Imeckus Stroon

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Meirril wrote:

If you read the Wisdom Drain(SU) ability of a Lamia Matriarch it says "A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom."

That seems to indicate the intention is for the matriarch either perform a touch attack, or get 1 wisdom drain with their first successful itterative attack. If you decided to make a monk version of a Lamia I'd think it would be best to limit the wisdom drain to 1 point per strike. Though there is also the Lamia Hungerer you could consider, which does 2 points of wisdom damage per attack.

Most characters don't have a lot of wisdom. Typically 10 points is enough to incapacitate a player. Having a monster that does 3d4 wisdom damage a round is insane. The Hungerer does potentially 6 points a round and when I was running RoTRL it did take out characters in 2 rounds. Don't go all gung ho with stat damage. As a GM putting it in as a threat is good, but putting in too much of it is unfair.

Yes this is actually to get a fair ruling from our DM in ROTRL, he ruled it as : 1 point of damage every weapon hit, made her a swashbuckler, used opportune parry and riposte to slap back our barb once a round with 2d4 wisdom damage. Then also made touch attacks every round for that. Our barb went down every round or so and we have to feed her potions of lesser resto to get her back in the fight.

But aside from my own situation, I'd really enjoy knowing just to know.


My bigger question then would be in the case of lamia matriarch, it specifies the touch attack is an OR.

Now I realise that lamia matriarchs are from rise of the runelord and thus their ruling might be a bit iffy, but wouldn't that go towards the option that their wisdom drain is a standard action supernatural ability and not an attack action part of their full attack round?

https://www.d20pfsrd.com/bestiary/unique-monsters/cr-10/lamia-matriarch-sor cerer-2/

Also for snake fang and the lich/lamia, all that's missing is feral combat training and a monk level for itterative drain attacks, which tends to make me believe that it is in fact a standard action and not a natural weapon.

This is further evidenced by their entry under a (Su) ability in their monster stat block. And as mentionned above, unless noted, a su abiility is a standard action. I do not believe an entry under their stat block, which is a shortcut to their stat really, to be ''noted'' unless we can get other evidence to concur with this interpretation?


I believe I have found the answer to my own question, but could someone check my logic please?

Using a supernatural ability is a standard cation, unless otherwise specified.

An attack of opportunity, or an iterative attack, are all attack actions, which are not a series of standard actions but their own series of attack actions.

Thus:
A supernatural ability cannot be used as an AoO
A supernatural ability cannot be used as an ''Attack'' in the opportune parry and riposte power
A supernatural ability cannot be delivered as part of an unarmed strike.

Am I correct?


Greetings,

I have a question concerning the touch attack abilities of monsters, such as the lich or lamia.

Now imagine, for a moment if you will,

1: a lich with improved unarmed strike combat reflexs and snake riposte.

OR

2: a lamia with levels in swashbuckler and opportune parry and riposte.

In scenario one:

If a player attacks the lich and misses, it is due an attack of opportunity. What prevens it from using it's paralysing touch for that attack of opportunity? And wouldn't that make a daunting prospect for anyone attempting to face her in melee?

in scenario two:
Any player attacking would face 1: a parry from the lamia, and 2: a riposte from her wisdom drain touch, making all attacks agaisn't her a potentially damning prospect as they lower your will save vs her spells?

Is there anything in the rules to prevent this?

I read the touch attack abilitis as being standard action attacks, since they never qualify for itterative actions, but I cannot find the rules justification for such things.

Can anyone refer me to the right ruling, or tell me tha tthis is legit?

For that matter, where is the rule stating a lich with 11 BAB cannot make 3 touch attacks per round to paralyse (with spells it is easy: standard action is the action required to cast, but what about monster aiblities...)


I'm terribly sorry, I meant that heroism and inspire courage would work since they affect the caster and thus the telekinesis, according to your earlier statement.


avr wrote:
AlastarOG wrote:

And herein lies the rub, because in chain of perdition, it is not an untyped bonus but a replacement of your Str modifier. Thus by the language, it does not come from the same source.

If a wizard with 8 str uses drag, it would be -1 then +6 int (assuming 22 int)

If a wizard with 22 str uses drag, it would be +6 then +6 (assuming 22 int)

See why it's ambiguous?

It's not ambiguous. A replacement is still an ability modifier being added. Whether the replacement increases the overall bonus is not an issue, you still can't add the same ability modifier twice. Unless it has a specified type at least once, of course.

I guess I have a hard time understanding how "strength modifier" is not a specified type but I see your point.


avr wrote:
AlastarOG wrote:

And herein lies the rub, because in chain of perdition, it is not an untyped bonus but a replacement of your Str modifier. Thus by the language, it does not come from the same source.

If a wizard with 8 str uses drag, it would be -1 then +6 int (assuming 22 int)

If a wizard with 22 str uses drag, it would be +6 then +6 (assuming 22 int)

See why it's ambiguous?

It's not ambiguous. A replacement is still an ability modifier being added. Whether the replacement increases the overall bonus is not an issue, you still can't add the same ability modifier twice. Unless it has a specified type at least once, of course.

So in your understanding, for chain of perdition that would be the case, but not for, say, telekinesis ?


Dave Justus wrote:

Chain of Perdition creates a chain, and then the chain acts on its own (although it can be directed).

Kinetetic enchancement as no effect on the chain, anymore than it has on your Brawler companion, it is a bonus when you do the manuevers, not someone (or something else.)

The chain was not the target of the heroism spell. It has no effect on it.

The chain probably can't perceive the Bard's performance, that would be a GM call, but I would say no.

So in the case you describe, 4: CL + INT.

But all of that assumes a ''sumonned'' type of minion, which this is not, it is an evocation (force) type of effect that is an extension of the caster's mind. (It's debatable, I am placing a counter argument to yours)

If it is an extension of your mind, then it would

-Have your kinetic field, why wouldn't you be able to project it? The chain is you (that one is less strong I'll admit)
-Have your heroism bonus, the morale bonus helps you perform better
-Have your inspire courage bonus, you hear the bard song and are blostered by it, and so is your chain.


avr wrote:
There's a FAQ which stops you adding an untyped ability mod twice. I think it'd apply here which stops 1 & 2. The question between 3 & 4 is whether the chain is an extension of you or an autonomous actor. I think it's an extension of your mind so 3 but you could make a case the other way.

And herein lies the rub, because in chain of perdition, it is not an untyped bonus but a replacement of your Str modifier. Thus by the language, it does not come from the same source.

If a wizard with 8 str uses drag, it would be -1 then +6 int (assuming 22 int)

If a wizard with 22 str uses drag, it would be +6 then +6 (assuming 22 int)

See why it's ambiguous?

For 3, I see heroism as working per say, (it's an ability check) but inspire courage is iffy because, is a chain a weapon? (it is an extension of you since it relies on your stats though)


So, in our rise of the runelords campaign, my girlfriend plays Ser Levy tate, a potent psychic with the chain of perdition spell:

here is the language for chain of perdition:

Chain of Perdition wrote:
The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment.

She also has the Kinetic enhancement biotech mod:

Kinetic enhancement wrote:
Kinetic Enhancement: You can generate kinetic energy to aid yourself in close-quarters scrapes. You can add your Intelligence modifier as a bonus on combat maneuver checks and to your CMD. You can also add your Intelligence modifier as a bonus on Strength checks to break or lift objects.

And finally, thanks to I, Trixie Starbright, awesome gnome bard, she is often under the effects of Heroism:

heroism wrote:
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

And Inspire Courage:

Inspire courage wrote:
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

So my question is this:

What would the CMB of the chain of perdition be?

Would it be:
1: CL+Int(instead of STR)+Int (Bonus on CMB)+Heroism+Inspire courage
2: CL+Int(instead of STR)+Int (Bonus on CMB)+Heroism
3: CL+Int(Instead of STR)+Heroism+Inspire Courage
4: CL+Int.

I think it should be 1 but that does seem a bit strong....

Let me know where you fall on the issue (And no subjective interpretation please, yes the fluff says ''closer quarter combat'' but the fluff could easily be interpreted for the field to enhance his mental constructs)

Thank you!


You could easily broken the scope of the verbal duel rules and make them about the election instead.

Each party can do public actions and speeches, as well as various other forms of public communication to carry out "attacks" on the opposing party.

The side that loses its determination pool the first loses the election .


Evangelist is also particularly synergetic with a summoning build.

Go separatists and Evangelist for dark tapestry domain.

Level 1 spell focus conjuration
Level 3 augment summoning
Level 5 superior summoning
Level 7 sacred summons

First round standard action summon 1d3+1 celestial leopards, move action sing for +2 to attack and damage.

Add a dervish sikhe in for 5000 to turn that +2 into a +3.

Watch the blenders as they go "grawr grawr grawr"


Before I go into detail on a build, would the OP be interested in a deadeye Bowman/slayer sniper crossbow man build ?


Java Man wrote:
I am wondering about the official necro count for this thread, is 3, 4 or 5 the RAW answer?

Because centralising the info requests on this thread is perhaps a good idea, since that might be how we get answers on a spell that has the potential to be cool, but is too vague in its description to amount to anything.


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Dave Justus wrote:

Honestly, even without planning 4 8th plus 1 9th level NPCs (if made with PC wealth) have a better than even odds of TPK against 5 8th level PCs without any plans to specifically counter particular foes or planar binding shenanigans.

I can't see your party surviving against the tactics you outlined, basically you have pretty much neutralized all of them with only minions, leaving the rest of your evil party to focus on one PC a round, probably killing him.

I guess if that is your goal it will work out fine, but I don't really see it being fun for anyone.

Yeah exactly, this just makes very little dramatic sense


When magic comes into question I like to go to common physics (not a physicist so may the nerdier nerd correct me).

This is an enchantment that effectively disperses the kinetic impact of a blow so that it is less focused (the blade is still sharp, but the magic diffuses the focus a bit while keeping the kinetic charge similar).

It more or less makes sense .

If not you could make it so that the damage is magically transfered to the nervous system instead of the skin.

As for the slitting across the throat it depends if it serves the narrative purpose. Slitting the throat is not a game move (except for maybe death attack or a readied action) so I would go with what feels better.

My best guest would be that you go from a slitting nottion to a piercing motion, effectively the would be killer stabs the victim in the throat with his merciful dagger, and the victim shakes about a bit, his mouth foaming under the intense neural pain, then falls down


I'll repost here

Ok so there's been good ideas here but let me be the dick who makes the nuanced point.

Why are you doing this ?

Will it increase the dramatic tention at the table ? Will it impart a valuable lesson to the players? Will they heaps that lesson.

Define your story elements before you define your mechanical elements.

Who is attacking the party ? Is it a rival group of adventurers ? Have they met the PC's so far ? What are their goals ? Do they seek to win or kill? Triumph or take monetary positions ?

If you answer that question then the next part of strategy is easy.

Rival group? Who's the party? What are their classes and ressources ? What can they leverage.

In strategy, it is always better to have a strong tactical point that best leverages YOUR assets rather than to counter the OTHER PARTY's assets. Now once you have that ideal engagement scenario in mind, how do you optimise it's happenstance (if you have a stealthy group, how do they become stealthier, if you have a magic based group, how do you shore up those weaknesses even more).

If you're only asking what's the best way to wreck your party, here's the answer I give everyone:

Flagbearer bard
Saurian druid
Exploiter wizard
occultist arcanist
Cleric

Everyone gets the 3 feat chain for druid animal companion if they don't. Wizard gets craft wondrous items.

Load up casting stats with +6 items, open with:

Everyone wins Ini (ambush or spells for Ini) druid and occultist place 1d3+1 of their best summon around ennemies.

Bard sings
Cleric casts blessing of fervor
Wizard casts hemispheric wall of force or straight wall of force that blocks room.

Round 2
Cleric casts "conjure food and water"
Arcanist turns water into wine.
The party watches the awesome flag dancing show the bard puts forward in order to stimulate the fire dire tigers wrecking s*%& on other side of the wall.


Ok so there's been good ideas here but let me be the dick who makes the nuanced point.

Why are you doing this ?

Will it increase the dramatic tention at the table ? Will it impart a valuable lesson to the players? Will they heaps that lesson.

Define your story elements before you define your mechanical elements.

Who is attacking the party ? Is it a rival group of adventurers ? Have they met the PC's so far ? What are their goals ? Do they seek to win or kill? Triumph or take monetary positions ?

If you answer that question then the next part of strategy is easy.

Rival group? Who's the party? What are their classes and ressources ? What can they leverage.

In strategy, it is always better to have a strong tactical point that best leverages YOUR assets rather than to counter the OTHER PARTY's assets. Now once you have that ideal engagement scenario in mind, how do you optimise it's happenstance (if you have a stealthy group, how do they become stealthier, if you have a magic based group, how do you shore up those weaknesses even more).

If you're only asking what's the best way to wreck your party, here's the answer I give everyone:

Flagbearer bard
Saurian druid
Exploiter wizard
occultist arcanist
Cleric

Everyone gets the 3 feat chain for druid animal companion if they don't. Wizard gets craft wondrous items.

Load up casting stats with +6 items, open with:

Everyone wins Ini (ambush or spells for Ini) druid and occultist place 1d3+1 of their best summon around ennemies.

Bard sings
Cleric casts blessing of fervor
Wizard casts hemispheric wall of force or straight wall of force that blocks room.

Round 2
Cleric casts "conjure food and water"
Arcanist turns water into wine.
The party watches the awesome flag dancing show the bard puts forward in order to stimulate the fire dire tigers wrecking s&#+ on other side of the wall.


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Unchained barbarian has a competence bonus to damage and HP instead of morale to stats.

Go unchained barbarian instead.

Case solved


Ok guys,

1: it's spelled sleight of hand. Oh my god, it's been killing me this whole thread!

2: Before attempting to boost slEight of hand this much, have you considered who your target is? A high level roguish type character should already have a base +20-30 in that skill, and, as pointed above, with spells could go much higher.

Now you CAN easilymake a glove that gives +15 enhancement bonus to sleight of hands on top of that and get a check in the +50-60's, but why would you need it that high? It's not a particularly good skill even, and the costs of adding more would add up.

So yeah, ask what's the approximate dc before building twice as much as you need to on it :P


Yure wrote:
blackbloodtroll wrote:

I was half right on that part.

Anyways, the point is, they are not spellcasters.

See here.

Funny they took that stance considering verbiage in one of the abilities says they imbue the potion with some of their magic.

This is a 5 year old thread and the alchemist question has been rendered moot.

Want them to craft ? House rule it as an extract, it's not unbalanced. (well, it's not unbalanced in the same way that it's considered balanced for wizards to take it)


Ryan Freire wrote:
Its probably never fooled anyone because if your fighter is in armor other than light its not concealable under clothing and disguise self has no audible aspect, meaning your plate doesn't clank around.

The disguise DC's are often in the 30's and we only use this when the tank is a light armored type.

It's possible there's a justification to be found in your argument, but in a realist scenario, whoever you are, if your goal is to target robed people in the chaos of battle, or even as part of an ambush against a band f highly trained professionals such as pc's, you're not gonna be paying a lot of attention to the details.

Even the 10-20 % of monsters who could and would, that doesn't account for the con not working all of the time.

Hence DM bias.


Ryan Freire wrote:
Meirril wrote:
Ryan Freire wrote:

Because a character like this one levelling up would likely die from being undergeared and need to spend wealth to be resurrected before accumulating 30k all at once.

Almost every group I've been in has 1 or 2 characters that get carried by the rest. Just because you're sub optimal it doesn't mean you die faster. Actually, if you are mostly useless a lot of creatures will ignore you until they take care of other more irritating/frightening adventurers.

Like intelligent monsters will target healers, or casters before going after 'hard' targets. The horizon walker isn't either of those. Animals that go after the 'weakest in the herd' will more likely go after the unarmored sorcerer long before they go after the non-descript horizon walker. Now if our HW decides to walk away from the safety of the group who knows what will happen, but that is a player decision not the result of a bad build.

Really, cause every group ive been in where the pc's were undergeared for weapons and protective equipment had at least 1pc drop if not die per session.

Also my gm, when playing intelligent villains (who actually scout out parties) focus on the easiest to drop first rather than scrabbling at hard targets and allowing the pc's to maintain action superiority over their group.

Depends on what kind of villain you're fighting.

Depends on what kind of ressources the villain you are fighting has.

I've been testing using a third party DM to play some of the act villains to avoid conflict of interest. In some ways, it makes the players have a much harder time. In other ways, it exposes the villain a lot.

The one thing that has come out of that experiment though is that Dm's (me included) take a LOT for granted on how a "smart villain" would act.

(Not to mention that we as players often use a con we call "the helpless magician!!!" In which the casters in the party use disguise self as a 10 min buff to look like they have armors, and the fighters put robes over their armor, and Don a pointy hat. It's never fooled anyone due to DM conflict of interest though...)


In my games, I use the following interpretations to manage ambushes.

The party is always assumed to be taking 10 in a hostile setting, this means that I always know what the DC needed in stealth to beat is.

Then you have to remember that a lot of monsters are ambush monsters. They'll stay in place and let the PC come to them. That means they take 20 on their stealth checks. That will often be enough to beat the perception of the party, or at least make them start closer (don't forget to account for that -1 to perception for each 10 ft of distance)

Also let's talk about that distance modifier. Suppose your party isn't being very stealthy. The DC to see them is 0. So in essence, if your monster (let's say a black dragon) is hidden somewhere 300 feet away, he definitely sees them, but they definitely don't see him (-30 to perception from distance)

That black dragon then also has enough fly speed to close the distance as his surprise round, or cast a spell, or breath his acid.

So I would say, think about how perception works, and you'll find plenty opportunities to surprise your pcs


10th level fighter 6th level barb is +16.

You would get 4 itteratives on this.

+16
+11(16-5)
+6(16-10)
+1(16-15)

This is the maximal number of itteratives attacks

Itteratives attacks only apply on a full round action, and only with manufactured weapons (as opposed to natural attacks)

(NOTE TO MY FELLOW RULED LAWYERS: I know it's possible to use natural as unarmed and get itteratives, I'm talking in general)

There are 3 progressions of bab, and they stack when multiclassing:
Fast: (+1 bab every level, martial focused chars such as ranger paladin and fighter get this)
Medium: (+1 bab every 3/4 level (first one is the dead level) this is reserved for hybrid characters such as clerics druids and rogues)
Slow: (+1 bab every 1/2 levels, (first level is the dead level) this is reserved for pure casters or physically weak classes, such as wizard and sorcerer)

If bab is confusing, I would suggest staying in the same class the whole progression, multiclassing increases the complexity by a lot, and in pathfinder staying single class is often much more advantageous unless you know exactly what you're doing.


I'd rule it that that last 5 feet is an opportunity choice:

You either need:

An extra 5 ft. Of move
OR
Succeed on your climb check by 5 or more to finish at the top standing (via awesome Tom cruisesque clinbingmancy)
OR
Get to the end, scramble on top, beginning of next round you're prone.

But that's me as an experienced DM, that's not RAW.


I'll throw my hat in the "ridiculously unfair double standard" part of the argument as well.


Yeah, it just sucks that in such a vast and detailed setting there is virtualy no statistics for taking over another city or for siege fights and what you gain from them.

I guess I'll just make up some house rules on city capture and razing.


Greetings,

I've looked everywhere, and I can't seem to find how the taking of a city in the mass combat rules works?

I'm running kingmaker and i have a guest DM running big V and he'd like to conduct secret attacks vs player cities without armies, but I don't know what the rules are for the razing of cities, or if he wants to take a city and have the players take it back.

Thanks for your help

(Link to mass combat rules: https://www.d20pfsrd.com/gamemastering/other-rules/mass-combat/)


Christopk-K wrote:
To me it seems that taking one level in a 3/4 BAB class actually allows you to take the next three 3/4 BAB levels without further loss. So the block of 1 lvl cleric and three levels UC rogue only cost me one point of BAB.

While that is a very reasonable houserule, it is not however RAW.

If you took 3 levels of UC rogue and 1 level of cleric your bab would be 2, same as a wizard.


Slayer is the better class for a melee dex build due to full BAB.

Agile glaive means you don't need the level 3 rogue power (although it would give you *1.5 dex to damage with a glaive and a 3 level dip only makes you lose 1 bab and 3 HP.)


Alternatively, encourage your casters to scheme. The time I'm having the most fun as a caster is when I'm throwing around some questions that will trivialize future encounters.

DM: ok before you lies the caves of xarathor, home of the deadly blue dragon ajdac....

Druid: I cast insect spies and insect scouts. Can someone pass a DC 42 perception check in there ?

DM: looks at notes.... Hum ... No....except the dragon boss.

Druid: ok can you draw the map and where the ennemies are leading up to the big boss please, we're gonna discuss which buffs to cast in the meantime.

DM: euh.... Ok?


Greetings all,

I just started the kingdom building portion of my kingmaker adventure, and already my players are adding demographics to their kingdom like crazy.

since mixed races is a strong theme for their kingdom, i would like to develop a subsystem that allows them to develop more the involvement and special features of each race they add.

Here is what I have in mind, but this is a thread for advice, please feel free to tell me how you'd do it or how you've done it.

New demographic:

Stability check to incorporate into kingdom:
Success by 5: -2 unrest (for monster races, core races generate no unrest on sucess by 5)
Success: -1d4+2 unrest
Failure: 2d4+2 unrest

Initial bonus (upon race incorporation)

1 year bonus (requires 10 BP investment)

3 year bonus (requires 50 BP investment)

Random events (3) to be put in the random events roll (I just put it as 50-95): these are small events relating to the race in particular and that affect the kingdom either positively or negatively, try to have a good one, a neutral one and a bad one.

So with these rules I would have the following demographics:

Kobolds:

Initial bonus: +1 to economy

1 year bonus:
EITHER
Mining mastery: Economy bonus goes to +2, mines cost 1 less BP, can build roads on mountain hexes
OR
Kobold harriers: can field colossal kobold armies, kobold armies add either burn, poison bleed or trap sense to their list of powers.

3 year bonus:
EITHER
Kobold forge: Unique building, acts as a foundry but also allows you to create weapons and armor assets for armies at half cost, and allows 2 mines to be enhanced by foundry.
OR
Kobold mining village: Each mine on your map is also considered a small village with 4 hexes available to build and that does not count as a district towards your control DC. This small settlement does not require a viceroy and does not have leadership positions, it only serves to give slightly more space for buildings.

The bonus not taken can be bought after the required time span has passed again (so in this case, you could buy the two 1 year bonuses before you buy the 3 year bonus).

Events:
Good: A kobold discovers a new vain of minerals in the closest mountain range
Neutral: several kobolds are complaining about the housing in mines, stability check for 0/-1/-1d4 unrest
Bad: A kobold is found murdered in the street under some hate filled language scribbled with his blood. Make a loyalty check to find the culprit, -2/-1d4+2/-2d4+2 and kobolds leave the kingdom demographics on failed check.

Fairies:

Initial bonus: -1 BP to the build cost of any magical building or city enhancement (such as eternal lanterns or unending fountain) or any building that has magic item slots.
Unlocks faery buildings (specific to my game, some faeries such as tyressa give them special buildings such as a dryad grove that allows them to build lumbermills without chopping down trees)

1 year bonus:
EITHER
Faery Whimsy: -2 to loyalty (permanent) but on each turn, add 1d6 to either economy or stability (flip a coin to determine which).
OR
Faery agents: a lot of faeries live in your kingdom and bring you items, when you roll for a magic item, roll twice and take the highest value result.

3 year bonus:
EITHER
Faery armies: You've attracted a lot of faeries, enough to field your own host, see with your Dm what kind of faeries are in your kingdom and what kind of army you can field with them.
OR
Faery court: Special menagerie building, costs 20 BP, gives +2 stability, +special loyalty, +2 economy, -1 unrest, +2 city defense.

Adds +1/2 the CR of the highest CR creature in the menagerie. Automatically starts with a CR 6 magical beast inside.
add the following random event to your random event table:
ESCAPED CREATURE! a creature has escaped the fey menagerie and destroyed 1d4+2 city block, on successful stability -5 check, only 1 city block is destroyed.

Good event: The feys of your kingdom have blessed your farms and sawmills , add 1 to their consumption reduction for this turn.
Neutral event: PRANK FESTIVAL!! -1d4+#level of holiday eddict unrest to the kindom, reshuffle all magic items in the kingdom.
Bad events: Cold iron hunters: A group of fey hunters razes one of your fey buildings unless you pass a stability check to prevent them.

tell me what you think, also I'd love some ideas for lizardfolk and centaur demographics.


Serum wrote:
AlastarOG wrote:

I will necro the hell out of this thread.

For theoretical purposes (i've already ad hoced it so the char starts at level 1 and gave him his custom race), if i kill a very old red dragon and reincarnate him, does he lose all racial HD?

It seems to me like the dragon would not even be eligible for reincarnate unless he has class levels because he would lose almost the entirety of his powers as he comes back in human form.

Thanks for the input.

Reincarnate wrote:
For nonhumanoid creatures, a similar table of creatures of the same type should be created.

An old dragon would come back as an adult of the dragon type, but perhaps not a true dragon. He wouldn't come back as a humanoid.

Class levels don't matter.

Ahh i hadn't seen that indeed.

So to be fair there would need to be a table of creatures with the dragon type that you roll agaisn't, of which half dragon or any other race with no base HD could be a part of if they had the dragon type.


I will necro the hell out of this thread.

For theoretical purposes (i've already ad hoced it so the char starts at level 1 and gave him his custom race), if i kill a very old red dragon and reincarnate him, does he lose all racial HD?

It seems to me like the dragon would not even be eligible for reincarnate unless he has class levels because he would lose almost the entirety of his powers as he comes back in human form.

Thanks for the input.


AlastarOG wrote:

Finished stolen lands.

Updated all creatures with advanced template, solo template when needed.

boosted the werewolf's barb levels.

Made the old hermit a Hunter instead of a rogue, boosted the level by 1 to account for cat being an animal companion and not a standalone creature.

Gave tyressa and her satyr lover animal companions, just cause.

Made Grigori a wit archetype bard and framed the whole debate with him using verbal duel rules (he's pretty brutal at those so it'll be a team effort to beat him)

Made the cult of gyrona a cult of Milani to account for the evil party (made the peasants some level 2 inquisitors instead but I expect most of them to be fireballed to death)

Old beldame is now a witch, because she's a freaking witch.

Vesket is now a level 5 fighter lizardfolk instead of having more lizardfolk HD. This allows him to ''call on his ancestor's'' to add any +1 enhancement to his fauchard (including human bane). Also made him a trip fighter.

Riggs is now a slayer instead of a rogue, but I might change that to vivisectionnist as I think it fits him better (read it in the obits, thanks to whomever gave me the idea)

Boosted the lethality of all the traps in the module, the ray of enfeeblement stayed as is (cause it's really mean coupled with the immediate skeleton and lonely warrior attack) but the insanity mist trap has been modified to pour out the same gas for 5 rounds instead of just once, and the pitfall in the owlbear's den has been made harder to spot (we use passive perception rules, i like to keep some traps above take 10 value in order to keep my players paranoid). Finally, the portcullis trap has been boosted in damage (10d6) and will make the caught target helpless, prompting riggs to try to come coup de grace it.

Added 2 custom magic items to fit with my ABP progression.

Killjoy: the sword from the lonely barrow (is now a butchering axe) is a Fey Bane keen cold iron Butchering axe that gives the wielder tracking and perception bonuses vs feys it...

My apologies, I did make the trap in the deadly barrows deadlier.

It is now a stinking cloud trap (CL 5 DC 19) that in addition makes targets fatigued and makes them lose 1d2 strenght everytime they fail a fort save (fatigued stacks to exhausted).

As well, i changed the lonely warrior to an unchained barbarian (rage powers work on undead in the unchained version) in order to keep with his fluff, and he has ABP npc progression as well as fighting two handed instead of with a shield.


Finished stolen lands.

Updated all creatures with advanced template, solo template when needed.

boosted the werewolf's barb levels.

Made the old hermit a Hunter instead of a rogue, boosted the level by 1 to account for cat being an animal companion and not a standalone creature.

Gave tyressa and her satyr lover animal companions, just cause.

Made Grigori a wit archetype bard and framed the whole debate with him using verbal duel rules (he's pretty brutal at those so it'll be a team effort to beat him)

Made the cult of gyrona a cult of Milani to account for the evil party (made the peasants some level 2 inquisitors instead but I expect most of them to be fireballed to death)

Old beldame is now a witch, because she's a freaking witch.

Vesket is now a level 5 fighter lizardfolk instead of having more lizardfolk HD. This allows him to ''call on his ancestor's'' to add any +1 enhancement to his fauchard (including human bane). Also made him a trip fighter.

Riggs is now a slayer instead of a rogue, but I might change that to vivisectionnist as I think it fits him better (read it in the obits, thanks to whomever gave me the idea)

Boosted the lethality of all the traps in the module, the ray of enfeeblement stayed as is (cause it's really mean coupled with the immediate skeleton and lonely warrior attack) but the insanity mist trap has been modified to pour out the same gas for 5 rounds instead of just once, and the pitfall in the owlbear's den has been made harder to spot (we use passive perception rules, i like to keep some traps above take 10 value in order to keep my players paranoid). Finally, the portcullis trap has been boosted in damage (10d6) and will make the caught target helpless, prompting riggs to try to come coup de grace it.

Added 2 custom magic items to fit with my ABP progression.

Killjoy: the sword from the lonely barrow (is now a butchering axe) is a Fey Bane keen cold iron Butchering axe that gives the wielder tracking and perception bonuses vs feys it has hit and can cast protection from chaos on wielder once a day when targeted by fey abilities.

Trollfang amulet: Is a Keen Flaming amulet of mighty fists that can give fast healing 1 as a move action to the user (similar to earth boots) and is also one of the reasons Hargulka became a troll boss (flaming claws and the ability to heal from flames and acid is scary for troll underlings)

Made the owlbear act boss much MUCH tougher, any full attack from it is gonna be met with death and it has a LOT of Hp (advanced siege owlbear wearing a dragonhide breastplate barding, one of my players is a reincarnated red dragon and these will be his scales)(If you use the owlbear boss, make sure to stress the importance of tactics with your players as he can EASILY tpk a party that tries to go toe to toe with him, I will be dropping hints through divination and knowledge (architecture) checks to my party wizard)


VoodistMonk wrote:
Does that mean those archetypes are not allowed. The Esquire Cavalier is mentioned in a PFS Battle Herald write up. The cohort is specifically allowed to take plural archetypes.

Not specifically but I think banning cohorts is the most common house rules I've ever seen, since they're stupid broken. Like so broken it makes no sense to play literally anything else or get any other feat.

Fixes or replacements vary DM to dm


I think most DMS ban leadership or cohorts for reasons such as those you elaborated here.


JAMRenaissance wrote:

I don't know if I would say "best", but one of the more unique ones that I'm loving right now (as a monk guy) is a Sensei/Ki Mystic Monk. You get some really good Bardic Performances (Inspire Courage, Competence, and Greatness), and access to all of the feats and add-ons of having Bardic Performance as a result. The unique part is the ability to give people your ki-based powers while using your "performance". With Qiggong substitutions, this provides a lot of variety. The Sensei casts TrueStrike from a distance. Extra speed, gaseous form, dodge bonuses, barkskin, no-component restoration... anything you can do on yourself, you now do on others. Ki Mystic gets you more ki (more buffing!), plus the ability to distribute an extra +4 to a skill that stacks with Inspire Competence, or reroll an attack or save as an immediate action.

So that poison dart your partner succumbed to? Have them reroll that. Plus, you can reduce the cost of your bigger gun abilities (Ring of Ki Mastery). At level ten it goes into overdrive, as now things affect EVERY ally within 30'.

MASS RESTORATION! MASS +4 TO DODGE! YOU GET A TRUE STRIKE! YOU GET A TRUE STRIKE! EVERYONE GETS A TRUE STRIKE!

Again... I don't know about "best", but it is certainly unique.

I freaking love this. I'll write it down.


Ah well s@## then. I'll tell the DM and we'll contingency virtuoso performance instead.


Trevor86 wrote:
AlastarOG wrote:

Contingency is from a mnemonic vestment, which works great for utility and is very cheap.

Thanks grandlounge for the shadow bard.

And yeah that whole build is level 16 but early on with master performer, grand master performer, dervish sikhe and banner of the ancient king you're still pretty good, at level 7 you can inspire courage for around +5, +2 from flagbearer, and then haste. It's incredibly brutal.

Brilliant inspiration is a high level cherry on top of an awesome sundae.

Im still not sure how mnemonic vest comes into this. Contingency isnt on the bard list and the vest requires the spell to be on your spell list to work?

That is a requirement bypass able by UMD. If that is not the ruling of your DM contingent scroll (the spell) can sub in.


Grandlounge wrote:

Not possible in most games.

"The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended."

Contingency is not a bard spells. Umd or the right archtypes can do it.

Yah our bard has +42 UMD it wasn't hard for her.

If that didn't work she does have contingent scroll. As a contingency for when contingency has been spent. How contingent?

And dammmmn stpnesinger bars seems awesome.

Brown fur transmuter is just insane I know. If you're going to be casting buff spells go that way. Although I'd argue that shape of the dragon isn't as strong as a well optimized bard (ideally you'd want both!)


Although an imperious bloodline sorcerer with the encouraging spell metamagic would be a strong contender as well.

And of course the Evangelist has access to a lot of very powerful buffs on top of inspire courage.


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Contingency is from a mnemonic vestment, which works great for utility and is very cheap.

Thanks grandlounge for the shadow bard.

And yeah that whole build is level 16 but early on with master performer, grand master performer, dervish sikhe and banner of the ancient king you're still pretty good, at level 7 you can inspire courage for around +5, +2 from flagbearer, and then haste. It's incredibly brutal.

Brilliant inspiration is a high level cherry on top of an awesome sundae.


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Ok so what you described as an alchemist buffer is in no way an actual buffer. Wizards, sorcerers, druids, shamans all have those spells and they're a cornerstone of the pathfinder buff economy.

The bard is the undisputed champion of buffing.

In my age of worms campaign we have a host of varied buffs from spells (barkskin, circle of protection vs evil, etc) but the main part of buffing comes from when our flagbearer bard throws down her contingency (finger snapping) to conjure up a shadow bard and then does inspire greatness+inspire courage +haste+brilliant inspiration.

This gives +10 to attack +9 to damage +4 saves +4 AC and roll twice keep best on attacks (with a crit range of 15-20 on the apally)

Alchemists just cant keep up with that, their buffs are just spells, everyone and their mom has spells.


Having tested this more, I'd make the following modifications:

**SOLO MONSTER TEMPLATE**

+ 1 CR template.
automatically applies to any monster that fights alone vs a party of 3 or more.
**ALTERNATIVELY** In an event where a player fights alone vs 3 monsters or more he could benefit from it.
1) FASTER Roll 2 tracks of initiative, the highest is the full round in which the monster can perform, the lowest is a standard action and a swift action (no move, no full round). *MODIFICATION**: The lowest initiative cannot be immediately after the highest initiative, if a monster would act two times in a row, he must delay the second action until at least one PC has acted.

At CR 13+, the monster gains a third standard action that automatically starts at the beginning of the round, with the following caveat: The monster can use any 1 action that can target only the monster, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The monster does not need to have a free hand to cast a spell in this way. The Monster is still considered flat footed for the purposes of the first round. The monster can also perform the self aid or healing surge action

At CR 20+, the monster has 2 initiatives, and 2 full round actions.

2)BETTER Solo monster can use their remaining movement at any time they could act. So if a monster has 50' movement, it could use 10' to move to an enemy and a standard to attack. It could then use it's remaining 40' of movement as it saw fit (basically this works a lot like spring attack in practice).

Increased actions: A monster with this template can perform two additional actions:
1: Healing Surge: If the monster has a fast healing or regeneration score, he can, as a standard action, heal a number of hit points equal to his constitution modifier multiplied by his fast healing/regeneration score.
Exemple: Rock the troll is trying to fight off those pesky adventurers, at the end of the turn, he has a standard action, being a solo monster. He uses the healing surge action, and has a constitution of 23 (+6), and his regeneration is 5. He heals 30 HP, and then roars at the PC's.

2: Self Aid: The monster can opt to use his standard action to either give himself +5 to the next attack roll he makes, or +5 to AC vs the next attack.
Exemple: Tuskgutter is just a simple solo boar. After having charged and gutted an adventurer, he finds himself surrounded. He decides to use a standard action to roll around in the entrails of the PC he just killed, granting himself a +5 bonus to AC vs the next attack he receives.

3)HARDER Maximize HP per die, add 3 Hp per HD. The proper equation to calculate is : (HDx#HD)+((Cons mod+3)*HD). At CR 13+the modifier is 4. At CR 20+, the modifier is 5.

Exemple: The Juvenile red Dragon has hp 149 (13d12+65) normally. You apply the solo monster rules and now his HP becomes:

(12*13)+((5+3)*13)=260 Hp. He will definitely last longer vs a group of optimised PC's

4)STRONGER

Pick one of the following as a defensive measure for your solo monster.

Tenacity (SU)
The lone wolf can spend a move action to remove any action inhibiting status (Frightened, Cowering, Stunned, Dazed, Nauseated, Dominated, Charmed) by paying a number of hit points equal to his HD. This move action can be spent even if his normal move actions cannot be used.

Immunity (SU)

The lone wolf has a barrier that protects him from action inhibiting statuses (Frightened, Cowering, Stunned, Dazed, Nauseated, Dominated, Charmed). this barrier can be taken down by a successful sunder or dispel magic attempt aimed at the barrier (DC=10+CR). This sundering attempt does not provoke attacks of opportunity. This barrier can be refreshed as a move action.

Willful (SU)

A Solo Monster has a pool of 3 Solo Points. It regains 1 SP per round just before its turn but never has more than 3 in its pool.

In between players' turns, it can spend SP, similar to coming out of Delay. It cannot spend SP directly before or after its turn; if it wants to spend SP when its turn comes up then it has to Delay its turn until at least one player has gone.

It can spend 1 SP to remove an action inhibiting status , or suppress a permanent/long-term one one (like a curse or disease) for the rest of the encounter. It can do this even if the condition normally prevents action or decision-making. It can use this to stand up from Prone without provoking AoOs.

It can spend 1 SP to cast a spell/SLA on itself without provoking, like a war priest.

It can spend 1 SP to take a standard or swift action. This also entitles it to single-speed charge and withdraw actions and 5ft steps. This also refreshes its pool of AoOs.

Tell me what you think of the mods, I've tried to put them in bold.


Added tartuk's diary as well as the clawed tree with an X as a handout.


hmm very interesting thanks. I had hoped that the seelie unseelie system would have been squeezed in there, but I'll stick to canon lore for this time (My plot leans heavily on the eldest as they are).


The answers have been complete and accurate this far so I'll just chime in with a fun thing.

If I were playing a monk and had a dagger of wounding at level 2 I'd probably try to go for broke and hunt down a gigantic dumb animal with no spells or flight.

Buy scroll of fly, buy 2 scrolls of true strike, wizard flys over T-rex , casts true strike, throws dagger, goes away and waits about 10 minutes and then goes back to retrieve the dagger from the colossal corpse.

Collect your 6400 exp rinse repeat :-p

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