So, during our last game my players tried to brew a potion of remove disease to help cure the many sick friends inside their camp. We used the Dynamic Item Creation rules and though they succeeded, the potion was flawed and had the Addictive flaw. After handling, the Witch and the Medium immediately became addicted like Golum to the 1 ring and are now going through withdraw effects.
Now, my question is, does this addiction extend to ALL potions of Remove Disease now, or is it meant to just apply to the single potion they generated and have now expended?
I know by the base rules the dynamic item creation rules are not meant to be applied to items like scrolls & potions, but examples of single use consumable items exist throughout the many other categories of magic items that can be made under the Dynamic Magic Item Creation System such as feather tokens or even wands make this point a little moot mechanically.
But here I am at a bit of a loss for how to proceed. With many of the above items having an addiction there feels like it is singular, attached to that specific item even if it is consumable. But on potions it feels more narratively correct to have it be an issue that's spread out across all of the potions that share its type (barring some special exemption) that the PCs will have to struggle with.
So what do you people think? Does it "feel" correct to have the addiction extend to the rest of the potions that match it or is it something that should stay singular? If singular, how do you keep up the impact and narrative punch that is addiction while mechanically knowing it can never come back up?
Interested to hear your thoughts and get some feedback, I have my own thoughts but for now I'm going to hold them back a bit and see what others might have to say.
As a long time 3.5/PF player I have always been a big fan of encumbrance and the system it represents but like many have always found the system of tabulating it out to be a royal pain. So I am super happy to see the bulk system transferred over to 2e, it makes encumbrance quicker to calculate and easier to adjudicate as time goes on.
That said, is there a way we can get a bulk to pounds conversion put in the core rulebook right alongside the explanation of the system? As it stands, there's not really any reference point to tell the reader how much 1 bulk really weighs and it makes it difficult to contextualize unless the reader has either a familiarity with the weight of say, your average greatsword or has been playing these games for years. Even rough estimates like, "1 Bulk is equivalent to 5-10 pounds)" would go a long way to helping get every reader on the same page and help add literal and figurative "weight" to the actions in play, and avoid too much dissent as time goes on and more weird and uncommon items start floating around the game.
And as a GM, it'll also help me figure out how much bulk say, 2,000 lbs. of Ankheg takes up when our fighter tries to haul it back to camp to butcher into crafting parts XD.
So I know these are the beta versions of these books but could we please get some more blank space and visual breathing room in the bestiary?
As it stands, I loved the idea of the cleaned up stat block with a more organic flow, placing abilities and statistics that are often used in tandem close together and allowing for easy reference and more concise writing, but as it stands it seems to be that the layout team has taken that to mean that all that new free space on the page should be PACKED TO THE BRIM WITH EVERY POSSIBLE THING THEY CAN FIT.
Now, I get the urge to add more stuff, but it negates the advantage of the streamlined and ergonomic stat block. With how packed these pages are I'm losing my place on whatever I'm looking at every time I look at something and skimming through to find whatever angel, dragon, or angry dessert I want to throw at my party is freaking impossible. It's like a hurricane soup of words and it's giving me a headache to look at, and I can only imagine what this is like for new people looking to participate in the playtest or what it might be like in a year if this setup continues. And though I know there will be art in the final product to break up the word wall for the moment it's migraine inducing and if not brought up now I fear too much of this style will stay.
So, can we get some breaks on these pages? Maybe leave half of a page empty after you finish a section on say dragons or when we cycle from A monsters to B monsters? My eyes will thank you for it.
So, I've been moving my way through the playtest and though I have things I both like and dislike about this book, one of the things I really want to see changed is the over reliance on the distinction of "feat" for everything. As it stands now you have feats, class feats, ancestry feats, heritage feats... it feels like the list goes on and on and is a chore for long term players like myself to keep straight.
For new players, this level of overuse is more likely to be overwhelming than it is to be helpful, and I know that handing players a core rulebook with 3-4+ sections of options called "feats" that's nearly as big as the old spell section is likely to turn them off from the game through sheer concussive force of selection than it is to get them to join in.
I suggest 2nd ed goes back to what was used in the previous system. Call Alchemist feats discoveries, rogue feats talents, Oracle revelations, etc. I know they are essentially balanced like feats and that many of us figure that out eventually, but keeping them discrete and separated as such helps new players keep them separate in their mind and doesn't run the risk of overwhelming them as much when they go to look up "class feats" or "ancestry feats" for the first few times.
Keep the naming separate and lessen the risk of losing new players to a raised skill floor of memorization and learned distinction. And help long term players avoid having to pick through ever expanding "feat" chapters looking for that one ancestry feat that could just be separated into it's own space with ancestral options or alchemist class feat we could just stick in the section with all the other alchemist options like we currently have in 1st ed.
Hey everyone! I'm working on the new expansion for the Ultimate Relationships rules for Legendary Games that is meant to expand the rules already presented within the previous book, streamline some of the explanations of the system for both players and GMs, and present new and exciting paths for people to take. I've just started my outline and laying out all that I wanted to cover, but I thought it might be best to ask you guys, the community what you'd be interested in seeing in a new expansion to the Relationship system?
What did you like about the old system, what rules/concepts do you want expanded and further explored, what rules do you want more explained?
Please feel free to let me know your thoughts here so that I can continue to build upon the already amazing work that Mark put into the system, and we can make our favorite relationship building machine even better to play with.
So I'm working on a 2 part random encounter table for a party of adventurers out hunting buffalo in a fantastic great plains and I'm having a bit of trouble.
Like I've said, I've broken the list into two lists. The first is for encounters that can occur while they are looking for buffalo that they have a chance to take down and meant to delay, distract, or otherwise obstruct them from reaching their goal that day. Group 2 are meant to be encounters that can occur after they have felled their buffalo target and potentially want to steal or otherwise push them off their prize.
Now, I know what creatures and hazards are on both of these lists, but I'm having trouble distributing the percentages equally in a way that makes most of these interesting encounters possible but also reflects a living world (think more nonpredatory hazards in list 1 that are either unfortunate run ins or other possible hunts rather than active predators). The current encounter lists are in the spoilers below and I'll include a link to the current tables if people are interested in aiding. I've built lists before but I always find myself making them bigger and more complex which gives me a lot of interesting options but makes the rolling part take forever.
So, anyone have any suggestions? Ideas on how to make these lists fit into a d% chart, questions about how or what these encounters are supposed to do/play out like? Any questions or advice would be appreciated.
So, I'm just starting to fiddle around with some mounted combat and I've got a few questions about the order of operations when it comes to making skill checks for it and what players need to do to well, make the whole thing work.
1.) Does one make a Handle Animal check for things like moving, charging, and basically all other actions the mount is supposed to be making?
This seems like the case, but if so what does it do to action economy if you are well, not riding an animal companion?
2.) Ride checks to fight with your mount, do they only happen when it is going to attack or does it include things like when it is under the effect of status effects like nauseated?
I assume you would make a check in instances like that as you try to keep the mount from booking or bucking too much while you are trying to fight but this seems to be a bit unclear.
3.) When you charge on horseback, does the horse get to make an attack as well at the end of the charge or not?
Any help here would be greatly appreciated along with sources for any answers one gives.
Hey everyone, I'm working on a big event for my home game where my party attends a large Sun Dance inspired event that proceeds/runs concurrently with the great buffalo hunts of the season and I'm looking for events for them to participate in that are short but help establish some of the cultural theme and distinction of the group as compared to their settler homes, but I'm having trouble thinking of a lot of small events to really help drive this home. Think micro events like those in the beginning of Feast at Ravenmoor that are short but can be used as a springboard to talk about the culture and history of the people that run them.
I've already been working on the idea of archery contests, horse racing, dances, medicine healing stuff, and maybe some mock duels but I'm wondering if there is anything I'm missing, some cool cultural reference from the traditions of the nomadic plains Indians that I might be missing or some interesting plays on the aforementioned concepts that people might know of that fit the theme of these Sun Dances and traditional Mid Summer hunts that people might know of.
Any help would be greatly appreciated, just remember that I'm looking to build stuff closer to minigames rather than large events and you should be good. Hope to hear from people soon.
So I'm working on a half-elf magus NPC for my weekly game and have decided to make him an entothrope further down the line. The problem is that I'm trying to find a good insect base that is thematically appropriate for his fey teachings.
I want a bug that fits the theme of fey and the first world but lets him still be creepy when he transforms. Anyone have any good ideas?
Okay, so after running some encounter tests for my upcoming game I've gotten some questions I'm looking for official answers on.
1.) It's an AoE that targets things. Does that mean that glitterdust treats as an AoE or a target spell?
2.) Does Glitterdust leave an AoE that someone can trigger by wandering through the area after the spell is cast or is it a one and done affair?
2a.) If it leaves an AoE do creatures that walk through it have to save against the blinding effect or is that something that only happens in the initial burst?
2b.) Does walking through the AoE after it's cast cause one to gain the -40 to stealth or is that something that only occurs with those inside the initial casting? So if you walk through the area are you walking through like a cloud of glitter that now clings to you or is it more like your PC is wandering through a place that was just glitter bombed? Everything is sparkly and glowing but it's not like floating in the air waiting to stick to you?
2c.) Does everything get the -40 penalty for standing inside the AoE after the casting or can they hide amid the glitter and not take the penalty. I.e. if you are in the AoE and it's full of glittering boulders now can you hide among them because you do not glitter or does just being in that 10ft aura mean you now glow as well and can therefore be picked out?
Any help either through direct quotes from the devs or a link to some other faq or errata would be greatly appreciated.
As the title says I'm trying to figure out a good utility healing feat that pairs well with an Alchemist NPC. He's 4th level no archetypes and acts as the primary source of healing for a small group of hunters out during a local hunting festival and basically patches whatever broken bones and lacerations they are unable to just tank through themselves.
He's already got infusion and a nice list of combat feats to give him some more punch when things kick off but I'm looking for a final feat that might boost his out of combat healing utility beyond something like Skill Focus or Self-Sufficient and something closer to like Godless Healing that might grant him a new ability rather than just improve a skill check he already has.
Any help would be greatly appreciated and a list of sources for feats wherever possible.
I'm having trouble downloading some of my books. I'm hitting the download button and I'm not getting an external prompt to download. It just sits on the download page. Anyone else having this issue?
This is something I've been mulling over for the last few days and haven't really come up with an answer so I figured I'd come here and see if anyone had a good idea,
What are the Aboleth's goals as a species? I know on Golarion they have ties to the rise and fall of Azlant and that various individuals sometimes have distinct goals but as a society what are they trying to do? As it stands I've run through most of my sources from PF and 3.5 and I've not really been able to find an answer beyond something like, "The Elder things but more EVIL and vague". Do they have some greater reasoning for so much interaction with humanity and the other terrestrial humanoids beyond mustache (I suppose in their case tentacle) twirling villainy, do they have some thematic through-line like devils or daemons, or are they really just sort of ill defined beyond being smart and "unknowable"?
I'm interested to see if anyone has any good sources that might fill in the gaps on what kind of goals the Aboleth have as a society as a whole in the current eras of various settings so I can try and figure out an interesting pitch for them that's more than "Evil plotting mwahahaha..."
Has anyone here ever noticed how many of the Archdevils that were with Asmodeus before his conquering of hell have been left immolated or otherwise had their bodies destroyed by Asmodeus? Mammon is torn apart in the Malestorm and now lives as a disembodied spirit, Moloch is literally a cindered hulk inside his conflagrating armor, and Baalzebub is now a swarm of flies after displeasing the king of hell. Basically the only one who seems to be left out of this whole affair seems to be Dispater who walks out relatively unscathed thus far.
On top of that, it seems as if the 3 destroyed by Asmodeus' actions also seem to have closer and potentially more intimate/romantic relationships with the King of Hell than the the others. Baalzebub pines for Asmodeus' affection & recognition and when spurned confronts him like a young petulant lover and is castigated for his insolence. Moloch is deceived by Asmodeus into bringing him the bit of the immortal flame due to his initial trusting nature and for his care he is immolated inside his own armor for all eternity. Mammon is considered one of Asmodeus' most beautiful dissenters in his rebellion from heaven and eventually his loyalty to the Prince of darkness and initial leader and his laws gets his beautiful body shredded to pieces.
So my theory is:
I think that Moloch, Baalzebub, and Mammon were all at one point Asmodeus' lovers, angels led astray by Asmodeus' power, prestige, skill, etc. and sought to be closer to the golden boy of the heavenly host and paid the ultimate price for their misconceptions. This is easiest to see with Baalzebub who's constant fawning for the attention of Asmodeus come off much like a younger lover demanding the attentions of his more powerful lover who does not see him in the same way as he does. Moloch and Mammon are a bit more difficult but this can still be seen in some of their write ups. Mammon is collected from the endless possibilities of the Maelstrom to be buried in personal vault for a funeral that Asmodeus and all the surviving members attended. Moloch is given armor to encase his flaming body, the new tainted holy flame now inside it's own walking lantern.
Now, I'm still ironing out some of this but I feel like it's an interesting interpretation of the dynamic among the old guard of the Archdevils and how Asmodeus likely punishes those who wander into his romantic circle. He's the father of lies and in romantic relationships that makes him the most toxic of partners and when combined with the whole "he's a god" thing it means the aftereffects of those romances are likely catastrophic.
Any ideas, expansions, sources that could help expand on this would be greatly appreciated.
Title really sums it up but has anyone else had problems logging into Obsidian Portal through fb login over the past few days? It's been an issue on my end now for days and it seems like I'm not alone but I'm wanting to see how many people have had this problem and/or if they've had better luck getting a hold of someone from their Customer Service and getting help.
The title kind of says it all but to reiterate, what do people think are the age categories for the Orang-Pendak from B5? I'm in the midst of working on a Pendak NPC and I'm trying to figure out how they age. My guess is something close to humans or halflings since as other primates I assume they've got a lifespan at least as long as our own but I'm wondering if anyone has any suggestions or knows anything about their mythology that might hint at how long they live. Any help would be greatly appreciated.
So I'm working on a faction for my home game based on republic/imperial Rome and I'm looking for ideas for prestige buys and titles unique to them. I already have some for buying base gear kits and becoming leaders of small units but I'm looking for more, particularly bonuses for things like becoming a Centurian or other NON MILITARY based titles and rewards that could be cool for players to acquire.
Any help would be greatly appreciated and please include the prestige cost and/or fame requirements you envision for the boons.
I'm looking to swap the Tier 1 ACG Gencon boon for this year for the Tier 1 PFS boon for this year. Anyone interested please hit me back at your earliest convenience. As it stands right now I don't really have a use for it and from the sounds of it this is the only way I can acquire it otherwise. Hope to hear from you soon!
This is something I do a lot with my home group when I'm writing stuff to give them an idea of the world they are about to step into, like quotes from books in the lands they tread or quotes from famous people, history books, or holy tomes and what not. I think of it like those little quotes you get sometimes to lead book chapters like The Call of Cthulhu where we get the "Strange aeons" quote from and I wanted to see if anyone else does this and would like to share. I've got one I just did recently below and am interested to see what others throw up.
"The lands of Jaddah are unlike any other in the Frontier, a land of mists and veils. Here men smoke pipes that spew mist that acts like smoke while women dance in scarves that cut like knives. The smokemist is thick and dances like women, and the dancers slip past your fingers like smoke. In this land what is real and what is illusion is anyone’s guess, the mists hide what is and is not real."
Ambrose Ballrene,
Scholar of the Academy of Knowledge and foremost academic on the lands of the Frontier
Anyone else do these, what do you think, what are some of the ones you've written? I'd love to hear more below or share more of mine if people are interested.
So I'm working on a new archetype for the swashbuckler focusing on glaives and other polearm like weapons that already fall under the swashbuckler's purview but am currently stuck on what needs to be replaced from the base swash and what to fill it with.
As it stands I know I want this to be something of a whirling dervish, designed to flow around the battlefield, dancing through combat, and smashing people before bounding on to the next target. I'm thinking she should have the whirlwind dance power from the Whirling Dervish, the Versatile Performance (dance) ability, and I think something to replace Precise Strike to balance out the damage bump from a 2 handed weapon but beyond that I'm not sure.
So does anyone have any ideas on cool abilities for a dancing polearm master or way to rebalance precise strike for a 2 handed polearm? Thoughtful advice is greatly appreciated.
The title says it all really but to elaborate, I'm trying to remember any martial class options (archetypes, classes, feats, etc.) that allow a martial, nonspellcasting class to get combat benefits for Perform (dance) in pathfinder? It's been a while since I've looked and though I could swear there are some but I cannot for the life of me think of them off hand.
So I've been working on some updates and redesigns for some of the core classes and was wanting to get some feedback on some of the redesigns and right now I want to talk about the fighter. One of the backbone classes of the game the fighter always feels like it gets left behind by the time you reach 5th as the complexity of combat increases but the fighter himself never really gets a chance to catch up. With these updates I'm hoping to bolster them up a little and give the class a bit of that complexity and more options while on the field.
Check out the link here and let me know what you think and I'll answer any questions and explain design decisions below.
Edit: Anything that is not mentioned is left unchanged from the original work.
Does the -2 AC penalty reduction shields get for being made of darkwood include the reduction from being masterwork or is it separate and needs to be calculated together? I'm guessing it's the former but it's not easy to find an example in print that answers one way or the other on this.
Any answers with sources would be greatly appreciated.
I'm working on a god for my homegame focused on rage, destruction, and vengeance and I'm trying to think of some good extra spells his clerics can add to their list of prepareable spells beyond what they get from their domains but am having trouble thinking of interesting stuff that isn't granted by his domains. If anyone can think of some interesting spells that fall under the aforementioned themes that ARE NOT also on the Destruction, Rage, or Catastrophe list it would be greatly appreciated.
So this came up in another thread and felt like it needed to be asked here so the dev team could chime in and rule one way or another.
So to catch everyone up apparently there is a rule hidden in the visibility table I wasn't aware of that I want some clarification on. Apparently moving in a place with "poor visibility" costs double the normal movement for anyone passing through it. Now I've never seen this before and it seems pretty important so with that in mind I kind of wanted some clarifications on what this means with certain environments and spells.
1. What do you mean by Poor Visibility, what falls into this spectrum and are you talking about just light level or anything that obscures vision?
2. So like do I quadruple the cost of moving through a jungle because of poor visibility due to dense undergrowth and the actual dense undergrowth itself? Would I sextuplet it if it's also foggy?
3. Does that mean that spells like darkness also cause this? Like does the spell darkness now not only obscure vision but also give me movement denial like entangle so I now have this blob of concealed difficult terrain?
4. How does this work while blinded? I can only move at half speed already without needing to make an acrobatics check but since I'm permanently in "poor visibility" does that mean I'm moving at 1/4 my normal speed all the time?
5. Does Obscuring mist do this too, and how does this interact with spells like Acid or Solid Fog? Like does that mean a human unencumbered can only move 1 square per move action through it or 3 as a double move and a small character only 2 at max? So it would take like 2 turns to walk out of one for a medium character and 3 for a small if they were in the middle of it?
6. Does that mean that you really can't move at all in thick snow if there is also a driving snow since you can end up paying 4 squares to enter deep snow and with the snow coming down you've basically gotta spend 8 to move one?
FAQ support (especially on the blind question) would be greatly appreciated.
I'm working on a character based on the blind swordsman archetype but I'm having trouble figuring out what class to build him as. Right now all I can say for sure is that he is a Caligni Darkfolk, has Blind-Fight and the Blinded Blade style feat, and is Dex based. Thematically he is a duelist who fights to protect the other exiled Caligni from their former kin and escape beyond their reach and now fights blind after being cursed by his former societies gods. Beyond that I'm torn between these concepts.
Bladed Scarf Magus: A gloom magus with a bladed scarf, this build concept focuses on using his swift strikes with his purple scarf mixed with shadow magic.
Slayer two weapons: A slayer, this build uses an Estoc (think piercing bastard sword) and a side weapon (likely a gladius) in a 2 weapon style. Probably grab up the two-weapon combat style along with weapon finesse and some rogue talents like bleeding attack, extinguishing strike (sneak attacks extinguish light), poison use, and umbral gear (lets you make shadow gear).
Swashbuckler: Estoc or Bladed Scarf build (finagle the slashing finesse feat to work on it) with some focus on panache and some parry and riposte stuff.
Now whatever he is is going to be 5th level but beyond that those are the 3, if anyone has any good reasons for one of these over the other please let me know. I'm trying to winnow the field and I'm looking for unique ideas for each that might help there so anything helps ^-^.
Working on offering rituals to my players as potential purchases with prestige from the factions in my home game but I'm a bit unsure as to what the price range should be. So to that end I'm looking for any advice to help establish a baseline, what do people think the minimum prestige cost should be for the lowest level rituals, like what seems a fair cost for learning avoidance ward for prestige?
The title says a lot but to elaborate, if you are designing an occult ritual as specified in Occult Adventures based on a spell with expensive material components does that factor into any of the math in its design? Like if I make a ritual for raise dead does that expense increase DCs, require that I have expensive material components, or even allow me to just build it without them all together? I'm pretty sure I know by intent rituals need (and by design have) drawbacks that help counteract the lack of an expensive material component but I'm wanting to verify my understanding before I go too deep into designing something that might run into that.
Any help or official sources that have said something about this would be greatly appreciated.
So I'm sitting here looking for some new 3rd party books on the market and I'm coming up short and was wondering what everyone else has found that is has interesting mechanics, story, or other cool stuff that's floating around for the rest of us and maybe provide some myself.
My personal list:
4 Winds Fantasy: Cats, Dogs, & Horses: Great book that creates dozens of breeds of the aforementioned animals along with animal companion stats and helps give them more definition as player options. Cats especially who become these interesting ultra stealth utility choices for people who want an animal companion who can do a bunch out of combat.
Legendary Games: Gothic Campaign Compendium/Tomes of Ancient Knowledge: Arguably one of the best series to come out from Legendary Games (a studio of awesome freelancers for more than a few paizo products) The compendium adds a ton of new and interesting optional rules, items, and build choices to any game. The best thing in particular though for me has been ToAK. A wonderful supplement that takes the sanity and tomes systems from Call of Cthulhu and meshes them seamlessly into the Pathfinder rules system in a way that both feels like CoC but at the same time makes it work in a Pathfinder setting. You get the new mythos subtype and rules for going insane to the mythos but at the same time not completely nerfing your character into the ground like a lot of ports of this system have ended up being.
Skirmisher Games: Insults & Injuries: Holy s*+! this book. Designed by a GM and working MD, I&I is a whole book of new rules and mechanics to bring realistic diseases, injuries, and conditions to your game world in awesome ways. From rules to introduce snapped bones and horrifyingly awesome fire damage to your game to feats for ADHD and statted smallpox this book bring actual medicine to life and makes it all too real and horrifying. I mean this is the book that allows you to use bottles of Old Law whiskey like health pots AND destroy your liver in the process.
Fat Goblin Games: Call to Arms: Fireworks & Primitive Firearms and Call to Arms: Pistols & Muskets: Grouped together because of how much they overlap Fat Goblin's Call to Arms line really hits its stride with these two books, presenting firearms, their history, and mechanical progression from fireworks to rifle bored death machines. These books give you everything from primitive hand gonnes which are basically tiny cannons on sticks all the way up to these awesome minne ball firing, rifled caplock juggernauts. It makes you feel like your at the workbench in some medieval fallout game. Biggest of all though are the awesome new optional rules which bring everything from bracing and fouled barrels to charges of smoke to the battlefield, transforming the already interesting class of firearm from just another ranged weapon that kind of revolves around touch attacks and reload into this really cool field potential field control weapon. I've watched my home game do everything from use the smoke from their muskets to drop concealment for the shooter and an ally to the sorc get giddy at the idea of fouling an enemy barrel with grease. Very cool book if you have any place for firearms at your table. Unfortunately it suffers from some weird layout choices on Fat Goblins part (I wish the tables of new gear were all around each other rather than spread out through and same with some of the optional rules) but all in all they are both excellent pick ups for any game that brings guns to their knife fights.
Fat Goblin Games: Call to Arms: Fantastic Technology: A supplement to the criminally undeserved Tech Guide, Fantastic Technology begins to do for the Tech Guide what their other works do for firearms. Bringing us new lost tech the biggest draws for this book are actually the salvage tech rules and the new kingdom building options. The former allows players and GMs to create new weapons from the salvaged tech of the world making everything from glaives with chainsaw belts and a rusted motor lashed to their heads to arrows covered in c4 and hooked to jury rigged detonators the salvage rules let you further flesh out how a lot of this tech would be used in a world that doesn't yet fully understand how to use it. The kingdom building options are also amazing, bringing what is effectively the tech tree out of Civilization and stitching it into the kingdom building rules. So if you ever wanted rules for when Guns might start showing up regularly in a village or even how to build satellites (it takes a lot of time and work to get there) this is something to look into. It also suffers from organization issue but the content is so good I really hope to see some more to follow it.
So there are a few recommendations of mine. What about you guys, you got anything you'd like to recommend?
Not sure if this is better in here or house rules but here it goes.
I'm looking to offer rituals as potential faction rewards at certain points from the various factions that exist in my home game but I'm trying to figure out a good zone for something like that to occupy. What is the minimum amount of fame even the lowest ritual should require, what about the prestige cost? Assume that the prestige and fame progressions are similar to that of PFS (between 4-6 points a level) but beyond that I'm interested to hear ideas.
Can an Ectoplasmic creature carry objects with them when they phase lurch? Like can an ectoplasmic warrior in chain mail with a sword and board phase lurch through a wall and take its gear with it?
Any official rulings one way or the other would be greatly appreciated since I could see it going either way with it being yes it comes with them or no it slips off as they pass through.
Can you use a reach weapon against an adjacent large target?
Like for example a hunter with a longspear is fighting a bear and it has closed to be adjacent, can he still make attacks against it since the back half is still 10 ft away?
Working on an occult ritual to awaken a Thunder Behemoth and was looking for some advice. Anyone got any ideas for some interesting spell components, backlashes, or catastrophic fail states for this that feel thematic to awakening what is in essence an engine of a gods divine displeasure?
Realize that the ritual doesn't really convey much if any real control over the beast if it succeeds and I'm not really looking for anything but a success to awaken it. All that said I'm interested to see what people come up with.
Was mulling this question over while I was building some NPCs, How many coins can you fit in the standard backpack?
Assuming the standard backpack space of 2 cubic feet and that all coinage in golarion/your standard setting are the same size and weight (all of them are 50 to a pound) how many could you fill a bag with?
I'm working on an encounter for my home game and am looking for advice. In it they are exploring the abandoned remains of an ancient technological ruin. Most recently inhabited by a migrating tribe of Morlocks, those clambering creatures have recently abandoned this site after their leader and many of their strongest warriors and robotic allies were killed by my PCs after stumbling into their temple a small distance away from their homes. Since then the area has been largely abandoned and my PCs are likely to finally return to that temple and explore this area. Currently my biggest problem though is figuring out some more interesting things to fill this area with.
Right now I have an albino cave shrimp from B5 as one of the most dangerous new tenants in the area, sifting through the remains for any morsels it can find along with whatever falls from the hovels or other holes in the high canyon walls above. Right now I'm looking for something to go inside the "treasure room" that the Morlocks have made of one of the old rooms. It has a tech door that's been sealed shut and the primary ingress has so far been through the roof. I'm thinking I want to put something in there as well, either an immortal sentry of some kind that was left over from the dungeons original function or some kind of creature that has come up to the space and either gotten stuck or made its lair there. The space isn't that large so I'm not looking for anything bigger than large but beyond that so long as it's CR is between 4-9, makes sense to have leaving alone, and doesn't have a climb speed I'm good. Interested to hear what people come up with.
Also if it helps I'm using the cavernous side of the tech dungeon flip map if the helps people visualize the space. This creature would be in the set of rooms on the opposite side of the map from the violet orb.
I'm in the middle of building a marketplace in an american west style setting and I'm looking for interesting builds/concepts for marketplace mercenaries, guards hired by merchants to protect their wears and themselves while they sell various (and often expensive) gear to customers. The area also has a rather substantial lost tech/archeo techsmith who sells his wears in the city as well so concepts along those lines work as well.
Any help would be greatly appreciated. If you can keep builds or concepts at levels no higher than 5.
Does anyone know what grants "Government" bonuses to a kingdom? I'm looking at the kingdom character sheet and Ultimate Campaign and I cannot find anything that grants Government Bonuses or penalties one way or another. Any help would be greatly appreciated.
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Does the Zombie created by the Occultist's Necromantic Servant still get his bonus hp from Toughness or does his feat get suppressed and it only gains half the Occultists hp?
Any official references would be greatly appreciated.
Has their ever been any official word on how to price known cursed items with things like intermittent function and dependent function? I'm looking into it as a way to potentially give out items at reduced prices and add more thematic mechanics to items but want to see if any metrics have been dropped before I start.
I'm in the middle of building a dwarven occultist NPC for my home game and I'm wondering what are some good feat choices? Right now I'm thinking on taking weapon focus with her primary weapon and power attack but I'm wondering if their are any other feats that more directly benefit the occultist's unique mechanics. If anyone has any ideas let me know.
If it helps she's a greatsword wielder with abjuration, divination, and necromancy as her 3 implement schools thus far.
Are Occultists supposed to have summon monster on their spell list? As it stands they don't appear to but their resonant power seems to be aimed at aiding in things like Summoning. Any information or links to discussions or errata would be greatly appreciate.
Something I was mulling over while looking at the services section of Ultimate Equipment but how much would it cost to get a channel energy from a town cleric and how would they offer their channeling services to the public?
My assumption is that it would be relatively cheap considering the expense to them is minimal and since it can effect multiple targets is often offered at certain times of day and involves participants paying to get a slot during that healing and said cleric channeling to heal them all at once. This allows them to help and collect tithes from the most people and prevent them from running out of channels when people line up outside the local church to have wounds mended.
But what do you guys think? Have you ever had this question come up in your game and if so how did you solve it, do you have a payment metric already laid out? I'm interested to see what people have gotten.
If a character is carrying enough gear to be in a medium load and is not proficient in medium armor do those penalties apply to his attack rolls as well just as if he was wearing medium armor?
I'm in the process of building some NPCs for my home campaign as commoner conscripts and I'm looking for ideas on what to buy with the money you get for a commoner at this level. Currently I've got their basic weapons, armor, a clw pot, tanglefoot bags, bolts, and some home gear to help with their firing power and at the end I'm sitting on about 59 gp. So what should I get next? I'm trying to not go over that but I'm having trouble thinking of anything that isn't doubling up on stuff I already have and feels like something a general would feel comfortable giving to commoner conscripts.
I'm also looking for a good trait to throw on them that would help them with ranged combat, sniping, or something aimed at ranged combat.
So this gets bandied about at my home table a lot and I felt like it should probably get brought here for overview and to see if it would help anyone else.
So I know for me and my tables the damages listed for blunderbusses and shotguns always felt off. Why is it that a 12 gauge shotgun is somehow less deadly than a musket at point blank range or hell even a greatsword if it's critting? Hell why is it that if I want a good Scatter weapon that a pistol sized scatter weapon is somehow better than ALL the other scatter options and has double the crit multiplier?
Well for our home games we've started working with this until we see some other change from Paizo.
Blunderbuss', Shotguns, and Double Barrel Shotguns all have a crit multiplier of x5
Scatter: In addition to all other abilities a scatter weapon may be loaded with improvised ammunition instead of pellets (nails, debris, etc) and fired as normal. Firing improvised ammunition increases the misfire chance by 1, reduces the damage size by 1, and reduces crit multiplier by 2.
So read it through people and tell me what you think.
Any way we could get Linguistics added to the base skills list for the Vigilante? It feels like something all vigilantes specialties would have a reason to be good at (knowing many languages, cracking codes, forging documents) and it seems odd that they wouldn't have it.