My 5 players are over recommended level and have companions and now cohorts are coming into play so I will definitely start using this excellent resource! I did not realise that quest XP should have been split until reading this.
One small fix - Kundal should have 40 ft speed in hybrid form and 60 only in animal form. It's wrong in the AP too, error was carried.
These are great! Royalty-free I assume? I just want to keep within Community Use Policy and have spent so much time on mapmaking.
If you want the Temple of the Elk, I have one drawn up that I'm willing to share. Far lower quality, of course.
When it comes to the Stag Lord's fort though, because you can see through to the lower floor, I found it much more satisfying to include the top floor as another layer with a semi-transparent shadow over the bottom storey. Tokens on the lower floor were still visible, though in shadow or partly obscured.
I'd hate to beg for free stuff, but have you drawn up more than the first 2 books?
Be a gnome; get a +2.
Try find a way to get Cha to Will saves. I also recommend Sorcerer so you can keep your anti-illusion spells as spells known rather than preparing them and not using them.
Or if you stick with Wisdom as a high stat, swap regular gnome magic for Fell Magic. You can play as a gnome outcast or cynic who just hates illusions with a passion.
In the Nightglass tale, Kuthite clerics are shown to study, perform rituals and torture (iirc, or maybe be tortured). That process forms both arcane and divine casters as the protagonist becomes a wizard and others become clerics or multi-classed. That seems to agree with everyone saying you need both study and faith in the Golarion setting.
You could also look to real-world religions as the original inspiration for the class. Some require study, others rituals, and others still just faith. It's up to the setting and GM in the end.
I would love to see ship sizes on a separate chart to what is currently used for monsters, but remains compatible. So no exponential penalty to AC, but rather a linear progression dependant on the total volume(?) of the ship. Size bonus to hit shouldn't apply to ship's weapons though.
Somewhat related to the issues previously mentioned (top of page 2) of magic creating perpetual motion and disobeying mechanics.
I also vote for customization. Minmaxers still have a "min" that can overcome them.
For everyone saying that's too complex: it gets done once or twice per campaign. It's well worth the effort.
Let's say for arguments sake I have an archetype that swaps out or alters bardic knowledge (eg. Battle Scion). So I can't just roll any skill. Hence the necessity for a library.
The skald gets the little advantage that this is specified:
...instead of spending the normal amount of time...
Which lets him shorten the 1d4 hours of research to a standard action.
I guess the question is, is this time saving technique correct by RAW?
...and immediately knows everything.
Since research in a library normally takes 1d4 hours, but a Skald 7 has Lore Master, not only can s/he take 20, but it takes only a standard action! It's not even Dewey mastery, the skald walks in, breathes the must and says "yep, a Balor can cut your head off really easily" or some other high-level factoid. Here's the kicker, because it's a library he doesn't even have ranks in Knowledge (planes)!
Spell Kenning. Where do I begin?! How do these barbaric bard wannabes have the ability Bards should have had? Just so wrong to think the more cosmopolitan, wide-ranging, wandering minstrel has no such (other than Arrowsong's Lament, the new masterpiece from Arcane Anthology, which is very nice but no access to Cleric spells...) class ability.
Because vikings pillage and steal, spells included.
I thought I would add to the Amplified Rage shenanigans, in Ultimate Intrigue there's now an archetype called the Battle Scion who grants teamwork feats. But it requires prerequisites, so they have to be orcs too. Does it also require them to have the Rage class feature as well? I guess it's excellent if you're leading a party of orc barbs (throw in a rage prophet for balance), but otherwise not...
I stumbled across the Detective Bard archetype which would cover arcane (non-damage) spells as well as cover the ability to disable all traps. Should be able to stat up a character by tomorrow.
Searching "Teamwork" on d20pfsrd and filtering by class has a ton of excellent results.
EDIT: Or a Battle Scion skald, which doesn't have trapfinding but seems more useful in a melee-focused party. And actually gain free Teamwork feats, unlike the Detective.
Since you're still asking, I'd like to express further interest. This is something I've wanted to try for a while; a SWAT-esque party for PFS and putting the teamwork feats to good use. I'm surprised how many feats there are, considering they aren't picked that often in PFS. Could even turn out that they are off the rails and have to be reined in.
I have played PFS and PbP, but not on this board yet.
I'm happy to create a new PFS character, whatever is needed. It seems that a Wizard was wanted in the early portion of the thread. I've only built two magi before, one saw play, and an arcane trickster with little play. Wizard has the advantage of Bonus MM Feats and I think I would go for counterspelling, with more of a spread in stats. Opinions on schools?
As for feats, Bonded Mind is a very nice find, I've wanted to try Escape Route as well, and skimming the list there are some nice ones for casters, helping concentration and combining casting.
I honestly thought it would be a less subjective method to get a feel for power level in PF, but it seems just as useless as other comparisons. Especially for the two examples I gave.
Perhaps some more tame classic heroes? Odysseus, Perseus, the Fellowship of the Ring, etc?
And the heroes of myth would, of course, be the survivors of their encounters. Nobody mentions those who died.
Orfamay Quest wrote:
What about the characters that do have to use those rules, at least as a guideline? Does Drizzt level at the same rate as everyone? Settings like FR, Dragonlance, other stuff I also haven't gotten around to reading?
Every so often you find threads of Make X in Pathfinder or What level is Y? What if there was some different way of equating the real world with PF mechanics to make you experience more grounded?
I thought, the classic heroes in literature keep killing monsters and they should be gaining XP. How much XP have such characters earned and has their power become greater as a result? Do they go on to face CR appropriate enemies?
I am not such an avid reader myself, so I come to these forums, to request XP gains of characters as varied from Hercules to Harry Potter and opinions on this system of judging characters.
To simulate a dragon's obsession with wealth, I would recommend a hoard mechanic that ties some kind of progression to how valuable the hoard is. You could tie it to level, just like Wealth by Level but in reverse, or tie it to either their size and age progression or their spellcasting or some other reward like bonus feats or Leadership score. (Personally I would progress a casting class by XP gain, traditionally sorcerer but any class will do.) So you have multiple progression streams and the players have to balance/optimize them.
I haven't read the Book of Drakes, but the Dragon Companion Handbook balances all the colours and types of dragon, including Imperial and Outer dragons. It's designed for use as an animal companion or cohort, but has a perfectly usable class progression for PC's. It also has dragon feats that unlock abilities dragons normally get.
As for gear, I haven't play tested this extensively, but I doubt already very powerful dragons need it. So many natural weapons, plus breath, makes me a sad GM.
PS. Food for thought: Grey Dragons (assuming the default PF setting)
I figured it out!
People have mentioned grabbing *something* with the free hand. This opens up the possibility of combat maneuvers! Stealing, Disarm and wield their weapon, grappling. The last is probably the best, because you have your one handed weapon right there, ready to use. I shall call it Grab and Stab!
As for a static benefit just for having one weapon, I would vote against it. Just wait for Duelist PrC levels.
I am the GM of a newly starting Skull and Shackles campaign. One player was interested in playing a mad scientist kind of character, but also wanted to be a necromancer. I suggested Vivisectionist or Reanimator, but they weren't good enough at necromancy so we settled on the Undead Lord archetype. I'm not sure how we found Haagenti after that, considering he isn't a death domain deity... I allowed it for now, and I really like the deity.
The current build has 16 Int but only 13 Wis and 8 Cha, pretty bad for a cleric, dire for a necromancer. I've seen the unchained multiclassing rules and currently I think that's the only way to save the concept...
Are there any other alchemy-themed archetypes or domains for a cleric? Or is there a feat tree that would keep the mad science theme? Is brew potion the only thing required? Or would Technologist possibly work as well?
Or should I suggest a different deity?
I noticed on the PRD that if you go to the Ultimate Campaign section, then into the Character Background subsection, then any of its subsections and navigate back using the Breadcrumb Trail to go back to Character background, the link takes you to the non-existent ultimateEquipment/characterBackground.shtml instead of ultimateCampaign.
Dot. This is the best alignment discussion thread. The counter intuitive, downright hypocrisy in the PF setting is what makes it great. I am super curious as to what Liz removed.
One could start a whole series of threads on god alignments. The best answer is alignment "is more what you call guidelines, than actual rules." (this should carry over to alignment dependent spells, etc. IMO)
If I had strongly worshiped Zon-Kuthon and truly believed that my enemies deserved every del of pain I inflict upon them as written on page 212 of the Umbral Leaves, I will do so. If I have a sudden change of heart and faith and no longer feel it nice to cause bleed, I would stop since I don't believe in page 212 of the Leaves.
Also applies to: if I believed in Desna and changed to think more greedy; that I myself deserve the crits I earn.
It's a bit of a flimsy argument, but I'm one of those that also think morale bonuses are exactly what it says on the tin, despite its source.
Let's say that my DM or the deity my character worships grants me a summon-able monster that can cast Antimagic Field. It casts AF on itself, but being a summoned creature it blinks out? Can it move or take actions? Can it even take the free action to dispel its own field?
That brings me to another more applicable question. Many of the higher CR monsters on the list have Dispel Magic and Banishment. If they are fed up with the summoner can they cast it on themselves?
Suddenly roads become the best choice to boost your economy. Sounds realistic. Oases become extremely valuable.
Bonus cred: do it in the Mana Wastes, it keeps monsters relevant at higher levels, and has an excellent delicate political situation. To me, it seems like the best choice to keep the power progression in line with the increasing tension as the kingdom expands.
The end product is a "+1 Wounding/+1 Wounding Orc Double Axe". The bonuses are taken up by the enhancement.
Maximum of +10 for enhancement(i.e. hit and damage) and Special Abilities, and a maximum of +5 for just enhancement.
Minimum of +1 enhancement if a special ability is added (as mentioned before).
This is my first attempt at creating a custom magic item. The characters were lacking vital knowledge skills, so I am handing them a few of these items if they can find them.
The way I priced it was using magic item creation rules, Skill Bonus (1^2)x100. Then multiply by 2 for No Space Limitation, 200gp. Add on the single use of Hold Person (but with diminished effect), 200+300 = 500gp.
Is it balanced? Too complex? Too cheap? Out of line with the setting information about Abadar and his church?
Abadarian Intensive Teaching Tome
Aura weak divination, transmutation and enchantment; CL 3rd
This thick, clasped tome has a variety of beneficial and runes bordering the cover and every page. The clasp has a lock and a gold plated key shaped like Abadar’s symbol is embedded on the cover. The book is filled with small text and diagrams of condensed study material on a specific topic (one knowledge skill chosen by GM).
A character who reads the book for 1 hour must make a Will save (DC 11 plus one for every 4 consecutive hours of reading, negates) or become completely rapt in learning and thought. This study is to the exclusion of all else, even biological needs including but not limited to eating, drinking and sleeping, and also to damage until unconscious. The character is considered cowering and fascinated(except for purposes of breaking fascination through mundane means) but not helpless.
After 48 hours total of reading the book, the reader receives a rank in the prescribed knowledge skill, if they had no ranks in it before. The spell effect ends and the Tome loses its ability and becomes an ordinary textbook on the topic worth 20 gp.
Craft Wondrous Item, Guidance, Hold Person; Cost 250gp
Priests of Abadar sometimes craft these readily enchantable books when they must teach a student quickly before an important quest or simply when they become impatient. Students open their minds and subject themselves to the arduous ritual and are never forced within the church. On occasion a small study is used for multiple students under the eye of a church guard. Very few copies make it out of the church but the goods aren't considered dangerous enough to pursue on charges greater than petty theft.
Thanks Dustin for considering my suggestions and answering. I hope to see an adventure log someday if you decide to release one publicly. The Halberd idea came from the Vatican City's guard itself, if you're not familiar with the Swiss Guard.
When the rules say "do not kill" and you decide to kill, what difference does it make?
I once read a wiki article about a battle, not sure when or where (early HRE?), in which bishops fought alongside soldiers. Also they won despite being outnumbered AND surrounded.
I was planning to go a step further for a 13th century campaign and make full blown archetypes for each. I think Spontaneous Casting would detract from the historical Earth setting, and decided to replace it with abilities like Spontaneous Domain (when praying to a different patron saint to prepare spells) or Extra Domain (when your religion has too many gods) or Barbarian Rage (e.g. for the Norse).
I agree with Zouron that the Catholics should use the longsword. Or, since this is WAY post crusades, think of the Swiss Guard and Halberds. Yeah, that's much better! HALBERDS!
For the Protestants, I have always viewed them as late-to-the-party, historically, so consider a Musket or other firearm. I assume they will be commonplace in the setting, considering its time frame.
Is the longsword the best you could choose for Buddhists? A personal favorite of mine is the Monk's Spade and Wikipedia backs me up (best reference). Many other Eastern weapons could do.
Also, consider giving the Hindus proficiency with the Chakram. A cursory reading shows it to actually be Vishnu's favored weapon.
Now, I need to sate my curiosity, and ask some things I am having troubles deciding on in my own setting.
How are you dealing with planes? Do the deities share a planar space per pantheon (God and Satan warring on the same plane), or do similar aligned deities share a plane (Odin in LN sitting with Zeus, where Hel and Hades share NE)?
How are you dealing with ancient religions? Greek, Roman, Egyptian, Norse, Pagan, Babylonian?
Is reverence of nature connected with deities for druids?
How are you dealing with branches of a religion both receiving divine power, even when at war with each other (this is obviously a question that will come up in game)?
I assumed that the Tricky Spells ability of the arcane trickster PrC was exactly for the purpose of casting while stealthed and remaining undetected, but it does not specify whether or not it is detectable by default.
On an unrelated note, I have exactly this issue with a stealthy psion I GM who doesn't move in order to cast. I assume he can get away with it until he comes across enemies with blindsight and lifesense.
I'm trying to create a historical campaign setting, 13-14 century, and I got a flash of inspiration about dragons. To explain their rarity and behaviour, but still give PCs enough unique opponents to "grind" I though that one of the genders of dragons be very rare (relative to the already rare dragons). But I'm torn about which gender to be the single alpha.
A single female dragon could lay a clutch of eggs and give males a reason to travel. In human terms, female intelligence is higher (or at least, psychologically less brutish) and thus be able to talk and cast spells.
A single male dragon give female dragons a reason to roost for long periods of time and reinforces the patriarchy of the time.
So my question is this; is there any real world evidence for gender dominance in reptiles or dinosaurs or crocodiles? I can't find much info and hopefully this post will do more than just ask, but give other people a hook for their settings as well.
As I understand it, shadow clone, as per mirror image, creates images in your square, performing the same actions you do. Now the swarming rule for ratfolk states that when 2 ratfolk share a space and attack(which the clone is technically doing), they count as flanking! So a ratfolk ninja is now able to sneak attack due to having flanking from his shadow clones! After all, the enemy thinks he's facing more than one rat.
At the moment I'm ruling a will save each attack to disbelieve at 10+cha+ninja level+spell level, i.e. the save for any spellcasting class' spell.
I'm surprised I couldn't find any threads in this, I feel like I'm missing something obvious, or my player is a genius where nobody has noticed this before.
I'm gonna resurrect this post, 'cos I wanted to build something similar.