Ruan Mirukova

the David's page

Organized Play Member. 1,469 posts. 1 review. 1 list. 1 wishlist. 1 Organized Play character.



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And if so, what is it?

Compelling Rant

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Do Extension of All and Void Form count as "effects related to hit dice" for a Paracletus Familiar?

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I'm working on a monster for a one shot, and its main power should be that it can attack with a Prismatic Spray-like attack on each round. It doesn't have to be a true Prismatic Spray though.

I've come up with fun alternatives like:
- rolling 2d4 instead of a d8 so you get that sweet bell curve that decreases the odds of petrifying/plane shifting all the PCs on the first round. This also eliminates the chance that you have a PC gets targeted twice.
- Rolling 10d8 damage instead of doing 20, 40 or 80 damage depending on the color.
- 30 ft. emanation rather than 60 ft. cone, or the choice between either.
- Attacking all the PCs once per round, rather than limiting the attacks by dividing them among 90° angles.

I was wondering what kind of monster I could use as a sort of template. So far I've got:
- Prismatic Orrery. Good, but can only do the prismatic thing once every d4 turns.
- A monster like the Medusa. Something that uses the same effect each round.
- 4 monsters disguised as 1. 4 times the hit points and attacks, but attacks and defends as monster that has a CR 4 levels lower.
- Adapting the 3.5 version and hoping against all hope that that somehow balances it.

Can anyone help me figure out if there are any other options?

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I came across the Cutlass Spider and now I'm wondering if it can be controlled by an intelligent item. Constructs are immune to all mind-affecting effects. Intelligent items don't use a mind-affecting effect to control their wielder, or at least, it's not mentioned in the text and it doesn't refer to a spell, like Dominate Person.

On a side note, I guess it's technically taking over the body but the same can be said about Dominate Person.

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I was trying to make a magic trap for an adventure, and I hit a few snags.

1. I can't find what the bonus for a ranged touch spell should be, but if I look at the examples I'm guessing it's equal to the spell level. Is that correct?

2. Mechanical traps have a +1 modifier to CR if they have an automatic reset, but magical traps don't? Is that correct?

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If I wanted to place Piren's Bluff in Eberron, where should it be? The last war might take the place of the People's Revolt, and that's about all I've got so far. I guess I'm going to have to do a deep dive into Eberron lore.

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I've had this idea in my head for a while now. I want to run a campaign in a setting that was created by an Elohim and manipulated by an Anunnaki. These beings are the closest thing the setting has that comes to a god. That would also mean that there wouldn't be a source for divine magic. There wouldn't be any use for an afterlife. Souls don't exist, when you die you're dead. Outsiders aren't created from souls, or they just don't exist.

This leads into character development where players can't play clerics, sorcerers with infernal bloodlines, etc. A lot of things would have to be reimagined or scrapped. I realize there probably is a different system out there that can do this better, but I really like the monsters in Pathfinder.

Or I could just leave all of it in, and downplay most of it by not letting the gods play a role in this campaign... until the PCs find out the gods aren't real. Honestly, this could be the best plot twist ever or the biggest disappointment for an invested player.

The best thing I've come up with so is ripping off the story of Prometheus. The Anunnaki tought the humans how to use divine magic. That doesn't really work, because Anunnaki don't use divine magic.

So what would be the best way to handle this? Are there other pitfalls I need to avoid?

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I've had a crazy idea for a campaign and I want to start with the lucky heroes waking up in a mostly abandoned Derro lair. From there they have to find their way back to the surface. All but one of the Derro are dead, due to some kind of experiment gone wrong. For now I've decided on Plague Zombies, but I'd love to hear some other suggestions. There are Mites who've helped out the Derro with some Dream Spiders and the production of Shiver. There's a lab with a Pickled Punk that's about to fall of a shelf. A cytillesh farm underneath whatever they use as a toilet.

I'd like some more suggestions, as I'm sure there are more options for me here. The party should exist of 4 level 1 characters.

If this campaign takes of, the players will encounter Gray, Anunnaki and an Elohim later in the campaign. It doesn't take place on Golarion. Instead it takes place on an enormous demiplane made by the Elohim.

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I've been invited to a group and I need to make a 3rd level character before Saturday. The party exists of a Cleric, Rogue, Warpriest and Witch, but they could use "a ranged character of any kind". Spheres of Power has already been shot down, so no Elementalist. (Not because it's broken, but because it's too much homework for the GM.)

What I want is a ranged character that has the ability to do more than just damage. Some debuffing attacks would be nice. Kineticist is way too much text for me to go through right now, so something simple and elegant would be preferable. There are way to many options for me to go through right now, so I'd like to hear suggestion on what I could do.

Thanks!

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I advanced a Chaos Beast to 14 HD and made it large. I'm wondering if I've done it correctly, so I'd like to know what mistakes, if any, I made.

CHAOS BEAST CR 11
XP 12,800
CN Large outsider (chaotic, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +18

DEFENSE

AC 22, touch 12, flat-footed 19 (+2 Dex, +1 dodge, +10 natural, -1 size)
hp 161 (14d10+84)
Fort +14, Ref +11, Will +7
Defensive Abilities amorphous, resistant to transformation; SR 22

OFFENSE

Speed 20 ft.
Melee 4 claws +21 (1d8+7 plus corporeal instability)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 25, Dex 14, Con 20, Int 10, Wis 12, Cha 11
Base Atk +14; CMB +22; CMD 34 (can't be tripped)
Feats Dodge, Improved Initiative, Improved Natural Armor, Iron Will, Mobility, Toughness, Weapon Focus (claw)
Skills Acrobatics +19 (+15 jump), Climb +24, Escape Artist +19, Perception +18, Stealth +15, Swim +24

ECOLOGY

Environment any
Organization solitary or invasion (2–5)
Treasure none

SPECIAL ABILITIES

Corporeal Instability (Su) Claw—contact (curse); save Fort DC 22; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves. The save DC is Con-based.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim's Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature's normal form for 1 minute. Spells that change the victim's shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).

Resistant to Transformation (Ex) Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.

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I had the idea of a mad mage filling up a dungeon with monsters and traps, and then I figured there whould need to be reason for the mage to be mad. A Lovecraftian horror locked up by the mad mage would work as an excellent motivation for the mad mage so I decided I should go with that.

So now I have to find a monster that could make a mage go mad. Any suggestions would be appreciated.

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Yesterday I imagined a dragon creating an Orb of Humankind. (How's that for a plot twist?) Now I'm trying to create suche a magic item and I'm trying to figure out what the price of such an item should be. It would be a command word activated spell-in-a-can, so all it really has to do is Dominate Person. The price of such an item would be 81000 gp. Now that's a lot. I could handwave it and say it's an artifact, but I'd really like the idea of using the dynamic magic item creation rules for this, so the item has its own characteristics. (Much like artifacts having randomized powers in AD&D. I suppose you could say it's a pseudo-artifact.)

Now I do feel this orb should get a discount on the price, I'm just not sure how much. After all, it's an Orb of Humankind, not an Orb of Humanoids. It only affects humans, and not other humanoids. The rules for magic item creation give some directions, but it doesn't go beyond a decrease in price for having to use a skill, or requiring to be a certain class of alignment. What would be a good price for such a magic item?

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My attention was recently drawn to these wonderful creatures. I can see the Mercane and the Witchwyrd working together as associates, with the DoL as an unlikely business partner. I do see a problem with these creatures. They lack certain abilities that I would think are crucial for merchants in a Pathfinder campaign.

The DoL has Spellcraft, Knowledge (any one), but no Appraise or Detect Magic.
The Mercane has Appraise, Knowledge (arcana) and Spellcraft, but no Detect Magic
The Witchwyrd has Appraise, Detect Magic and Knowledge (arcana), but no Spellcraft.
None of them can identify magic items even though they are all supposed to trade in magic items. Now this is all easily solved, but it's still somewhat annoying.

Although they are all able to communicate with any creature that has a language trough Tongues or Telepathy, they don't have a reliable method to contact their customers. Giving them Sending as a spell-like ability would go a long way. This still doesn't give their customers any way of getting in touch with them, but it's a start. The alternative is handing out Scrolls of Sending with every transaction.

Planeshift is rather unreliable as a source of transportation. You arrive 5-500 miles away from your intended destination. This does make an interesting plot hook as the group of merchants suddenly needs a local guide/bodyguard to lead them safely to the location of that dragon they want to trade with. Not having a way to inform the customer that you're late makes this annoying.
Ofcourse both the DoL and the Witchwyrd have access to other methods of transportation that aren't clearly defined. Planeshift is still the cheaper option.

This is my view on these creatures. I'd like to know what other people think of them, and how they fit into your campaign. Are there any other abilities that planar merchants should have that I missed? Are there any other planar merchants that I haven't heard of yet?

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I'm about to start a campaign that mostly takes place on an island. Now the party will have to travel to the island and that leaves me with a bit of a problem. In my experience, if the party has to travel by boat you've got two options. The first is that nothing happens. The players step on board, and the next scene they arrive wherever they have to be. The other one is that they get a random encounter every day. Neither are very exciting, and the latter is a boring railroad with little player agency. There's a third option that I've never seen in play, one encounter for the entire trip. It's predictable, but it's not that disruptive to the game.

Now based on my experience with my fellow players, we'll do a single encounter per session anyway. (We play 2-3 hour sessions through roll20 and the other players take a long time to decide which actions they take.) I think one session of adventure on the high seas is enough so I'm inclined to go for the one encounter for the entire trip idea. This means that I have to come up with some encounters that would work for me. When I say encounters, I don't necessarily mean combat encounters. So, not every encounter has to be pirates and sea monsters. So, now that that's all out of the way, I'd love to hear suggestions for some interesting encounters. If you've got some experience running or playing a nautical campaign I'd love to hear all your opinions.

For those interested in what we're going to play. We're playing Hot Springs Island. The trip will take 14 days with one stop on another island. The other island isn't very detailed. The only thing I know about it is that it has a trade camp that is run by the trade company the players will work for.

Here are some encounters I came up with on my own.
- Pirates
- Seamonster
- A Siren is luring the ship towards the cliff with her song.
- A mutiny
- One of the sailors has stolen something from the PCs.

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I'm trying to come up with a hazard and I was wondering how you determine a challenge rating for a hazard. I guess, I'd have to compare it to traps and creatures to get a good feel for a challenge rating.

The hazard is a greenish cloud of gas in a sewer. A mite alchemist has opened up shop in an abandoned warehouse directly above the sewer, and he's developed the habit of letting his alchemical waste drain into the sewer. (The mite is producing shiver for a local crimelord and has several dream spiders stashed away in his lair. This doesn't have much to do with my questions, but I wanted to give a little context.)
Inhaling the vapors can trigger a random first level spell effect. This would usually be a transmutation effect like increase person/reduce person, but it can also be something like inflict light wounds. A DC11 fortitude save is enough to resist the effect. It's not that difficult to notice the green mist, but you'd need a DC16 spellcraft check and detect magic to identify the properties of the cloud. A DC21 spellcraft check will tell you that you fire will neutralize the transmutating gases, though it's somewhat dangerous to do so. Creatures adjacent to the cloud will take 1d6 fire damage, DC11 reflex save for half.

Now based on magical traps, this should be roughly equivalent to a trap based on a first level spell and thus have a CR of 2. Does that sound right?

Another question, what are good spells to use as effects for this hazard?

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I've been playing this grappling character for a while and I'm a bit confused about some feats, class features and magic items that are supposed to help, but don't.

You see, my character has a CMB of +34 when it comes to grappling, but a CMD of 26. Most of the grapple bonii I get are on CMB, but they don't mention CMD. Am I reading this wrong? Is this an oversight by the designers? Am I going crazy?

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I'm about to start to GM Rise of the Runelords and I just read about the inevitable spoiler that happens when your players look up the Sihedron Medallion on d20pfsrd.com or hero lab. There is no way I can forbid my players to use hero lab, as one of them is completely dependent on it,
but at least I know I don't have to worry about this issue. I'll just call it a heptagram medallion and be done with it.

But I do need to know if there are other possible spoilers that I can avoid. What are your experiences?

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Hey everybody,

I was looking for a specific website that would help players choose a class. You'd simply enter the classes from the other party members and you'd get a suggestion for a class that would add something to the party.

Does anyone know where I can find this website?

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Hello everybody,

I volunteered to GM for 2 new players (probably more.) and I got an idea for and adventure involving mites and dream spiders. (And shiv.) Then I tried to find the stats for a dream spider and I could only find the old 3.5 stats. Is there a new version that has been published that I don't know of?

If not, what would be my best option to update them? I need stats for a small dream spider, a medium dream spider and a dream spider swarm.
1. Take the dream spider stats and update them. Advance them to medium according to advancement line in the statblock.
2. Take the dream spider stats and update them. Advance them to medium according to the bestiary. (Which would result in a lower CR.)
3. Just take the giant spider and give it the hallucinogenic venom of a dream spider and the dream web special ability, and then do the same for the giant crab spider. The spider swarm will get the hallucinogenic venom, but not the web. (This would be the easiest solution, and the CR be right. The swarm would be scary though.)

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I was wondering if anyone had ever made an antimagic sword. My idea is to not make a spell-in-a-can version, but just a sword that ignores all magic. It's essentially a double edged blade (sorry) though, as the wielder won't be able to use any magic on the sword. This includes enhancement bonii, spellstrike, teleportation magic and anything else you could think of.

I want to know if I should try to figure out a price for this weapon, or should I just call it a minor artifact and be done with it. I'd also like to know if this is a terrible campaign ending idea.

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Hey everybody,

Is there anyone who has experience with the eye king template? I really want to use it in an upcoming game.
I was thinking of using a large elemental with 2 wysps which would come up to a CR8 in total. The elementals have a lot of hit dice for their CR and that really helps with the eye rays. Right now my mind is set on an ice elemental with an air wysp and a water wysp. All of them would have the eye king template. The numbing cold ability would work on any of the rays of the ice elemental that have the cold descriptor.

Are there any other creatures that would work great as eye kings? What would be a good emanation for the central eye?

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The DM of my group told us that due to his unexpected (temporary) promotion he doesn't have time to prepare for DMing right now. I volunteered to take over and I'd like to convert a 4e D&D adventure for this purpose. I'm considering changing any encounter into something that fits the theme/my taste. Here's a synopsis of the plot:

The players discover a cult worshiping some kind of worm. This is mostly foreshadowing, but the players will end up disrupting the ritual in some kind of ruined keep. The players will then find themselves in the same keep, except it's no longer ruined. What happened here is that they accidently planeshifted. (Thanks to a disrupted ritual.) The demiplane contains another version of that same keep stuck in a timeloop. (Yes, like Groundhog Day.) Centuries ago, a group of Eladrin/High Elves tried to transport their keep to a demiplane to prevent a horde of proto human barbarians from attacking them. They failed as they planeshifted all the barbarians along with them and got stuck in a timeloop. Now they get to relive the destruction of their keep over and over again. Somehow, a strange worm is responsible for all of it, but the Eladrin can't reach the worm. The Eladrin made a sword that would be immune to the cycle and could end the curse by killing the worm. The sword was lost in one of the rooms under the keep. (Near the worm.)

I'm aware the adventure is very railroady. I already informed the players about that fact.
I'm aiming to keep this adventure as low level as possible, as one of the players suggested that

I want to keep the Eladrin as Elves. There's an Eladrin Witch in the first part of the adventure and I'd like her to use the Divination spell to foreshadow the second part of the adventure. This means I need a cryptic rhyme. So far I know that I'll have to refer to the sword as a double edged blade. (It lifts the curse for everybody near it, which means if you die near the blade, you don't return in the next cycle.)

I like the image of the worm as the cultist are using an Ouroboros like symbol to represent both the worm and the timeloop. (Though the cultists don't know this. And yes, more foreshadowing.) I need some suggestions for worm-like creatures that are at least large. Any kind of worm, snake or dragon would fit.

I don't like the barbarians. I think at some point they would stop fighting and start working together with the Eladrin. This means I need something to replace them with. In this case I'd need something that you just can't negotiate with. I was thinking of either Qlippoths or Daemons as they seem crazy enough to deal with this. There are probably other options out there, so I'd appreciate any suggestions.

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Suppose you'd throw out your detailed map of the world. Instead you say there's a forest near a village and you come up with a few plot hooks.
- Kobolds are raiding nearby farms.
- A bunch of mites have kidnapped a child.
- People have dissappeared in the forest.
- Zombies covered in strange plants walk around the forest.
- A star fell down and landed in the forest.
Instead of placing all locations on a map, you could just make a list of random encounters and let your players explore by trial and error. In my example they could run into a bunch of kobolds, mites or yellow musk zombies. They could also stumble onto tracks of various creatures as I don't think random encounters have to be limited to combat encounters. In other words, I prefer to tell my players that they see a couple of bunnies playing in the meadow over "there's no random encounter". The party could use perception to find tracks and survival to track down opponents. It might require an expanded random encounters table, but I think it is a better way to explore a region than roll a perception check to find the entrance to the dungeon.

I suppose you could call this a lazy GM's map? Has anyone used this method in actual play?

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Aren't they supposed to be Lemures?

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I'm working on a short adventure involving Ogrekin. Naturally, I want to have a kitchen scene with an Ogrekin stirring some strange concoction in a big cauldron. Now I'm starting to wonder which class could add some crunch to the fluff, so to speak. I know there are some hexes that would work for a Witch, but I'd need a level 10 Witch for that, and I was aiming for an average party level of 3. Is there anything else I could use?

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Sure, I get that they're evil. I don't understand the lawful part, aside from the fact that kytons were lawful evil in D&D. The only thing that's lawful about them would be striving for perfection, but that's more of a compulsion than anything else. (They're anorexic artists with surgical precision.) They remind me more of the Derro than anything else and Derro are Chaotic Evil. Fleeing from the devils doesn't seem that lawful either. So can anyone tell me what I'm missing?

Another question: As far as I can tell, Kytons don't go through the regular transformation from petitioner to stronger outsider. (Except for followers of Zon-Kuthon probably.) There's no such thing as shadow petitioners in the Bestiaries. Instead, some Kytons are implied to have the ability to transform a mortal directly into a Kyton. (The only Kyton that actually has this ability is the Apostle Kyton though.) Am I correct in this assumption that most Kytons are transformed mortals?

My headcannon has one-eyed spellcasters running around with Augur familiars that they created by themselves using their own eye and a piece of their soul. Kyton-Spawn tieflings are mortals who are in the process of transforming into a Tiefling.

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2 people marked this as FAQ candidate.

I was looking at the Outer Channeler and this little bit caught my eye:

"Spirits: Ayngavhaul (archmage), cornugon (champion), deimavigga (hierophant), erinyes (champion), hamatula (guardian), and osyluth (trickster)."

Is this a mistake? Shouldn't one of the champion spirits be the marshall spirit instead?

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Hello everyone,

I'm shamelessly going to plug the gofundme campaign of a friend. The good news is that my buddy Ryan got accepted into Cambridge. The bad news is that he can't afford his tuition. I realize that these are hard times right now, mostly because GenCon is happening and we're all throwing our money at every gaming company that is publishing something for this joyous occasion, but I'd still like to ask if there are people out there who are willing to share an amount of money that they won't miss to help make this young man's dream come true. Sharing this on social media will also be greatly appreciated.

Here's a video on the subject made by Ryan's boyfriend.

Feel free to post in this thread to keep it visible. As we aren't alowed to turn this into a political thing you can't complain about your student loans, but feel free to brag.
And I understand completely if you'd rather spend your money on the Kickstarter for Bones 4 even though you haven't started painting the first 3 sets.

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So at the end of book 2 of Way of the Wicked my character died fighting somebody we shouldn't have been fighting in the first place. (The GM baited us into fighting him in exchange for a mythic tier.) Obviously, I need a new character. I'd like to get some advice before I make another bad decision.

Now one of the problems is that the story doesn't appeal that much to me. As a GM I love a great villain. As a player in this campaign it's a bit harder because so far we weren't playing great villains. We were playing henchmen. There's not much motivation beyond revenge on the world and the Big Bad Good Guys aren't enough motivation for me. I suppose the motivation should be that they're trying to stop us but they don't feel like good antagonists to me.

The party is made up of a Ranger, Sorcerer and Summoner. There's also an Alchemist cohort as support.

I think an Oracle with the Battle mystery would fit the party pretty good. Reach Oracle would be pretty effective and if I go for human I would get a pretty good favored class bonus. It's a build that would be fun to play in combat.

Now I tend to start building from a roleplaying concept. I don't have a concept for my Oracle. I do have two other concepts but I've yet to figure out what kind of build I should make for them.

The first is an Elf who has escaped the saltmines and where he has been imprisoned for most of his life. He's out to get revenge on everyone in the world. This one seems motivated to me, but he doesn't sound like a team player.

The second is a scholar who believes that every deity is a tyrant. (When a mortal dies its soul travels to the great beyond to be mind whiped, serve a deity and eventually become a powerful outsider who fights on behalf of his deity against powerful outsiders of other deities, thereby losing his freedom.) The people of Talingarde don't like his theories so he just decided to join the church of Asmodeus for his own safety.

I'm allowed to use Spheres of Power but it seems a bit broken if you know what you're doing. I've already played a Shifter possessed by an Erinyes, but that build and character was a bit bland and not very effective.

Epic fantasy purchase method for ability scores. 1 campaign trait, 1 special training trait and 1 other trait. 1 mythic tier. Wealth by level (10). 2 extra skill points/level.

Edit: I had a third concept of a Pei Zin Practitioner with the Life mystery. He was granted his power by Mitra but he hates it since he never asked for it. He decides to follow Asmodeus instead. This seems to fit well with my second concept.

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I was wondering in which kind of bat a werebat can transform into. According to the bestiary:

"Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A lycanthrope's hybrid form is the same size as the base animal or the base creature, whichever is larger."

A Dire Bat is large, while a Bat is diminutive. The hybrid form of a werebat is medium... So unless there is another kind of bat, Bestiary 4 is wrong?

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I just read the Ruby Phoenix Tournament and I love it. I've also got Academy of Secrets, but I was wondering if there are any other similar modules? I like the idea of a team that travels the world to participate in all kinds of tournaments just to win great prizes.

Spoiler:
Test of the Starstone would be the grand finale.

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I just had an idea for an adventure involving two dragons vying with each other for the chance to mate with the third dragon. Now this idea raised all sorts of questions, so I once again come to these boards for help.

As I dislike true dragons, I'm assuming homemade dragons with unique appearances and powers. Their offspring would be a weird mix of both parents, with some unique traits.

- What would a dragon want from a potential mate? Is being the strongest important to guarantee strong offspring, or is having a big hoard the deciding factor? This is important as it affects the behaviour of the dragons during mating season. (Displays of violence or displays of wealth.)
- I'd expect a combination of 2 males for 1 female mate, as 1 male could simply impregnate multiple females. (Depending on a dragon's sex drive, ofcourse.) The problem with this is that it's a sexist stereotype. (Both are actually, but I'm considering the first example.) Now I could make the dragons less intelligent and describe it as instinctive, take love out of the equation so it's an informed decision or I could invert the trope by letting the male dragon raise the wyrmlings. If all else fails I could say one of the dragons is gay, but that would take more consideration.
- I'm imagining 3 dragons, but would it be plausible to substitute an outsider? I like the idea of half-fiend wyrmlings/half-dragon fiends.
- How big should a dragons territory be if a dragon would be large?
- Is there something else I'm missings? Articles on dragon mating rituals, or mating rituals/gender roles in general?

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Hey everybody,

I was wondering if there is some kind of archetype for the cleric that gives it some inquisitor abilities. My party is in dire need of a cleric, but I'm actually more interested in playing an Inquisitor. The best I can come up with right now is VMC and an inquisition instead of a domain.

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I'm working on a new campaign/setting where the gods were killed by... Uhm, someone? Okay, so I'm still filling in the blanks. So far I have 2 contestants that both fit pretty well.

The Asuras: Lawful evil outsiders who were rejected by the gods. The fact that they want to unmake the cosmos fits well with the campaign, as the universe is already dying.
The Titans: Chaotic evil outsiders that rebelled against the gods. The planar leap ability of the hekatonkheires fits really well with the story and cosmology for this campaign. Being cast out to the farthest reaches of the multiverse also fits well.

My knowledge of Pathfinder monsters isn't complete so are there any other monsters that I may have missed? My criteria are:
- They live beyond the planes, or at least the ones that are recognized as part of the multiverse. Being banished to any kind of inhospitable area will do.
- They have a grudge against the gods, and everything that was created by the gods.

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This seems to be linked to Gambler's Quest, the first (Actually second.) module in this serie. Are there any other modules with a connection to Gambler's Quest?

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For the purpose of Animate Objects, what size would a 50 ft. rope be?

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I just remembered a vague idea for a strange adventure: The PCs will be roaming around in what seems to be a mansion, except that the rooms make no sense, and keep changing around everytime they close a door.

And that's about it. Yeah, I know it's not much. There's just so much prep work if I want to write a story before Halloween though, so I was hoping I could get some advice.

Main problems:
- No plot. Sure, the PCs could just wake up in one of the rooms and start to explore, but I want more than that.
- I don't have much ideas for rooms yet. Any suggestions are welcome though.
- Not sure on challenge ratings. I do want to include a Vargouille and perhaps a Mimic. (I'm not afraid of using templates if I have to.)
- What do I do if the players get separated?

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I'm working on a clan of time dragon descended kobolds and I was wondering if I'm missing any source of dragony goodness. Here's what I've found so far.

- Outer Dragon Blood trait. I'm gonna ignore this crap and use [cold] for any resistance and [electricity] breath weapons, bloodline stuff, etc.
- Kobold feats from Advanced Race Guide
- Sorcerer bloodline
- Bloodrager bloodline
- Blood Arcanist archetype
- Draconic Blood rage powers
- Eldritch Scion archetype
- Eldritch Heritage feats

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Is there anybody else who likes to challenge his friends with a oneshot adventure every now and then? I came up with this simple idea of throwing encounters of increasing levels at the players, but I haven't gotten much beyond that yet. Still, I'd like to know if anybody else runs an occasional "Contest of Champions", and what their rules are.

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I'm writing a short adventure and as a way to introduce the party I'd like to start with a big boss battle. The idea behind this is that the partymembers have been adventuring together for some time, though the details don't really matter. The big boss doesn't have anything to do with the story, he's just there to provide a cinematic beginning for the adventure. (And maybe some treasure, to make up for later encounters without loot.)

Storywise though, they've just roamed through a swamp or forest, crawled into a dungeon, went toe to toe with some minions, walked into a couple of traps, etc., before walking into a dragon or something. (Let's make it a dragon. That should be a good introduction.) Should I start the players with less than their normal resources (HP, spell slots, stamina points, etc.) or should I just allow them to nova the boss. (But make it CR = party level +3) And should I limit the amount of buffs they've cast pre battle? (Say an x number of rounds.)

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So I caught a player redhanded. Now he claims he only wanted to help by listing all the loot. What he did was copy paste all of the loot from the module we nearly finished. I figured it out when he added loot from encounters they've missed.

I'm a little bit pissed and dissapointed about this. He claims that he only looked at the loot and that he asked me for permission. (I think I'd remember a thing like that, but we were playing through Skype so I could have missed it.)

So what should I do? I think I have 3 options.
1. Boot the player from my campaign. Players are scarce around here though.
2. Change every important detail for the remainder of the campaign. Lot of work for a prewritten campaign.
3. Write my own campaign. A lot more work, but it might be more enjoyable in the end.

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Hey everybody, since our regular GM doesn't have the time to GM for the next month or so, I'm going to GM a short session for the other players so we don't get any withdrawal symptoms. I was thinking of a short adventure that could be played in one night with a dragon as the BBEG. I was thinking of something mid-level, and that's where my inspiration stops...

Which means I have to once again call upon the community to help me figure out if there is any premade adventure that would fit that description. Any suggestions are welcome.

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I was looking into the Simple Monster Creation rules in Pathfinder Unchained and I realized that looking through all those pages wasn't simple enough for me. Is there any way to create a simple monsters with just the click of a button? I checked Hero Lab, but they don't seem to have gotten that far yet.

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Mount? (Communal and the regular version.)

Yeah, maybe not the best spell ever but if you've ever read 101 uses for the mount spell you know that there's versatility in this one spell. Keep in mind that summoned creatures disappear when they drop to 0 hp, and that they must be summoned on a surface that can support them.

So this is what I've found so far.
- Augment summoning could be handy in keeping your horses healthy.
- So could the bloodline arcana from the abbysal bloodline.
- Handle animal and ride are a must, along with the mounted combat feat.
- Halfling with the outrider alternate racial trait is a possibility, but a human with the focused study alternate racial trait is better at level 8, and even more so at level 10.
- Focused mind is a trait that would help with casting from horseback, but magical lineage would be great with the right metamagic feat.
- The savanna child trait gives a nice bonus to either handle animal or ride.

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I'm working on what seems to be a megadungeon, and I need some ideas for the sewer level. PCs are expected to be first level when they enter.

So far I've got an encounter with a Lacedon that pulls one of the PCs into the water and tries to grapple him/her underwater. Other encounters could be made up of rats, a young otyugh and a blind albino alligator.

I need an encounter that provides a hook for the players though. I'm thinking of something simple like a missing or kidnapped child. A lycanthrope would be a nice encounter, but a wererat would be a bit cliche, so I was thinking of something like a werecrocodile. Now I think a werecrocodile would be too strong if I add in his pet crocodile. Are there any other lycanthropes that could live in the sewer? I'm thinking CR2 with a CR1/2 pet.

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I have an idea for a villain, and I was just wondering if his grand plan is at all possible under Pathfinder rules. His ambition is simple, to build a new universe so that he can rule over it as the god he imagines he is meant to be. He starts by building his own demiplane and expanding it to the point where the old universe starts falling apart.

That's where the heroes come in as they try to stop the godling and his crazy cult following.

So yeah, that's the crazy synopsis. I guess the problem would be to make it believable. Or in other words, I want to use every possible rule before using GM fiat.

One of the main problems would be that the gods themselves would stop him way before he can finish his plans. That is, if they are at all interested in the entire universe. (I came to the conclusion that the reason gods need worshippers is that they need outsiders to fight in their armies. According to the great wheel cosmology at least. There might be multiple universes or material planes out there though. Who knows?)

The other problem would be that the aspiring god would need a lot of diamant dust to create his demiplane. I'm not sure how he could aquire such quantities, except maybe for mines on the elemental plane of earth.

So now I need to envision what both the old and the new universe would look like. I'm imagining the old universe as pretty standard, while the new one should make maximum use of Greater Create Demiplane. I also need to figure out what the effects are of building a new universe inside another universe. Demiplanes are build on either the ethereal plane or the astral plane, so I suppose spells like Blink or Ethereal Jaunt could start to fail as the ethereal plane starts to collapse. Hinting to the players that the stars are slowly drifting from there usual place in the sky because something is warping space would definitely be cool.

Can anyone help me with suggestions where to go from here? I need some suggestions to jumpstart my brain.

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I'm working on this big dungeon, and as I'm writing encounters I realize that I added a recurring theme. So far, I've come up with 4 big bad demigods worshipped by one group or another.
The first I came up with was a Mythic Elder Fire Elemental that was trapped in a prison made of ice that never melts. The second was a Mythic Theletos trapped in a tesseract by the Modrons it tried to liberate and the Proteans it tried to enslave. The third is a Time Dragon Wyrmling that is worshipped by a kobold tribe and the last is Half-Fiend Dinosaur in an underground jungle that is worshipped by a group of Weredinosaurs that occasionally sacrifice other humanoids.

So yeah, I like the theme. It goes back to Greyhawk with Zuggtmoy and Tharizdun being imprisoned in their own temples. The problem is that this may be a bit too much. Although there are only 2 true demigods, I feel I should focus on other tropes a bit more.

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In Golarion creating undead is an evil act because you take a person's soul and trap it in its body and keep him away from the afterlife. (Or stop the party from raising a fallen partymember.) What I didn't realize until now is that undead are almost always evil and by that logic, their mangled and tortured souls would end up in the lower planes once they get slain.

Is this true? Can you shift someone's alignment to evil after they passed away by turning them into zombies?

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I was browsing through the bestiaries for some inspiration for a dungeon idea I had and I stumbled across the Time Dragon.

It was love at first sight.

Now let me start at the beginning. The dungeon idea I had is a 20 level dungeon with the heroes advancing each time they finish a level. So when I saw the time dragon I knew it was too perfect an opportunity to pass up.
The poorly produced plot: At some point in the dungeon the players will run into a Wyrmling Time Dragon (and some purple kobolds), almost beat him to death and then let him escape with his life. The Wyrmling bottles it up for 1200 years and then decides to take his revenge by using his new ability to TIMETRAVEL TO ANY POINT IN TIME.
Arriving in the past with some henchman (probably including his purple half-dragon kobold offspring.) he begins to lay the groundwork for his plan and builds a lair on the 20th floor of the dungeon.

Well, that's the basic idea, now for the problems that i might need some help with.
I'm gonna use the temporal causality loop theory where you can't alter time. This basically means that the Great Wyrm Time Dragon could have build the entire dungeon and that the purple kobolds taking care of the Wyrmling are his offspring, even though that idea makes your head hurt.

One problem is that the players might kill the Wyrmling. I'm gonna try to avoid that by giving the Wyrmling extra hitpoints through Toughness and Diehard as Time Dragons are immune to the staggered condition. They are also pretty fast, so getting away shouldn't be much trouble. That's 3 feats for 25 hp though, so I'm not sure about this. Diehard does seem like the best way to get something out of his immunity though.

Another problem is his alignment. I'm a bit stumped here because Time Dragons are Neutral. They don't seem to be BBEG material aside from being very powerful dragons. I need at least an excuse for him to attack the party (if they don't attack him.) or an excuse for him to be Evil.


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