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722 posts. Alias of Remco Sommeling.




I want to replace the class based saves for a variety of reasons:

1) To have the various saving throw bonuses of characters less far apart and prevent automatic success and failures for level appropriate threats.

2) I want to discourage multi-classing for dip benefits, not multi-classing in general

3) I see no reason to maintain it, ability scores and potential feats do a well enough job to explain why someone is more likely to succeed or not

4) I wish to equalize the classes a bit more, it seems that the weaker classes often have the weakest saves as well (rogue, fighter), or would typically lack the ability scores to boost saves (wizard, sorcerer), while other classes with already strong saves have them enhanced even further with high ability modifiers (cleric, druid, paladin)

5) I like the correlation with a creature's / character's deductible traits having a relation with his strong saves rather than meta gaming

6) it's meant for a relatively low magic campaign and the characters might miss out on the assumed bonuses inherent in magical items, so slightly increasing the saves overall might be a good thing.

The basics:

The base save will be a bonus of 1/2 your level in every category modified for ability modifiers.

At level 5, 10 and 15 you can pick to get a +1 bonus on one of the various saves, at level 10 and 15 you can pick a save you did not choose to increase before, your other previously chosen increases go up +1 as well.
At level 20 they all go up by an additional +1.

So at level 5 you can choose to increase fortitude, at level 10 you pick reflex and increase your fortitude up by +1 as well. Your saves are now +2 fortitude, +1 reflex. At level 15 your will save gets +1 and the other saves go up +1 as well. Your saves are +3 fortitude, +2 reflex and +1 will.

When your fortitude goes up by +1 you also get a bonus of 5 hit points per increase.

When your reflex save goes up by +1 you also get a +1 bonus on initiative checks per increase.

When your will saves go up you get a +1 bonus on concentration checks per increase. *

* caster level / concentration ranks will be determined by stacking together the caster levels and half of the non-caster levels. Concentration will use charisma by default unless stated otherwise.

(still working on some feats / alternative uses for concentration for the magically challenged)


I am making a sorcerer / wizard or bard that wants to make good use of the phantom steed spell. I am looking for ways to improve on the durability and effectiveness of the steed in combat especially. I prefer to use CRB material (APG might be ok later), other sources are unlikely to be permitted. We start out at lvl 6 using only the CRB afterwards, we 'might' be able to use material from the APG as well.

Obvious things seem to be to take the mounted combat feat and cast a mage armor on the steed to increase it's AC to 22, any other ideas to keep my steed alive or increase it's effectiveness ?

EDit: We do not start with magic items but it might be possible to craft relatively simple items in the course of the campaign.


Deadly Finesse

peequisites: dex 13, weapon finesse

When you are wielding a weapon that benefits from weapon finesse in one hand and nothing in the other you can choose to deal your dexterity modifier as a bonus to damage rather than your strength bonus, strength penalties still apply.

If you are wielding multiple weapons instead you can deal half your dexterity modifier as bonus to damage.

Sword Dancer

Prerequisite: Weapon Finesse, dex 13, perform dance 2

You can use weapon finesse with one-handed weapons from the light blades, heavy blades, monk and spears weapon groups as well as light weapons. Also you can use perform dance instead of the bluff skill to feint and you get a +4 bonus on that skill to feint if you moved that round.

* Are these acceptable feats ?


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Ok, I want to make a villain out off a fallen high priest.

He led many of his faithful followers to their death's and got cursed with lichdom, being tricked by a devil into unwittingly completing an unholy ritual.

Now I want to bring this former priest back to make an appropriate challenge for a 12th lvl party. The lich's levels are undefined, but assume he was able to cast 9th lvl cleric spells before his fall from grace.

It seemed like a fun idea but now I have no idea how to stat him up or what to use or do to make it a challenging foe. I definitely do not want to give him clerical spells, but might give him up to 3 other class levels. Which might be rogue, aristocrat or anything else entirely.

Do any of you Paizonians have insights on how to go about this ?


The party is trapped in a demi-plane mansion, think a giant Mage's Magnificent Mansion, and need to permanently destroy the resident lich in coming session, but I have trouble with inspired encounter design.

Party :

Dwarf, Barbarian 12 (invulnerable), fighter 1
Elf, Wizard 5, fighter 1, Eldritch Knight 4, Arcane Archer 3
Halfling, Magus 4, Rogue 3, Arcane Trickster 6
Dwarf, Druid 13 (storm druid)
Human, cleric 3, wizard 3, Mystic Theurge 7
Half-Elf, Summoner 13
Dwarf, Paladin 4, sorcerer 1, Dragon Disciple 8

Guest NPC :

Demilich, wizard 13 (lich's father and former tutor),
a forgetful once legendary wizard, not quite sane but mostly harmless and willing to help the party out his son. Can at most cast spells of 6th lvl stilled and can not reliably use any other powers. Floats around cracking jokes and offer more or less useful advice, as often as not after the fact.

They are not supremely optimized but got some perks that makes them slightly more powerful so that evens out.

They already destroyed the lich and it's most powerful minions once before, it is a diabolist 10 wizard 5 human. Now they seek to end him once and for all making their way through 'the cellar' to find the lich's phylactery at the end.

I was thinking to create a construct which acts as the lich's phylactery, or possibly a part of it's construction, but I am having trouble visualizing the setting and any potential mooks, traps, or whatever to prevent them from focusing on the construct. I am hoping for some creative ideas from the Paizo/Pathfinder community here to give my encounter shape.

Like said it is in a demi-plane with mostly undefined rules so you can get pretty crazy if that is what it takes.


So I am tinkering with the fighter and decided I want to both improve the fighter, make it more versatile and dynamic. One of the alterations I want to make is giving the fighter 'deeds' like the gunslinger but suitable for the generalist fighter. Anyone wanting to give a shot designing one or more of these deeds please post them here !

I was thinking to grant deeds at level 1,4, 8, 12, 16 and 20.

Grit could be regained by :

Killing Blow: When the fighter reduces a creature to 0 or fewer hit points with a successful attack roll while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Daring Assault: The first time each round in which the fighter makes an attack or maneuver roll the fighter provokes an attack of opportunity, she regains 1 grit point. Making an attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the fighter's character level or if the attack of opportunity is somehow prevented then grit is not restored.

Looking forward to your ideas and/or suggestions !


I was considering to remake the system slightly to both make them more interdependent, simple and to generally make more sense.

I was thinking something like :

strength : damage, strength attributes, hitpoint bonus, fortitude

dexterity : to hit, initiative, reflex, Armor Class bonus

personality : Will, casting modifier

intellect : bonus spells, skill bonus

I should reevaluate class and race abilities to stay relevant to what they should do and redesign some things quite significantly.
Do you think this is a decent change, do you have any ideas to

I personally enjoy the idea of huge giants having problems to hit the hero that dodges his attacks gracefully, but really hurting you when they do and having a load of hit points, of course giants should be adjusted in CR or stats to make a decent challenge but it seems a fun change.


I got an 11th level wizard (of the white circle), which has access to all wizard schools as well as abjuration school and subtype healing spells from the cleric spell list.
I need a 3rd level spell (or lower) to use with contingency, spells from spell compendium (3.5) might be allowed, any suggestions ?


I was preparing an encounter for the PCs with some barbarians of 5th level and I found myself wondering about improved uncanny dodge.

improved uncanny dodge:
Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

So, the party rogue/magus/arcane trickster (3/4/6) can sneak attack the ogres, but I guess he would not get the +2 bonus for flanking.. right ?


Ablative Sphere

School abjuration; Level sorcerer/wizard 3
CASTING

Casting Time 1 standard action
Components V, S, M (a crystalline sphere worth 10 gp)
EFFECT

Range personal
Target you
Duration 1 minute per level (D)

DESCRIPTION

The Garundi tenaciously protect their homes, and through the years they have perfected magic to aid them in their defense.

An immobile, crystalline, weblike globe surrounds you. When the ablative sphere winks into existence, it provides you with improved cover (see below). The barrier does not impede a spell's line of sight or effect.

The sphere is 1 inch thick per caster level, has hardness 5, and 3 hit points per inch of thickness. When an ablative sphere loses hit points, the level of cover it provides is reduced. When the ablative sphere has lost one-third of its hit points, it provides cover instead of improved cover. Once it has lost two-thirds of its hit points, it provides only partial cover. Finally, when the ablative sphere's hit points reach 0, the globe is destroyed. When an attack reduces an ablative sphere's hit points to 0, you take any remaining damage.

I am having trouble adjudicating this spell.

Do you have to choose to attack the sphere instead of the caster ?

Do you have to bring down the sphere before you can attack the caster ?

Does it provoke attacks of opportunity if you attack the sphere ?

Does it still give benefits of cover versus spells despite not impeding line of sight or effect ? and if it does, does it hamper my ray spells too ?

Does the caster provoke attacks of opportunity, does he get to make attacks of opportunity ?


ok, I like sorcerers, they are flavorful but I feel that they are getting to be a bit outdated. The oracle as a class seems to run smoother and with a more nicely integrated bonus spell progression, wizards get more ability to cast spells spontaneously and many adventureres can claim arcane ancestors and flashing their bloodline powers through Eldritch Heritage feats. This is not meant to be a radical change to the sorcerer, just an attempt to fill out some dead levels and give it back a little of it's lost shine.

1st__Bloodline Power, Bloodline Arcana, Eschew Materials, Cantrips
2nd__Bloodline Spell
3rd__Bloodline Power, Bloodline Feat
4th__Bloodline Spell
5th__Eldritch Focus +1
6th__Bloodline Spell
7th__Bloodline Feat
8th__Bloodline Spell
9th__Bloodline Power, Eldritch Focus +2
10th_Bloodline Spell
11th_Bloodline Feat
12th_Bloodline Spell
13th_Eldritch Focus +3
14th_Bloodline Spell
15th_Bloodline Power, Bloodline Feat
16th_Bloodline Spell
17th_Eldritch Focus +4
18th_Bloodline Spell
19th_Bloodline Feat
20th_Bloodline Power

Changes :

- Bloodline spells are gained at the levels you gain the appropriate spell level, this prevents you from not picking that thematically appropriate spell the first chance you get.

- The sorcerer gains a bloodline feat at 3rd level and every 4 levels after (instead of at 7, 13 and 19)

- At 5th level, the sorcerer gains Eldritch Focus which gives a +1 caster level to her bloodline spells when cast as a spell from her daily slots or from an item. This bonus increases by +1 at 9th level and every 4 levels after.

Don't be shy with your (constructive) criticism, the changes are fairly minor but if you have suggestions or think this or that could be done better please do tell.


I'd like to share a possible variant of dealing with lethal/non-lethal damage and hope to get some feedback on them :

1 - Any (lethal) damage you get gives an equal ammount of non-lethal damage and causes you to be staggered once your non-lethal damage exceeds your current hitpoints.

2 - Non-lethal damage will be converted to lethal damage once it exceeds your maximum hitpoints + constitution score.

designer's notes :

- This will (typically) result in being staggered when you lose half your hitpoints since your non-lethal damage equals or exceeds your current hitpoints.

- The 2nd point is there to prevent effective doubling of damage once you go unconcious and also creates a window where a creature being pummeled by non-lethal damage will be staggered, it also makes dealing non-lethal damage inherently a bit less optimal.

- Makes undead, constructs and others immune to non-lethal damage more dangerous since they suffer no risk of being staggered, making them more 'relentless' which I like, since they can be critted in PF I feel this gives them back some flavor.

- Gives more in game justification to in combat healing, since it also restores effectiveness besides healing.

- It is easier to determine when a foe is seriously hurt, or vice versa.

- Makes Vital Strike and several other standard/attack actions/feats more interesting to pick or use.

- I hope it will create a more tangible threat in combat, since much of the time PCs will be at risk of becoming staggered.

- I am not sure wether this will end up being too lethal, I am still considering wether this variant would work better with maximum hitpoints overall. Though probably just for elites and PCs.


Hi, I am gm'ing for a party of 12th level characters through some exceptional circumstances I am going to replace a player's eidolon with one that is an aspect of a very powerful imprisoned devil (outcast noble devil).

I am not quite certain on the specifics of either the diabolical entity, or the eidolon. I am looking for cool suggestions to create this diabolical entity and possible eidolon with evolutions.

The eidolon will be bound to the player when he reaches level 13 and has access to 3 additional points for half-elf racial favored class. I might cheat the system slightly to fit balanced powers in that seem fitting, so feel free to make suggestions that do not exactly comply with the core rules.

Thanks in advance all ^^


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I wanted to rebuild the 3.5 fochlucan lyrist, which is a bard/druid PrC, though it needed evasion, which was suggesting it needed rogue levels too. While working on it I figured it would be better to build a bard archetype with druidic flavor. The name is most likely going to change but I didn't think of a good one yet.

Fochlucan Lyrist

Skills : All skills, except disable device are class skills for the fochlucan lyrist

Spoiler:
The skill list of druid and bard covers all skills except disable device

alignment: any neutral

Spoiler:
alignment like druid, they are closely associated with druids and are infact considered initiate druids

Spells: Fochlucan Lyrists have the same restrictions as druids regarding spells with an alignment subtype.

1st level :

Bonus languages

Spoiler:
A Fochlucan Lyrist’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A Fochlucan Lyrist is considered an initiate druid and there for also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level Fochlucan Lyrist. Druidic is a free language for a Fochlucan Lyrist; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Sense(Ex)

Spoiler:
The Fochlucan Lyrist gains a +2 bonus on Knowledge (nature) and Survival checks.

Druidic Initiate

Spoiler:
Druid spells are considered part of the Fochlucan Lyrist's spell list and can be selected as bard spells of the same level , these spells are considered to be arcane spells when cast by the Fochlucan Lyrist.

* These abilities replace Distraction and Countersong.

2nd level :

Woodland stride(Ex)

Spoiler:
Starting at 2nd level, a Fochlucan Lyrist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Wild Empathy(Ex)

Spoiler:
A Fochlucan Lyrist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Fochlucan Lyrist rolls 1d20 and adds her bard level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Fochlucan Lyrist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Fochlucan Lyrist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

* These abilities replace Well Versed and Versatile Performance

3rd level :

Trackless step(Ex)

Spoiler:
Starting at 3rd level, a Fochlucan Lyrist leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

* This ability replaces Inspire Competence

8th level :

Wild Shape(Su), see spoiler

Spoiler:
Starting at 8th level the Fochlucan Lyrist can use Wild Shape as a druid half her level, to use this ability the Fochlucan Lyrist must sacrifice a spell slot of the appropriate level or higher. The Fochlucan Lyrist can use this ability 1/day at 8th level and an additional time per day every 4 levels after (12, 16 and 20).

To assume the form of an animal, plant or elemental the Fochlucan Lyrist needs to sacrifice a spell slot, which is expended as if cast. The level of the spell slot expended depends on the spell simulated and the Fochlucan Lyrist can choose to use a lower level spell slot to use wildshape as a druid of a lower level, though the duration always remains the same (1 hour per effective druid level).

- Beast Shape I, requires the expenditure of a 3rd level spell slot

- Beast Shape II and Elemental Body I, require the expenditure of a 4th level spell slot

- Beast Shape III, Elemental Body II and Plant Shape I require the expenditure of a 5th level spell slot

- Elemental Body III and Plant Shape II require the expenditure of a 6th level spell slot

If the Fochlucan Lyrist also has druid levels which grant wild shape, the Fochlucan Lyrist effective druid levels stack with druid levels to determine how often the druid can use wild shape, how long it lasts and which forms she can assume.

* This replaces one bard spell known of 3rd level and when the Fochlucan Lyrist learns to cast 4th, 5th and 6th level spells she knows one less spell of each level.

10th level :

Resist Nature's Lure(Ex)

Spoiler:
Starting at 4th level, a Fochlucan Lyrist gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

* This ability replaces Jack of All Trades


hey all, I am looking for a suitable mount for my barbarian starting at 10th lvl, it is not going to be an optimized barbarian with just about average charisma 9 to 12 or so. So I was thinking of taking the leadership feat to attract a mount and take some appropriate feats and rage powers to have it a significant part of the character.

This is not going to be for an optimized party especially since there are no magic shops or crafting of magical items, I rather have a durable mount than one that kicks major ass, though the character as a whole has to be combat viable. The barbarian is a single class, multi-class characters are possible but not preferable since they are a level lower and will stay that way.


I set out to make a half-fiend rust monster, I thought it would be quite cool with dragonfly-like wings ambushing the party from hiding in a huge underground cavern, it seemed like it would make an awesome scary encounter and what is more evil than a rust monster in the mind of a typical adventurer ?

The creature ended up a bit different, increased HD slightly, changed the DR from DR Magic to Good, Changed it's spell-like abilites and enhanced resistances and immunities slightly to mirror those of Daemons deeming it fitting for a creature of corruption and decay. Also I added some acid damage to the bite attack and removed the smite good ability.

It ended up being a bit more powerful than a typical half-fiend, but I think it still qualifies as a CR 5 creature. I'd like some feedback or suggestions on this creature, diabolical GMs are free to drop it in their games ofcourse.

NE, Medium Outsider(Augmented Abberation)
initiative +5, Darkvision 60', Scent metals 90', perception +14

Ac 21, touch 15, flatfooted 16(+5 dex, +6 natural)
hitpoints 45(6D8+18)
Fort +5 Ref +7 Will +7
Defensive Abilities DR 5/good, immune to poison, disease, death effects and acid, resist cold 10, electricity 10, fire 10, SR 16

speed 40' Fly 80' Climb 10'
Melee Bite +9(1D6+2+1d6 acid), 2 Claws +9(1D6+2), Antennae +4 touch(rust)
Spell-like abilities 3/day - Blur, 1/day - hold person(DC 12), haste(self only)

str 14, dex 21, con 17, int 4, wis 15, cha 10

Base Attack +4, CMB +6, CMD 21(25 vs trip)
feats Ability Focus(rust), Skill Focus(perception), Weapon Finesse
Skills +10 climb, +14 perception, Fly +14, Stealth +11

Rust as rustmonster but 3d6+6 damage against metallic creatures and the rust DC is 18.

Scent Metals as rust monster


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Since I am lacking some inspiration at the moment I hope to get some from the PF community. I am preparing for the PCs that are planning to attack a boggard tribe's river isle homestead, I am having some trouble to create the boggards and other threats they might encounter.

A little background:

The PCs have divined the location of the tribe's isle, which is hidden in thick mists by a magical device/location, a stranded ship which allows an attuned caster to control the weather among other things.

There will be no divine casters, since that is currently impossible due to campaign story, witches will be functioning as the tribe's spiritual leaders, the tribe is currently ruled by a 'priest-king' which is a unique Half-Fiend, Giant Boggard witch level 13.
The priest-king is forced into an uneasy alliance with a powerful thanodaemon which uses the tribe to plan attacks on nearby villages and tribes to collect souls, he does this by means of having a large number of cacodaemons follow these small warbands, cloaked in invisibility and steal the souls of the dead which they deliver to him in the form of soulgems. The thanodaemon has taken the tribes tadpoles like young hostage to ensure the priest-kings continued cooperation, though he plans to use these to provide even more soulfuel, and has infact killed at least half of them already, when the tribe has served it's purpose, the priest-king suspects that the thanodaemon is not going to return the tribe's young but is unable to do anything about it at the moment, he is continually watched by the tanodaemons cohort a cruel piscodaemon sergeant and it's hydrodaemon/cacodaemon underlings.

I hope someone can help me to create some flavorful npc's and boggard 'units' to provide a bit of a challenge to the party. Some suggestions to enrich the story a bit more are welcome.


I was thinking about clerics for a low magic campaign setting, I wanted to remove the paladin but instead ended up fusing the two.

It uses the Paladin hospitalizer Archetype as the base for this Cleric, replacing the normal paladin abilities in addition to the following changes :

- Bard Spell progression with spells chosen from the Cleric Spell list, though possibly I might shift a few spells to a lower level or add a few paladin spells.

- Average BAB

- the Clerics are proficient with martial weapons but are allowed only to use bludgeoning weapons.

- The Cleric uses wisdom as it's prime casting ability

- Ritual Magic, at 5th level once per day the Cleric can cast a single spell of a level he is able to cast but does not know, the casting time for the spell takes a full round to cast if it has a normal casting time of less than a full round or twice as long if it has a casting time of a full round or more. At 9th level and every 4 levels after he can use this ability an additional time per day.

- There is no (paladin) code, though the clerics do follow a dogma, and can be of any good alignment. Breaching it's dogma requires the cleric to atone at the first possible oppurtunity, but does not otherwise affect the Cleric. A change to a non-good alignment causes the cleric to lose his faith and powers.

- Clerics can not select the mount option, the weapon bond does not allow for axiomatic since Law/Chaos does not hold significance in the campaign.

I would like some feedback/suggestions for changes, thanks.


So I was wondering what character would be a good fit for this feat chain, I am interested in characters of no higher than 15th level.

There is monk ofcourse but since a monk can only take the first feat at level 12 the really interesting feats tend to not make it before exceedingly high levels. I considered going Horizon Walker instead, astral plane dominion gives dimension door 3+wis mod/day dimension doors, could even combine it with monk for alot of dimensional fun.

monk 12 HW 3, alot of dimensional potential, a wisdom of 18 could allow you to dimension door 12 times per day, 7 times from HW alone and the wisdom has some nice synergy with monk, maybe some archetypes especially suited for this combination

Ninja(or rogue) 12 HW 3, mostly fun for independent flanking and safe SA

magus 15, can't really get the most out off it since it gets dimension door late, but is otherwise a simple effective build on it's own merrit

wizard 5 fighter 1 EK 9, can get the feat chain more complete than the magus by level 15 and gets a few bonus feats so there is some room for improving battle prowess through other feats

barbarian 12 HW 3, no synergy with wisdom but full BAB a bit tricky to combine with rage but should be able to see use twice per encounter still with moment of clarity after the initial 'jump', dropping a barbarian in the middle of the enemy lines seems fun.

ranger 12 HW 3, got some synergy potential through wisdom and favored terrains, not sure about archetypes helping this combination

Looking for fun/effective builds with these feats, for simplicity sake assuming level 15. Maybe some fun feat combinations or other creative ways to get the feat requirements, curious to see what the community can come up with


ok, I was thinking how I could alter how meta magic works to make it more interesting and not in general a waste of feats, but also don't want to make it overpowered. I was planning to keep the feat as it is, so you can still prepare and cast them in the normal fashion, just wanted to add something to make it more useful.

I was thinking to give a caster a meta pool the character can use these points to apply metamagic to spells she has prepared or knows for a spontaneous caster.

- meta pool, has points equal to metamagic feats * 3

- these points can be used when casting a spell to apply known metamagic to your spells, without increasing casting time or spell level

- It drains points equal to the level increase of the metamagic

- the modified level can not be higher than the highest level spell you can cast

- meta points are recovered much like spells are when preparing spells for the day

* so for exmaple a 10th level invoker has, quicken spell, intensify spell and empower spell giving him a total of 9 meta points.

Throughout the day he uses these in the following ways :

- empowered lightning bolt (2 points)
- intensified, empowered shocking grasp (3 points)
- quickened shield spell (4 points)

Part of the reason to change metamagic is because it is impractical to use and see little use by efficient players, I find the metamagic rods somewhat overpowered, so I'd change the prices on those and allow them to be used 3 times per day, but limited to the maximum modified level you can cast.

prices would be something like this, though I have not given any of this much thought yet :

silent spell rod 3,000 gold
empower spell rod 12,000 gold
maximize spell rod 27,000 gold
quicken spell rod 48,000 gold

basic formulae X^2 * 3 * 1,000, where X is the level increase and 3 is the number of uses per day. The rod would not be limited to specific level though capped by the maximum spell level you are able to cast.

Let me know what you think


My appoligies if I post it in the wrong sub-forum, but this seemed the most fitting at first glance.

I was wondering wether it is possible for Paizo to introduce alternate payment methods, like paybycash or in my case specifically I would like to pay with iDeal. I do not own a creditcard and likely will not get one, but it keeps me from buying the occasional pdf or other product from Paizo directly.

I am not sure wether it is worthwhile for Paizo to consider this or have considered this before, but I'd appreciate some feedback on the possibilities.

Thank you in advance.


Basically what it says, I like the power thematically, but +1 per barbarian level on CMB is pretty much an auto-trip or disarm isn't it ?

+1 strength checks means the barbarian at lvl 11 functions like a strength of 50, with base strength 18 and a +4 str belt.

CMD boost doesnt bother me much but ok still a huge boost here.

Any experiences on the ingame use of this rage power ?


Just thinking a book like this could be interesting to make skills a more lively part of the game, just pondering what such a book could bring to make it interesting enough. I'd like to hear some ideas.

Book of Ultimate Skill

A few things that might be included:

- Skill Tricks

Like in the 3.5 book complete scoundrel, I really liked the general idea of skill tricks to have 'specialized' skill uses in exchange for an investment in skill points to learn a trick, like a fancy manoeuver usable once per combat or another skill related benefit.

- Optional rules and uses for skills

Smoothing out some skills with alternate rules for knowledge, crafting and other skills or uses for skills that you have not thought of before. Possible alternate rules for taking 10 or 20 or aid another.

- Tools and Equipment

Gear to either make (specific) skill applications possible, enhance skills or otherwise interact with skills.

- Magical Items and spells

Like Tools and Equipment, but magical.

- Class Options

Mainly options to make characters with more skill points or skill tricks, perhaps by exchanging other class features, like heavy or medium armor proficiency or bonus feats. Maybe some archetypes, feats or optional race abilities.


In addition to a host of racial traits, each race also receives a number of favored class options. These options are tied to a race's theme in most cases, meaning that races only receive options for classes that are racially common. Possessing one of these options just gives your character an additional choice whenever he gains a level in his favored class (instead of a skill point or a hit point). For example, take a look at this elven wizard favored class option.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Once an elven wizard takes this power twice, he gains an additional use of that ability. Want more, take a look at this gnome bard favored class option.

Bard: Add 1 to the gnome's total number of bardic performance rounds per day.

Of all the races, only humans have an option for all 17 classes. Here is the human sorcerer favored class option.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

> it seems about the power of a feat maybe, in 3.5 it actually was a feat now you get extra spells for just 1 hp/sp, take the toughness feat and around at lvl 12 you will have :

2 extra 1st level spells
2 extra 2nd level spells
2 extra 3rd level spells
2 extra 4th level spells
1 extra 5th level spell

at the cost of 9 hitpoints, or rather one feat (toughness) with 3 extra hp added.

Silver Crusade

Pathfinder Adventure Path Subscriber

Didn't we have a mamooth thread full of drama and romance on this a while back ?


Hi, a question I hope you can help me with.

I want to sign up for the AP beginning with Serpent Skull, but I also want to order at least three PRPG books, bestiary, core and APG and possibly multiple copies of these for my players.

When will the Pathfinder advantage kick in and is it possible to save on shipping cost combining the hardcover books with the 1st part of the AP, or would I have to wait for the 1st part of the AP to have shipped to enjoy the discount ?

In case it matters I am living in Europe, Netherlands. I am not in a particular rush getting the books I just want to know how to handle my order to best profit from the pathfinder advantage.

Thank you in advance.


A simple question, I'd like some opinions on how much a ring of forceshield should cost if I decide to enhance it as a shield.

base price is 4,250 gold

Assuming I enhance this to +2.

I could take the price of a +2 shield enhancement 4,000 gold and add 50% for adding additional powers to an item, ending up with a 10,250 gold item.

I could given it's power treat it roughly as a +2 enhanced shield (4,000 gold) at it's base and enchanting it to +2 would roughly equal the cost of a +4 shield at 16,250 gold.

What do you think would be an appropriate price for this or a shield with slightly different powers, maybe lightning resistance or arrow deflection ?


Plant Domain
Deities: Erastil, Gozreh.
Granted Powers: You f ind solace in the green, can grow
defensive thorns, and can communicate with plants.
Wooden Fist (Su): As a free action, your hands can become
as hard as wood, covered in tiny thorns. While you have
wooden fists, your unarmed strikes do not provoke attacks
of opportunity, deal lethal damage, and gain a bonus on
damage rolls equal to 1/2 your cleric level (minimum +1).
You can use this ability for a number of rounds per day
equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of
wooden thorns to burst from your skin as a free action.
While bramble armor is in effect, any foe striking you
with an unarmed strike or a melee weapon without
reach takes 1d6 points of piercing damage + 1 point per
two cleric levels you possess. You can use this ability for
a number of rounds per day equal to your cleric level.
These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant
growth, 4th—command plants, 5th—wall of thorns, 6th—repel
wood, 7th—animate plants, 8th—control plants, 9th—shambler

The druid shapechanges into an earth element often, while technically not an unarmed attack, I can at least imagine it's fists sprouting thorns and I am uncertain wether I should allow it.

He hasn't picked a domain yet, I just figure this would be a logical domain choice and I am considering this before he asks me.


Titanborn bloodline

bonus feats : great fortitude, power attack, toughness, martial weapon proficiency, blind-fight, empower spell, improved bullrush, cleave

1) enlarge person
2) bull's strength
3) rage
4) shout
5) righteous might DR/Evil
6) chain lightning
7) summon nature's ally VII (giants and elementals)
8) giant form II
9) summon nature's ally IX (giants and elementals)

class skill : knowledge(nature)

Bloodline Arcana : Any spell cast from your sorcerer spell list increasing strength, constitution or size is automatically extended as if by the extend spell metamagic feat.

1st) you gain a slam attack dealing 1d4 damage + 1.5 times strength, at 5th level this attack counts as magic, 7th it becomes 1d6, at 11th lvl it deals 1d6 additonal electrical damage for 3 rounds + cha modifier per day, these rounds need not be consecutive.

3rd) resist electricity 5, +2 save vs pertrification, +1 natural armor bonus
9th) resist electricity 10, +4 save vs petrification, +2 natural armor bonus

9th, 13th and 17th) +2 str

15th) powerful build, you can wield weapons one size larger without penalty and natural attacks deal damage as if you were one size larger.
You also calculate your CMB and CMD as if you were one size category larger. You also gain + 10'movement (landspeed only)

20th)Immune electricity, petrification; Resist cold 10, fire 10, DR 5 cold iron or evil

I assumed titans to be associated with Azata(outsider) for this bloodline, despite Azata typically being a bit more fey-like I thought it would fit in well, since titans too are closely associated with raw natural forces.


bump


I intend to create a campaign with a more subjective alignment system, and a religious system much like Eberon at the base, but without True Divine magic.

A few thoughts :

- Using Core Rules as the basis

- Ban Clerics and Paladins (and oracles)

- Allow all classes of the APG (except oracles)

- Allow wizards and sorcerers access to cleric spells as if they were 2 spell levels higher. (though they would technically be arcane spells).

- Magic level in general will be a fair bit below the standard 'magic level', availability and crafting will be harder and require higher level, though it won't require any feat to do so.

- Druids and Rangers will be unaffected, calling upon nature magic rather than divine magic.

- Likely I will remove spells and items dependant on alignment, or rewrite them in a fashion to suit the campaign.

- Creature alignment will be a rough guideline on morality and personality, though it will have probably little in game effect, except to make multi-classing in certain classes harder.

I would like to hear some ideas, balance / mechanical issues I have not considered, or opinions on this type of campaign.. strictly an idea for a home brew campaign, looking for some inspiration to build on it.