have told the guy the changes but let him play anyway and fudge the report about him. I'd never turn away a first time player. Ever.

Grand Lodge **

Wow- all 4 classes will be PFS legal...

Why would anyone play the original core version of the classes from here on out?

Grand Lodge

http://kotaku.com/when-medieval-combat-meets-ufc-1699649567/1699846205/+kev indraper

Grand Lodge

A GM a one-player game at the moment. We just completed Rise of the Runelords and only one player has the time to continue to play the next AP.

He's only level 16, and we'd like to put him through Kingmaker. But in order to do so, we need to do some math in order to make it challenging and fun, as he will be by himself player-wise.

First, a bit about his character. While he was created with a 20-point buy, we made a custom minotaur race (Taurian) that bends the rules just a bit, causing him to be in actuality a much higher build than normal. We based it off the In the Company of Monsters book several years ago using the Race Guide creation rules. I've posted his character below:

PC:
Terran Thunderhoof
Male taurian rog kalem taurian paragon 15/fighter 1
N Huge monstrous humanoid (human)
Hero Points 1
Init +0; Senses darkvision 60 ft., scent; Perception +23
--------------------
Defense
--------------------
AC 40, touch 19, flat-footed 40 (+14 armor, +5 deflection, +5 enhancement, +1 insight, +7 shield, -2 size)
hp 227 (16d10+126); fast healing 10, regeneration 1
Fort +16, Ref +8, Will +12; +2 morale bonus vs. transmutation spells
Defensive Abilities stubborn; Immune bleeds
--------------------
Offense
--------------------
Speed 60 ft., fly 60 ft. (perfect)
Melee +3 defending domineering taurian greataxe +23/+18/+13/+8 (4d8+37/×3) or
sword of greed chellan +27/+22/+17/+12 (3d6+28/15-20) or
karzoug's burning glaive +24/+19/+14/+9 (3d8+36/×3) or
gore +18 (2d6+12)
Ranged +1 composite longbow +15/+10/+5/+0 (1d8+1/×3)
Space 15 ft.; Reach 15 ft.
--------------------
Statistics
--------------------
Str 36, Dex 10, Con 23, Int 10, Wis 16, Cha 8
Base Atk +16; CMB +26; CMD 47
Feats Cleave, Cosmopolitan[APG], Furious Focus[APG], Greater Vital Strike, Improved Vital Strike, Magical Aptitude, Power Attack, Shield Focus, Toughness, Vital Strike
Traits indomitable faith, rich parents
Skills Acrobatics -1 (+11 to jump), Diplomacy -3, Fly +3, Intimidate +7, Knowledge (dungeoneering) +4, Knowledge (nature) +1, Linguistics +1, Perception +23, Spellcraft +6, Survival +13 (+15 to avoid becoming lost), Use Magic Device +16
Languages Common, Draconic, Skald, Taurian, Thassilonian
SQ armor training 4, deadly horns (taurian only), evasion (taurian only), focused strength (taurian only), hero points, improved evasion (taurian only), see in darkness, taurian constitution level 11, taurian constitution level 15, taurian constitution level 3, taurian constitution level 7, taurian gore, taurian natural hunter, taurian natural trapper, taurian powerful charge, taurian size increase - l, taurian strength 10, taurian strength 14, taurian strength 2, taurian strength 6, toughness taurian
Combat Gear +1 dispelling seeking arrows (50), crown of blasting (major), helm of teleportation, ring of invisibility, rod of rulership, scarab of protection, spectral shroud, wand of cure light wounds, wand of cure light wounds, wand of detect magic, wand of dispel magic (50 charges), wand of ill omen (50 charges); Other Gear +5 full plate, +5 buckler, +1 composite longbow, +3 defending domineering taurian greataxe, karzoug's burning glaive, sword of greed chellan, dusty rose prism ioun stone, lavender and green ellipsoid ioun stone, bag of holding ii, belt of physical might +6 (Str, Con), cloak of resistance +3, cloak of the bat, crystal ball with true seeing, deathwatch eyes, figurine (golden lions), gloves of dexterity, golembane scarab, headband of inspired wisdom +6, horseshoes of speed, portable hole, revelation quill, ring of freedom of movement, ring of protection +5, ring of regeneration, ring of x-ray vision, runewell amulet, sihedron tome, wayfinder, quiver, 6,064 gp, 1 sp, 9 cp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cloak of the bat In darkness or dim light, can fly as spell, or polymorph yourself into a bat.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Horns (Taurian only) Deadly Horns (Ex): As the rog-kalem increases in
level, his horns become harder, longer and sharper. At
6th level, the critical multiplier of the rog-kalem's
horns increases to x3. At 11th level, the rog-kalem has
a +3 class bonus to critical con
Evasion (Taurian only)
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Perfect) You can fly!
Focused Strength (Taurian only) Focused Strength (Ex): At 12th level the rog-kalem
learns to better focus himself physically. He may double
his strength modifier on any skill checks made using
strength as a full round action. Furthermore, he can
choose to use his strength modif
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gloves of Dexterity Aura moderate transmutation; CL 8th

Slot gloves; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)

Description

+2 DX (add via adjusted)
This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2. Treat this as a temporary ability bonus for the first 24 hours the gloves are worn.

Construction Requirements

Craft Wondrous Item, cat's grace; Cost 2,000 gp (+2).

Added by DM 7-10-12 from PFRPG earlier version. There is only one pair of these!
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Bleeds You are immune to bleeds.
Improved Evasion (Taurian only) Improved Evasion (Ex): At 15th level, the rogkalem's
evasion improves. While he still takes no
damage from a successful reflex save, he now takes ½
damage from a failed save. Like evasion, this ability
does not work if the rog-kalem is helpless.
Ioun stone (lavender and green ellipsoid, 50 spell levels) Absorbs spells of 8th level or lower.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Regeneration 1 Heal HP quickly and cannot die.
Revelation quill The first revelation quills were created by the followers of the Peacock Spirit. Since the fall of Thassilon, the method for creating them has been lost. The few revelation quills that remain today continue to function, drawing their revelations, it is said, from the Peacock Spirit itself. The quill is fashioned from a peacock's tail feather. Its nib is made of bone, and when held in one's hand, the quill seems strangely heavy. If placed in an empty vial or other glass container of similar size and left there for an hour, a revelation quill fills that container with ink. The ink created is of a random color 50% of the time, otherwise the ink is black.

While a revelation quill can certainly function as a standard writing implement, its true strength lies in its ability to answer questions. Once per day, if the user concentrates on a specific future goal, event, or activity occurring within the coming week, the revelation quill takes over and writes out a short phrase in response, often in the form of a cryptic rhyme or omen, much in the same way the divination spell functions. Once per week, the user may use the quill in the same way to cast contact other plane instead, asking up to 10 questions of the mysterious intellect that guides the revelation quill.

Destruction
The quill must be tricked into revealing the method of destroying itself without asking it to reveal that method.
Ring of regeneration Heal 1 point of damage and 1 point of nonlethal damage per round.
Rod of rulership (500 minutes) Command creatures within 120 feet. DC 16 Will if Int 12 or higher.
Runewell amulet This amulet of gold and red crystal grants the wearer a +5 enhancement bonus to her natural armor. In addition, the wearer becomes attuned to both the runewell of greed and the soul lens that controls it - allowing the w earer to benefit from the fragmentary souls gathered and absorbed by the runewell. As long as the runewell functions, the wearer does not age and has no need for food or water. In addition, she can fly at a speed of 60 feet with perfect maneuverability and gains fast healing 10. If the runewell amulet is removed, the wearer loses all of these abilities. While this does mean the wearer begins aging normally and must eat and drink, she does not suffer any ill effect from the years that passed or the meals she missed while she wore the amulet.

Destruction

A runewell amulet must be thrown into an active runewell of an opposing magic (a runewell of lust or a runewell of pride in the case of this particular amulet) - doing so causes the amulet to shatter into four fragments, which then scatter throughout the region that was once Thassilon. If these four fragments can be gathered and placed back in the associated runewell (the runewell of greed in this case), the amulet reforms and returns to full use.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shield Focus +1 Shield AC
Spectral shroud (1/day) Become incorporeal for 10 rounds and gain fly speed equal to half base speed.
Stubborn (Ex) +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Taurian Constitution Level 11 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Constitution Level 15 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Constitution Level 3 (Ex) Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Constitution Level 7 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Gore Gore (Ex): At 1st level, the rog-kalem's natural gore
attack is considered a primary attack which receives a
full strength bonus. As the rog-kalem increases in
level, the damage done by the gore attack increases as
well. If the rog-kalem's has an
Taurian Natural Hunter Natural Hunter (Ex): At 4th level, the rog-kalem
receives a +3 class bonus to any survival skill checks.
This bonus increases to +6 at 13th level. At 13th level
the rog-kalem is considered to have the scent ability.
Taurian Natural Trapper Natural Trapper (Ex): At 8th level, the rog-kalem
recieves a +3 class bonus on any craft (traps) skill
checks. This bonus increases to +6 at 17th level.
Taurian Powerful Charge Powerful Charge (Ex)

When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature’s de
Taurian Size Increase - L Large Size (Ex): At 12th level, the rog-kalem
increases from medium to large size, receiving all the
benefits and penalties associated with being large (-1
AC, Fly, & Stealth; Attack, +1 CMB, CMD; ). His space increases to 10
feet and his reach i
Taurian Strength 10 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Strength 14 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Strength 2 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Taurian Strength 6 Ability Increase (Ex): At 2nd level, the rog-kalem's
strength increases by 1. The rog-kalem's strength
increases again at the 6th, 10th , 14th, and 18th levels.
The rog-kalem's constitution increases by 1 at 3rd level
and again at the 7th, 11th,
Toughness Taurian
Vital Strike Standard action: x2 weapon damage dice.
Wand of dispel magic (50 charges) Add this item to create a wand of a chosen spell.
Wand of ill omen (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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As he is level 16, I'd like to bump up all the encounters and challenges in Kingmaker to match the challenge a normal party would have. For instance, most encounters in chapter 1 are CR 1/3-CR 3. If a PC is level 1 for the Cr 1 encounter, that's an AVERAGE difficulty level encounter. Therefore, the modified encounter would be AVERAGE for the level 16, and the CR would be 16. i don't have a problem with this.

we are unsure how to compute his Average Party Level (APL). Normally, APL is based on a group of at least 4. For instance, a group of level 16's would be APL 16. But that's 4 of them. Being by himself, we figured his APL may be his level divided by 4, putting him at APL 4. That seems a bit odd at first glance, but action economy really begins to make a difference.

We playtested the character at APL with several different encounters:

Average Encounter trials (APL 4)

He beat 9 Goblins, but it took him 9 rounds; he only lost 2 HP.

He beat 2 Bugbears in 2 rounds. No damage taken.

He then fought a regular Minotaur, killing it in one round.

Hard Encounter trials (APL 5)

12 Goblins

1 Mummy

Both of the above he killed in one round, no damage.

Challenging Encounter trials (APL 6)

6 Giant Spiders were killed on 3 rounds

While a Babeau Demon was wiped out in a round.

Epic Encounter Trials (APL 7)

1 Serpent Folk teamed up with an Ettercap but were killed in 2rounds.

A Frost Drake was killed after two rounds, but did do 23 points of damage.

He then fought a lich and a Purple worm, which took him down to 64 HP out of his high. Howwever, the lich and worm were wiped away.

Finally, he fought A cloud giant and a treant at the same time, and killed them handily.

As you can see, his melee is superior; his defenses against flying is quite lacking, and he has some trouble vs. a spellcaster if they have allies shielding.

APL 4 seems far too easy, so we are trying to find that sweet spot where the challenging aspect is there but he's not in danger of being wiped out by much larger, stronger creatures. By the way, this character was the only one to survive the assault on the big baddie at the end of RoftRL, in part due to protective magic and waiting the bad guy out.

Any comments?

Grand Lodge **

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I get the whole scheme of brining in new players and creating an atmosphere of playability. Indeed, jumping in now is quite daunting, but I don’t understand how creating an entire new mode campaign addresses the underlying issues without affecting other aspect of the game.

I’m actually worried about unintended consequences. Now the new players will just be confused when they enter a room and see different “modes.” I may be incorrect on my interpretation of the new system, but it appears to me that the changes were 1) made for new players 2) made for experienced players to play with new players.

It’s been stated that also 1) GMs were complaining about carrying tons of books 2) 300 replay options open up 3) provide a better play experience when in a group of munchkin players.

Addressing the above, I know GMs complain about having to carry all the books around; but I usually never saw a GM at my years at GenCon carrying around a ton of books anyway. In my area I’m a GM and I usually don’t carry everything, either. Replayability is nice and everything, but it isn’t really in this case. We still can’t replay in the same mode on most scenarios. I would argue most replays are done by experienced people anyway.

I do see a good issue, and that’s encouraging more GMs. The new mode seems to encourage new players and have experienced players play with them, including pairing down the options for those experienced players so they don’t run the table; but won’t this happen anyway? Experienced players can simply maximize their builds, and they will likely know what happens in the scenario. <p>
Large conventions will be more confusing with two modes…already players need to figure out which tier to play as well as which adventure. Planning ahead can only do so much; what if you lose your group or your guy dies?

I’m not yet convinced the new system will solve the issues it tries to without causing more.

concerns about the availability of replay, new players being overwhelmed or overshadowed by over-optimized characters, Chronicle sheet rewards not having much meaning, and other concerns related to the sheer amount of information and options available to PFS players

Grand Lodge **

I agree that scenarios seem to be a bit easy, but I recognize my experience isn't representative. I always hear people talk about Bonekeep as if it was a player killer, a tough-as-nails scenario where people die. My characters have done all stages of Bonekeep, and never did the party wipe or come close to TPK, and Bonekeep 3 was all pregens except for my buddy and I! This year at GenCon, they made an announcement that if your player died, you had to go to the HQ/front area and tell them you were dead and they would announce it. About 5 minutes in one person had already died, but then we literally didn’t hear another death announced for hours.

None of the regular scenarios I’ve played in as a character have been too challenging. Never* have my PCs even came close to death except my rogue in Temple of Empyreal Enlightenment and that was due in part to playing up. As a GM, though, I have killed about 5 PCs over the past two years, but these were inexperienced players. In the 4 years I’ve played at GenCon alone, only 3 characters in my party have ever died…ever. Is this representative? Who knows?

What about more reward for GMs, in order to attract more GMs? Perhaps allowing them the entire GM chronicle sheet and additional benefits. I play with a group of about 7 or 8 (not all at once) and nobody is interested in being a GM in part because it’s a lot of work for little reward, in their minds. I would like to see GM credit given for all scenarios GMed, even if it’s something like a “slow track” count. I don’t plan on re-GMing any scenario because I won’t get anything for it.

Table size can be a problem. I’d argue that most of the time (50%+1) it is an “issue” but not a problem. Almost always at PFS events when I’m an active player, there is newbie who (rightfully so) can slow the game down and that long-term, active player who also slows things down in various sorts of ways. 6-7 people are a lot of time in combat, especially when GMs are not prepared. This year at GenCon was the worst year ever for me as a player. Most of my GMs were lackluster; one was wholly unprepared and didn’t even know basic rules. The Sunday morning games are par for the course laid back and fraught with bad possibilities due to burnout, which I can understand. I’m burnt out by that point as well.

I will say being a GM for a Con, which I have never done and will not do (as this is the only time I get to actually play a character), must be very hard work, especially if you’re running several different scenarios. I’d pull my hair out by Friday afternoon. I don’t know what it was this year, maybe overworked GMs?

Player material could be an issue. There are so many options for players to min/max while the monsters usually aren’t made to take advantage of the new options (in my low opinion). I believe many GMs aren’t even aware of some of the options and usually ask to check it out. There is also no audit system whatsoever. I know we are supposed to keep track of gold spent and items bought, but honestly, I don’t use the tracking sheet and I’ve never seen anyone else, either. I use herolab, so fortunately it shows my value, total spent, etc. I know for certain on many occasions people had the wrong numbers on their sheet; as a GM myself, if something seems off I’ll ask to check it out- I’ve only seen this once at GenCon since I’ve been going (2010).

I hate more paperwork, though, so I’m not sure how to audit or make players honest; although I’d say the majority of the time they are honest mistakes. I saw one guy who was getting huge AC bonuses incorrectly, wielding a two-handed polearm while carrying a tower shield and a heavy crossbow…the GM was not very perceptive.

Trying to tweak balance, though, is extremely hard. I hate killing player characters (contrary to my players’ beliefs), especially in PFS. Adding a monster here and there can affect groups differently. Adding a high hit point monster to a group with majority melee will have a different result than one with majority magic….perhaps the devs are erring on the side of allowing players to live over player death. On the face of it having BBEG know the party’s strengths and buff ahead of time may be a strategy that could work, as the PFS Guide does say the GM can do this. I always like it, though, when high level players in home games are aghast and shocked that an enemy is buffed, had used divination, or gotten themselves ready just like the PCs did, as if the enemy lived in a vacuum! Sometimes players simply don’t realize that the powerful evil guy has the same access to magic, resources, etc. as they do? If the PC is min-maxing, then the evil guy would, too!

I agree on “vital info.” I just finished RotRL in my home campaign, and “vital info” was all over the place. I noticed this was Season 5, too. This slows down GMs, unless they repeatedly GM a scenario and commit it to heart (which some won’t do because they only run it once or twice as GM). I do like Season 5 brought in more roleplaying other than strictly combat events. The most memorable scenarios I’ve had were ones where roleplaying stood out (usually by the GM).

One thing is for certain- I don’t want to turn away new players by making the game difficult to play, to learn, or having fun by being bored.

I would love to see numbers on class, race, player death, scenario success breakdown from year to year.

I suppose as well that “easy” and “hard” refer to the combats in a scenario, too. Sometimes the “hard” is the roleplaying challenges but the party is so good at that they fail to realize it and since the combat went easy they may say as a whole it was easy. The entire idea is very complex because you have so many different variables in the GM, each player, each scenario, each character. It’s nearly impossible to balance to all those, on top of making everyone happy (which is not feasible, as I know, I’m in politics). I love the strategy of the combat in the game, but my most fun moments are from roleplaying; beauty is in the eye of the beholder (whatever that is) ;)

Grand Lodge **

So I Gm'd the first Chapter of Rise of the Runelords, Burnt Offerings.

The chronicle says for normal advancement 4,800 (Tier 3-5). It also contains "Items found during this scenario," and the normal list of purchasable items.

As a GM, I know I can apply this to an existing PFS character levels 3-5. If I apply it to a level 1-2, that character must wait until level 3 to apply. Can it be applied to a level 7 character?

Besides applying it to different levels, does the full amount of gold go to the character, too? How about the "items found?"

Grand Lodge

I've just read a lot of other posts that seem to suggest mental spells stayed with the wizard while body-type spells would stay with the ally.

Grand Lodge

If a wizard wanted to give his ally Undead Anatomy (which is a personal-cast spell) couldn't he simply Magic Jar into his ally, cast this spell, turn the ally's body into an undead form, then end magic jar?

Thus giving his ally the undead form?

Grand Lodge

If a symbol of X is placed on an object, then made permanent, what happens after the symbol is triggered? Does it go away, or come back due to permanancy?

If it stays on, is it always on at that point, does the trigger need to be "reset," what action would it entail?

Grand Lodge

I'll be keeping an eye on this one-

But Pathfinder is my game now! I'm not sure my brain could handle learning an entirely new rules set combined with PFRPG.

I do like the art, though.

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