Ok, let's now considera reverse situation: The PCs have met a group of lamia matriarchs. The PCs can reasonably guess that the lamias work for the BBEG they are after. However, using their surprise round, the lamias use their charm abilities and charm some of the PCs (let's assume that some of them made their saves). The lamias will try to avoid fighting, instead trying to calm the PCs down and get a chance to charm everyone. They'll defend themselves, but fight back only if they figure out they need to use force to put the PCs down. Even then they'd prefer to capture PCs alive rather than kill them.
The charmed PCs see that their lamia friend appeared with a bunch of other lamias that they had believed to be enemies. On top of that they ask to PCs to clam down and not to fight. At the same time, the PCs that avoided being charmed may start attacking these lamias, claiming that they try to charm them.
What kind of checks should be made in order to determine what the charmed PCs can do? They shouldn't be able to attack the lamia that charmed them, if they are not attacked, but can they attack the other lamias even if their lamia friend tells them not to?
Just for additional context, I made clear to the players that every tactic they use is also a tactic their opponents can use, if something is allowed for players, it's also allowed for monsters - and these players have already used the charming monsters as a strategy before.
Charm spells make tha target to consider only the caster their trusted friend and ally; it doesn't include caster's allies, right?
Let's consider this situation: a PC wizard charmes an ogre, the ogre instantly considers the wizard a friend, but he still sees other PCs as enemies; because of that he would still attack other PCs, and a Charisma check would be necessary to convince him to let them go (as this isn't something he'd ordinarily do); is that correct?
Second question: Charm Person also says that the target perceives the caster's words and actions in the most favorable way; does it work like as automatic succes in Bluff? For example if the aforementioned wizard tells the ogre that other PCs are also friendly towards the ogre, would the ogre believe automatically (because of the charm he wouldn't consider his friendly wizard lying), or would Bluff be required (because it's still a lie)?
As a GM you\re not bound by such triffles, you're allowed to create your own monsters in any way you want, and the templates are only there to help you. For the sake of lore-consitency you may want to make the cases where "inherited" template is gained to be rare, but I'm pretty sure about some curses from a demon lord that made someone a natural lycantrope and other similar cases, to gaining "inherited" templete is not unprecedented, it should be a rare occurence that resulted from unique circumstances, not something that PCs may hope to recreate.
Gnomes of Golarion, p. 25 wrote:
Core Rulebook, p. 51 wrote:
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Being a bleachling creates an effect like druid's timeless body, and that protects from penalties, but doesn't stop the death from old age.
Does the Dimensional Anchor cast during the calling of an outsider only prevents its escape, or would it also block the attempts to get rid of it with spells like Dismissal, Banishment and Plane Shift, cast by someone else? For example, if the would-be binder failed to bind the outsider at the first try and wants to send the outsider back before it gets another chance to free itself, can he do it?
I'll join the thread with a related question:
Can I use disguise self to add features that are normally not present in the creature of the type that I'm disguising as? For example, let's say I'm a human. Can I look like a human with small horns, or six fingers, or glowing eyes? Or I am only limited to forms and appearances that are normal for the races of humanoid type?
Ok, I got a bet picture of what you want now.
Assuming the players don't know this already, I would start with presenting the main races and their general position in the world:
Then you have the recent history, from the death of Aroden until now. While it may be fun to understand the older history, it's not really necessary to live in the current world, and by delving into it too much you can spoil some adventures.
Now, if the players get interested in any particular region, feel free to describe it as much as you feel is right; you can stress out that the countries are diverse and follow many tropes that can be found in fantasy, so if the players are looking for something specific, there's a chance that it exists within this setting. I wouldn't deem necessary to push the detailed stories of each region onto your players if they are not interested in this at the moment; if in the future they will be creating an exotic character, or you'll play an adventure in a different region, you can get back to it, and provide them with the necessary information.
Oli Ironbar wrote:
This could be a fun point to start writing a local mythology on what had happened in Thassilon.
There's an evidence in lore that people have misconceptions about the past, for example, most people believeing that Sandpoint's Old Light was a lighthouse (not being aware that in times of Thassilon, the coastline was in a different place). And another Thassilonian ruin in Sandpoint Hinterlands is known as the Wisher's Well, the name obviously having nothing to do with its original purpose.
If we're talking about character knowledge, I don't really think that common people from outside of Ustalav and Lastwall would even know anything about the Whispering Tyrant. After all, he was defeated happened almost 900 years ago, and the education in the pre-modern society was abysmal. Someone who doesn't have a single rank in Knowledge (history) wouldn't know about anything that is not related to him personally or the society he lives in.
For example, the common people in Varisia, that would be aware of ancient monuments dotting the land, don't necessarily know the name "Thassilon".
The players should know as much as they need to make a character fitting the setting. You should advise them during the character creation and provide them the information or books that may be useful.
The Rise of Runelords doesn't take you away from Varisia, so you don't really need to develop other regions, unless the players want to create a character that would make more sense if he originated from these other regions rather than Varisia. They should know that Varisia is a frontier region, and there are more advanced societies to the south, but unless they backstory is connected to them, they don't really need the knowledge of them.
Similarly with the history; even the death of Aroden didn't afect Varisia much, except that it caused Cheliax to stop organized settlement and allowed for more independent societies like Magniamr and Sandpoint to appear. If the players are interested in that stuff, you can share with them all recent history, but I don't think it's going to affect the game much. For the earlier history, I feel they should know them only if they want to make their character a scholar or other expert, as it may ruin some plots in their future games. Though it depends on how well they can separate IC and OOC knowledge.
You can obviously keep some plot points hidden. Rise of Runelords deals a lot with the Thassilon, so they shouldn't read about its history beforehand, but discover new information as they follow the plot. In this case the player should know only as much as the character: that there was an ancient civilization in Varisia, but all that is left are some ruins and the stories of Varisian people.
You can attempt to create such a spell, if your GM would allow. Although I would make it transform existing non-lethal damage into the lethal one, not converting the nonlethal damage into lethal as it's being dealt. That way, the creatures that are immune to nonlethal damage are not hurt by the spell, and that's better from the balance point of view; some creatures are designed to be able to ignore certain conditions that would deal nonlethal damage, and if they are suddenly being hurt by them it may beasily become game-breaking.
Absalom's purchase limit is 250k, not 25k (according to the Guide to Absalom). Your PCs still have a lot of room to go before they reach that. 25k may be the base value, which means that there's 75% chance that items no more expensive than that can be easily found; if they want something more expensive, it may still happen to be available, but it's subject of GM's discretion.
However it is to be expected that such powerful items aren't sbought and sold on a open market. More likely, a potential buyer needs to search on his own for someone owning the item, and then try to convince them to sell it (which doesn't have to be always possible, especially if the item in question has a personal or religious significance), or find someone able to craft this item and arrange for crafting it.
Since Golarion doesn't have that many high-level mages who aren't at the same time involved in politics or manage some big organizations, and therefore have time to accept crafting jobs, the PCs may even need to look on other planes. It happened in one of my games, that to obtain a scroll of teleportation circle (9th level spell, reltively cheap as magic items go, only 4825 gp), it had to be imported from the Plane of Fire, because there were no local mages of that power that would create scrolls for sale. I've found there's a city in desert of Qadira, Ehur, where a lot of genies have trading embassies.
For a member of an orc tribe, I believe that a period in a minor leadership position (like a squad leader) would make an individual more proficient in giving orders in a way that are immediately obeyed, picking moods of their subordinates and generally being a more efficient leader - i.e. more charismatic. In case they are to young and inexperienced to be trusted with such position, they could have picked up some clues about how to behave from others: their commander, the speaker at a gathering, or even a foreign trader that visited the tribe.
As desribed in Appendix 8 to the AE, Chellan is fanatically devoted to Karzoug:
Rise of the Runelords Anniversary Edition, p. 421 wrote:
Fanatical in the extreme, Chellan seeks to force its wielder into serving Karzoug and furthering the runelord’s goals. To enforce this purpose of their existence, it can use its intelligence and special abilities to aid and manipulate those who think to wield it.
It is LE and has Ego Score 25, and by the general rules, "any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item". That means that rather sooner than later Chellan would try to dominate its wielder, as he did with Viorian.If you prefer him to be smart about it, it can tell stories about the riches that Karzoug has created in the past, indirectly trying to make the PC think that Karzoug wouldn't be such a bad ruler, end they could gain many times more from siding with Karzoug rather than fighting him.
He knows however that Karzoug can destroy him with one word, and nothing else can hurt him, so if 'smart way' turns out impossible, he'll try to control the PC by force (DC 25 Will) the moment that PC will try to do something that Karzoug would disapprove. That may as well be a possibly at the worst possible moment, for example, when they are fighting other Karzoug's minions. Chellan would not think for a moment that Karzoug could lose, and he knows that once the PCs are defeated he may be judged for his actions, how well he tried to stop them, so I think he'd rather be safe than sorry.
As VRMH says, I see it not as a result of of some specific training, but of a slow development that from time to time warrants the increase in the numerical value of an ability score.
For Charisma it may be a reflection of the character trying to be more decisive, or gradually improving their body language etc. It doesn't even have to be something they do consciously.
Concerning Karzoug's design, one thing has had me curious for quite a while, is he supposed to have two pony tails? I'm sure there has been one picture of him with his back to the audience where he has two, though I could be wrong.
He does, check this picture on PathfinderWiki.
In addition to the books you've mentioned there is also "Faiths and Philosophies", but it's a Companion Book, so there isn't much setting-specific information. Also, the Player's Guides for the Adventure Paths contain hints what classes are fitting for a given campaign and why, often providing extra information about what the members of a given class usually do in the given region.
Rise of Runelords Player's Guide, p.8 wrote:
Council of Thieves Player's Guide, p.6 wrote:
Only physical stats are adjusted. Mental stats stay the same.
You do lose spell-abilities that come from your race.
You don't lose racial feats, but you became unable to use them. If you ever regain your previous race, you can use them again. You may also decide to retrain them.
I'd assume it's the same with traits. Although, if the trait does not depend on your form, but rather reflects your past, you may still be able to use it. I don't know the official ruling, if it exists.
Dragon type does indeed give wyvarans immunity to sleep and paralysis.
Dave Justus wrote:
Generally speaking, if you think of the larger creature as several medium creatures, and if any can flank you can. So if we look at the top 2 squares, and call them A1 and A2, if either A1 or A2 could flank as a medium creature, then the large creature A is good to go.
More or less, except for threatening. A larger creature threatens as a whole, so a square that is further away from the enemy may still count for flanking, even if as a separate creature it wouldn't have enough reach to threaten it.
I understand that in case 2) there are three spaces to the west of B, so that B iss located north-east of E? And in Case 3) there are two spaces, so B is located directly north of D?
Then believe it's:
In 3), if you link the center of B with the center of south-eastern square of A, it passes through the northern side and the south-western corner of D, and a corner counts as a part of the side, so it's a flanking position.
In the forest terrain, every square has a chance to contain a terrain element (typical tree or massive treee, and and light or heavy undergrowth). The terrain elements provide modifiers that may very from square to square. The percentiles are given by the rules.
I have never seen it used. Stealth, perception, cover and colncealment in forest is always handwaved.
As far as caster level, under creating magic items, the developers state that the creator should have a minimum caster level equal to the minimum level required to cast any spell necessary for construction (in this case, animated objects, clvl 11).
I believe that the specific rule for animated objects ("The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.") overrides the general rule. But you can also argue that both requirements (from the spells and from the HD) need to be satisfied.
I actually figured it'd be more for the adamantine....a suit of adamantine full plate costs 15000 and that's not even large sized...
Yeah, I'm aware of the discrepancy. If you use the listed price of raw adamantine (300 gp/lb) you get the price of adamantine full plate right, but not the price of adamantine golem. My assumption is that so called "adamantine constructs" are only partially made of adamantine, for example they only have adamntine plating or something, and the rest is made of more common metals.
Large animated object should have 4d10+30 hp. I don't think he can add extra HD, even if he has CL for it.
Required CL is equal to the HD of the animated object, so he's fine here, as long as he hast at least 4 ranks in Craft (alchemy).
The price of the construct is (HD+CP)*1000 + the cost of the item that is animated. The cost of a large adamantine statue isn't specified, but you can refer to the notes about adamantine golem; its (Huge) body requires metals worth in total 100000 gp; Large creatured have mass approximately 8 times smaller, so I'd estimate the cost of a Large adamantine statue for 12500 gp. I don't think he's able to craft the statue himself, so he'd need to pay the full price of the statue. Then with 4 HD and 11 CP, the added price of animated statue would be 15000 gp. He needs to spend 1/2 of it during the crafting. So my estimation of the total cost would is 20000 gp.
Creating animated objects with Promethean Disciple feat counts as using Craft Construct feat, that is you're using magic item crafting rules, not usual rules for Craft (alchemy). That means you can normally make 1000 gp of progress per day. Therefore crafting should take 15 days (not including the time to create the statue).
"DR 5/piercing or slashing" means that either piercing or slashing weapons bypass it. If you needed a weapon that is both piercing and slahing (like bite natural attack) to bypass the DR, it would be listed as "DR/piercing and slashing".
And yes, the reach of faceless stalker seems to apply to all of its melee attacks, natural or otherwise.
The "5 trounds" part is only written in the paragraph about changing back and forth, though. I'd say the Gaseous Form effect starts immediately, as per the first sentence.
The first sentence doesn't say that it happens immaediately. Granted, it would be assumed if there were nothing else contradicting it, but alas, there is.
I've been GMin RtRL on Roll20 for a couple of years; I started with free level and it worked fine, everything necessary was available and plenty of materials online that can be used for the game.
When I've decided on a buying a subscription, it was because I wanted to support roll20 in some way, not because I needed extra features, though increased storage space and dynamic lightning is nice.
The casting time is 1 standard action, but you're right, there spell description isn't clear. Also this seems like a question for the rules subforum. not the advice forum.
I don't think there's an offical clarification how it was intended to work (at least I don't know one), but by RAW it seems that the second interpretation is correct. "Each transformation" includes the first. It is assumed that spell takes effect immediately, unless otherwisse noted - annd here we have a sentence that suggest that the transformation doesn't happen immediately, but takes 5 turns.
I also think that makes sense from the meta-perspective; this is obviously a spell for traveling long distances, not one that is supposed to be used during combat (a combat spell wouldn't have duration measured in hours). Clarifying to the players that the first transformation will take several rounds will counteract possible abuse of the spell.
You're right about Two-Weapon Fighting; I just thought that this penalty shouldn't included in the stats, since she doesn't have to use full attack. It seems that one just needs to remember that if she's making a single attack, her attack bonus is actualy higher by 4.
Potion of haste is listed as used during the combat, and as far as I undertand, only spells and effects used before the combat should be incorporated in the stats.
I agree that this is probably a consequence of her having 30 Str at some point in the past. I was even thinking for a moment that her bow having +10 Str rating is a mistake, but the attack bonus for the bow seem to be correct and inlcudes this -2 penalty.
I don't know anything about Deverin's history in Cheliax, but there are some bits of info about their deeds in Sandpoint.
When Sandpoint settlement was about to be estabilished by Magnimarian settlers, a conflict arised with the local Varisians. A member of Deverin family, Almah Deverin, at that time a young bard, was a significant help with making peace with local Varisians and saving the plans for settlement; thanks to the deal she made the worship of Desna was incorporated into the new's town cathedral. (RotR AE, p. 372)
All the mayors in Sandpoint's history were Deverins. The first one was one of the founders of Sandpoint, Amos Deverin. The second was his son Fenchus. Both died in unfortunate accidents. The third and current mayor, Kendra Deverin is Amos's youngest daughter. (RotR AE, p. 385)
Expanding the family's brewing business, Wade and Gaven Deverin, cousins of mayor Kendra Deverin, established the Two Brothers' Brewery in Sandpoint few years after Sandpoint was founded. Wade was killed since then by Chopper the serial killer, but Gaven is still alive and running the business. (RotR AE, p. 383)
My recommendation is that he's actually from Korvosa initially - they have a shrine in that city, though it's not a large one.
Actually, the temple of Sarenrae in Korvosa isn't a small shrine, but a turreted building on the Citaldel Hill, swarmed by crowds of commoners and constantly attracting gifts from wealthy patrons. It's the shrine in Magnimar that is small and abandoned.
Chellan attacks should start from +38 attack bonus (18 BAB + 9 Strength + 5 enhancement + 4 weapon training + 2 feats)
CMB should be +27 (18 BAB + 9 Strength); haste bonus shouldn't be yet included
CMD should be 43 (10 + 18 BAB + 9 Strength + 3 Dex + 3 Sihedron ring); haste bonus shouldn't be yet included
I'm trying to flesh out the structure of society in ancient Thassilon in more detail. The giants are described as basicaly slaves and thrown in one bag, but I believe there would still be many distiction between their situations. After all, IRL the position of a slave in a quarry was different than the one serving in a rich person's house. And I think that every species of giants have different talents and would be put to a different work. So I'm trying to figure out the jobs for various types of giants (other than soldiers, as they all could be put in this role when necessary).
Hill giants: Stupid and simple, they don't have any talent except for their physical strength. As such they were used in jobs where finesse isn't important and pure strength is enough: porters, ditch-diggers, lumberjacks. They were also used instead in place of draft animals, pulling ploughs and powering milling, pomps and other such machines.
Stone giants: Possesing almost supernatural understanding of stone and its qualities, they did most of the construction work-related, from mining the stone in quarries to masonry. The more inteligent ones could even become architects. They may also work in mines, though because of their size I think this job would usually be given to some smaller-sized slaves, like kobolds.
Frost giants: I ahve a bit of a problem with them. They don't seem to posses many talents in crafts, except some weaponmaking, and even in that the fire giants are a better choice. I can't see much use for them outside the army.
Fire giants: Talented with metal, they were put to work in foundries and forges.
Cloud giants: The fact that they are one of the most cultured giant races suggest that they've had a prestigious position among other slaves. They could be the house slaves and handle more less physical work, as scribes, entertainers and servants.
Taiga giants: Their connection with nature predisposes them to work in food production as farmers, herders and hunters.
Storm giants: I don't see much use for them except the coastal areas, where they can benefit from their water-breathing ability in sea-related jobs. They are very militaristic, suggesting that they were used mainly in the army, similarily to frost giants.
I'd like to hear your opinions and other ideas how various giants were utilized in Thassilon.
Casting a spell is usually obvious. An active spell may require detect magic to be noticeable. So for example, with detect thoughts you wave your hand speak the incantation, and somehow manipulate that copper coin that is the spell focus, but after that it's nowhere obvious that you're reading minds, unless you make it obvious.