Azothath's page

***** Pathfinder Society GM. 6,413 posts (7,107 including aliases). 1 review. No lists. No wishlists. 53 Organized Play characters. 11 aliases.


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a busy two weeks for me; Thr I GM'd Echoes of the Overwatched (a bit razzle-dazzle-roost with the theater then a merrow olde thyme upon a ghoulish night), then Fri played The Overflow Archives as a Oracle(War) 1 Paladin 4 of Magdh (fun with unlicensed dental hygenists - and - I do like making puns {which the GM didn't so it was plus ultra charmin good}). This coming Thr I GM the Deepmarket Deception (ratfinks smoke a pipe with a fox) and then Fri The Infernal Vault (going de-lemurely out on a dungeon crawl warhorse).


I'm not big on Golarion lore - but;
Sorshen created the Runewell after studying the Everdawn Pool. Then she shared the knowledge and each runelord created their own version. As they fart with the natural cycle of death and recycle, Pharasma has an issue with it.

PF1 Scenario #4-26 The Waking Rune, 2013

Krune's Dragon-tooth Spear (Major Artifact), pg 15:

{You'd think it would have a name...}
Aura strong conjuration; CL 17th
Slot none; Weight 9 lbs.
CONSTRUCTION
Alignment LE; Ego 22
Senses 120 ft. darkvision, hearing
Int 10, Wis 17, Cha 17
Communication read languages, read magic, speech, telepathy
Languages Thassilonian
Speed fly 30 ft. (good)
Lesser Powers ray of enfeeblement (3/day), slow (3/day)
Special Purpose defend servants of Lissala; Dedicated Power telekinesis
DESCRIPTION
...
DESTRUCTION
Krune’s dragon-tooth longspear can be destroyed by bathing the weapon in the waters of the runefont of Xin-Haruka, and then using the still-wet spear to slay a direct descendant of the dragon whose tooth was used to create the weapon.
= = = = =

Krune's Rune-carved Rod (Minor Artifact), pg 16:

{You'd think it would have a name...}
Aura strong (all schools); CL 18th
Slot held; Weight 5 lbs.
DESCRIPTION
...
DESTRUCTION
Krune’s rune-carved rod can only be destroyed if Lissala or her herald personally destroys every mention of its existence in writing. The rod can then be easily sundered by an illiterate rune giant.
= = = = =

year 4 centered about the cult of Lisalla and Krune, as Rise of the Runelords was a very popular product early product (I think it was first for DnD3.5 then PF1). There were later products that featured different Runelords.
There's also the Runeforge which mentions, The structures within Runeforge are arranged around a central hub, which contains a runeforge well and statues of the seven runelords who ruled Thassilon in its last days...
Xin-Haruka no longer exists as a squadron of metallic dragons utterly destroyed it (2013 - so R McCreary intentionally shut that door).
There are other ways to destroy artifacts.


fearcypher wrote:

{paraphrased} In all the paladin threads I've seen ... why not take Paladin Redeemer archetype?

... While it's slightly inferior mechanics...

Is there any particular reason that this archetype is ignored?

Yes

1) inferior mechanics. Doing nonlethal can be done with weapon choice, trait, feat, -4 Atk, magic spell/enhancement. No need to sacrifice class abilities.
2) orc or halforc. There is consideral Cha dumping with these races in many melee builds. So vanity/PR issues.
3) campaign issues with Evil PCs.

The solution to avoid most all the complaints/problems is to have a written, GM approved, paladin code. Paperwork cannot prevent clashes over GM style, campaign theme, and adjudications of a moral/ethical nature.


shotgun o RAW . . .
Splcrft skill(Spellcraft)
UMD skill(Use Magic Device)
then
Scribe Scroll feat
Craft Wand feat
finally
Using (magic) Items
scroll(spell completion):To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.
wands(spell trigger):Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Spell-like Abilities are not the ability to "cast" a spell or have a spell list. ... works like casting a spell in that ... and CRB FAQ Spell-like abilities as spells


Azothath wrote:
I haven't watched it but the property (He-Man etc by Filmation) has changed hands so many times...

it is a film for 9-13 year olds.

Repurposed cereal box cardboard characters, simplistic goofball antics mixed with a few serious comments. It tries to be a coming of age docudrama but the empowered(mo money) grade C film & story style gets in the way. It is bloodless with sparks. The actors & crew do their part, had fun, got paid.
Mostly trying to make some money with an old (tired) story/IP.

(clearly I didn't enjoy it but I can see if I were 6 it would have been a decent schlocky distraction)


We try to explain what RAW applies and how it works, and sometimes our Home Game ideas so you can make better decisions for your Home Game...


see Paizo Restructuring comment
someone went for the aged beef in the pantry

Running Scenarios outside of PFS is fun. I think 'Campaign mode' only cover APs for PFS credit.


chat -
It is a matter of bargaining (easy) and cash (GM goes *cha-ching*, lol). Using the higher HD means your costs increase rather than a 'mighty' monster summoning at 10k gp... I've also found some players are inordinately risk averse, others the opposite.
At Level N, a N HD creature is CR=APL-2 or so rather than the 'dramatic' CR of APL+3.

I agree that with CRB spells the D&D3.5 text may clarify the spell as PF1 is a spin off (both legally(the OGL statement) and textually). At the time the designers knew the player base was well versed in 3.5 as PF1 was the commercial 3.5 rehash alternative vs DnD4.0.

[redacted humorous anecdote]


{continued}...

duration - There is a bit of confusion here. The casting is a standard action. (RAW) The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled. but the spell effect only lasts as stated, 22 rounds in this option. After that the creature disappears/goes home. It can only offer its services on the caster's plane for the duration of the spell effect. "control"(however you choose to interpret it) only exists for this time. {The caster at this level could cast Plane Shift and go somewhere else with everyone. The called creature is going to have to make a decision to go or not based on what it knows and a Sense Motive check. These kind of complicated issues are left to the GM to figure out.}

To become familiar with these spells I suggest you read; spell school descriptions(Conjuration) →Magic Basics, Summon Monster, Summon Nature's Ally, and Planar Ally spells.


some explanations (more chat than RAW rules lawyering) -

Azothath wrote:

... as you do not literally/completely "control" the creature but {quotes from the spell} is to call an extraplanar creature to your aid (a calling effect) and An uncontrolled being acts as it pleases. Literal control would imply Domination, Magic Jar, or something similar. The term "control" is used as common english where the creature is helpful (attitude) to you and it follows your instructions without expecting additional reward or payment.

So you can cast Gate:C9 [Good] with Inspired to get a (generic) Solar HD:22 CR:23 which will follow your instructions as long as they are reasonable and within its alignment(NG) for 22 rounds.
...
Gate:C9 has a material cost of 10,000 gp in rare incense and offerings.

 As you are dealing with high level spells - a lot of Game definitions will be assumptions in how they work. You need to have pretty good System Mastery to adjudicate 7-9th level spells.

I talk about levels and methods of control to address your assertion of compete control, namely;
 Verbal Request/Command: controlled and uncontrolled are clarified in the spell description. Uncontrolled do as they please, thus controlled do as you ask (as they cannot read minds or desires).
 Verbal Command: Domination confers a forced control based on requests. The forceful part isn't talked about in Gate thus with alignment restrictions and creature type requirements set by the caster one assumes they'd be on somewhat friendly terms and view the caster as an authoritative figure (as they have low HD, aka less powerful).
 Literal Control: Magic Jar allows the caster to takeover the body of the target creature, that is literal control. Some powers aren't accessible but the caster can easily get the target's body slain and escape back to theirs without harm.
 I reference attitude (see diplomacy skill) as we are talking about requests and commands and getting another creature to do something from about what you want to exactly what you want in a way you desire (management goes from tacit oversight to micromanagement).
There is a published example of a high level wizard bluffing a celestial into protecting an Evil site (Wizards don't have alignment auras) preventing good PCs from cleaning it out. Arcane caster's don't have the alignment issues of divine casters. This shows it can get tricky.

 As the spell is cast at 22 caster level than means 22HD is first multiple and 22 rounds of control. That doesn't change after casting.
Notice how I wrote the spell. It is a Good spell for this casting (Evil clerics can't cast it) and Good domain abilities may affect it. The material cost is high so the PC has to expend considerable resources. My Advice for divine sacrifices/offerings is to not let Blood Money spell get around this unless the deity values blood thematically.
 Both Gate spell and Inspired are Standard actions. The spell takes a standard action to cast. DO NOT CHANGE THIS as you affect 'Action Economy'.
 The called Solar will act for "Good" ignoring Law and Chaos for the most part. He'll fight and die if needed to defeat/suppress Evil without reward as that is his job/duty. Due to HD and spell description he'll work for the caster and do as asked for Good as the caster is a presumed ally, it is not forced but cooperative or deferential. If all the caster needs is some divine healing to eliminate Evil curses/poisons/conditions the Solar will be happy to diminish the effect of Evil on the World and go home satisfied.

Consequences -
this is a problem for divine casters. A betrayed/tricked Solar IS GOING TO REPORT BACK to his superiors (the forces of Good) to warn them of the problem. That could result in a variety of consequences; bad dreams and bad luck for a time to an Alignment infraction. It is very dependent on the action and the deity.


I've played in a designers game and several writers games. It was interesting and I could experience where they focused their skills as a GM. Fun was had by all.
I'm sure some of the PaizoCon fans can relay similar experiences.
Writing an adventure is a thing unto itself and I don't think Paizo had metrics or writer's guide until late in the game, so consistency was an issue.
this is going off topic


Paizo Restructuring Blog post wrote:

Organized Play

Pathfinder Society and Starfinder Society have always been labors of love—programs we’ve supported as marketing investments to grow in‑person play at game stores and conventions. But the needs of retailers, conventions, and home groups have evolved over time, and the cost of producing scenarios has grown significantly.
It's time to evolve Organized Play using a tool perfect for transitioning the campaigns to its dedicated players: the Pathfinder and Starfinder Infinite publishing programs.

I look forward to opening up OrgPlay credit via OGL{aka PF1} Scenarios on PF Infinite and the rules/metrics around their design.


{add to the above}
Gate:C9 has a material cost of 10,000 gp in rare incense and offerings.


Zagyg wrote:

{edited for brevity & completeness} casting Gate:C9 spell, choose “Calling Creatures” for one extraplanar creature. In this case, you can control it if its HD does not exceed your caster level.

Cleric 20th level mythic 1 casting a gate with Hierophant's Inspired Spell(Su) ability. Allows expending one use of mythic power to cast any one divine spell treating my caster level as 2 levels higher, 22nd in this case.

This allows me to call for a solar (22HD), does it give to me complete control over the creature on the following rounds ? Or should I lose the control, because my caster level is back to my usual 20th ?

You go awry in your last line as you do not literally/completely "control" the creature but {quotes from the spell} is to call an extraplanar creature to your aid (a calling effect) and An uncontrolled being acts as it pleases. Literal control would imply Domination, Magic Jar, or something similar. The term "control" is used as common english where the creature is helpful (attitude) to you and it follows your instructions without expecting additional reward or payment.

So you can cast Gate:C9 [Good] with Inspired to get a (generic) Solar HD:22 CR:23 which will follow your instructions as long as they are reasonable and within its alignment(NG) for 22 rounds.


John Mechalas wrote:
DM_aka_Dudemeister wrote:
solved the [redacted] riddle (with violence)
I am so tired of riddles as a trope that this has become my preferred solution.

LOL... riddles and puzzles usually break the 'fourth wall' of metagaming in adventures/plays by directly quizzing the players. Often writers don't put in 'escape hatches' using skill or Int checks for PCs (it is like missing spellbooks for prepared casters...). A Home GM should put in some(three or more) appropriate checks.

I support any type of non-combat challenge in an adventure. Skills are underused and undervalued. You just don't want "If you don't have this particular skill, you fail" scenario. Combat is the fallback vigilante option.

In my previous post the writer put in a magical trap BUT DID NOT include the trap DC, DisDev check DC, etc but you could check the spell effect to get the spell level & caster level or CR... you just have to insert what is RAW or chuck the item as out of scope.

These are common enough errors that GMs can fix.


ran The Dissappeared last night for 6. One PC stayed in the waiting room (fighter with no stealth or social skills) while the other 5 dashed through halls and bluffed servants. I felt bad for the guy but was a wise move.
Success as they recovered needed evidence and naughty pictures along with someone's escape cache as she got arrested before she could use it...


The Boys went on for 5 seasons and 40 episodes.

It was interesting and somewhat sarcastic/ironic to dystopian. I thought the pacing good but some of the plot turns boilerplate to boiler with heavy handed plot direction. It did keep the energy going until the end as things spun into crazy then a quick merciful death in the last episode.

earlier thread: The Boys Season 2, 2020


well - the TV series went on for 6 seasons & 66 episodes. It explored themes and spun off The Testaments.
I have to say it was a hard to rationalize the character turnabout(high drama plot twist) for "Aunt Lydia" and I'm not sure I still believe or buy it. The story is about disappointment/disillusionment within a fascist system and the cruelty it inflicts.

I found it more disturbing circa 2026 than it would have been 10 yrs earlier.

With the current rate of change in tools and systems we use in everyday life I'm not sure the nostalgic fascist lifestyle portrayed is actually sustainable. You can't have half your population drop out to be house managers.


I haven't watched it but the property (He-Man etc by Filmation) has changed hands so many times...


1 person marked this as a favorite.
NobodysHome wrote:

Is there anything worse than your manager taking shortcuts?

....

as I'm trying to be helpful, "no good deed goes unpunished".

well - I used to do this many ages ago (fixed width database from tape to disk, then data from that into a database. I did use a CSV file as a midstep to reduce data size bloat and help a resorting script. It's not complicated once you have a couple of programs on hand (like O/S scripts, python, C+, or java etc. Sometimes you can use import/export functions of spreadsheets/databases to do the work.).
You can use a text file of Titles as a touchstone to calculate title accuracy and do substitutions. If it is dynamic you'll have to update it.
I'd suggest your spreadsheet/database get a abbreviation field to help your manager.
yes - free advice is worth just that...


I think of the fey as the magical chaotic reflection of nature, very pact bound (to the letter of the agreement, not meaning/spirit). Paizo cast them as somewhat positive plane/life overflowing, reincarnating the next day or so in the First World if killed.

As usual in a top down fashion you can whip out your jungian archetypes and fill the roles with deities. Or you can look at all the domains, decide what's in scope, then divide out the remainder by 4-6 to produce X deities. The back stories are going to be fey with a fey style.
Bestiary CR 20+
Lantern King one of nine eldest

I view the Outer Gods as omnipotent and not really caring about human beliefs or most others, they are beyond understanding.


If you are creating/reworking something for PF1 then this is the forum.

I think you need to outline the creature, its origin/history, abilities, motivation, what plot role it plays, and its symbolism for a story.
You are using a descriptive portmanteau as a proper noun, so I'm curious. It likely refers to some character from another game or book. Seelie/Unseelie Court? If it is the seelie from FR/DnD then that intellectual property was someone else's and Paizo avoided business conflicts. For Home Game use within d20 it makes it easy due to highly similar rules.
While deities don't have ability scores, there are several high tier/mythic avatars. Power really varies.


I'm glad there is a path forward and that Paizo is going there. There are some good things in the post.
*No comment* on the Diamond fiasco. grrrr... many were hurt by their poor choices and greed.

Paizo employees have been great and they have created a work history of success which will serve them well.


the thread has naturally expanded with postings and comments. IDK that it is worth engaging over 'what's right' for side topics... Just post a link to RAW and your statement or comment.
Sometimes it is the wording of what's posted, and that can lead to wrong conclusions. So stay cool as conveying meaning and intent through text is hard. An editor's job is a thankless and transparent one.

I don't respond to several posters due to their posting history. I suggest you use a filter or Paizo Campaign Tools for your browser.


I agree with the first (viewing the chosen skill subbing in for spellcraft) but don't see the (Home Game) harm in allowing another appropriate trained skill.

Due to the practical nature of preplanning involved in PF1 builds characters will have an appropriate skill from the start. Nobody is gonna take craft baskets and then master craftsman...


Commentary-
Diego, yes, I always read posts several times before responding to make sure I understand what triggered my leagalese "spidey sense" on the first read.
Unfortunately you left out the Prerequisite: Caster Level N for the Magic Item Crafting feats which are only available to casters and why Master Craftsman exists... I prefer links to RAW so I do not have to type out RAW and introduce a mistake.
The optional skill (for magic item crafting) gives casters AND non-casters via Master Craftsman an option (to let us say Craft(baskets)). Which is a Good Thing™.
Unfortunately your first paragraph did not say "magic sword", just sword which is a mundane item. Then you say "... you need an applicable skill" which is in fact optional unless you are crafting a mundane (masterwork) item, enforcing that you are mixing mundane and magic crafting. Adding "I fail to see how..." just draws my attention. So likely it is what you said and how I read it versus what you meant to say. That confusion in interpretation isn't uncommon.

Still, PCs only get so many feats and skill points. So it is about committing character development to magic item crafting and some leveraging of WBL.
I wanted to emphasize that RAW directs players to only need 1(Master Craftsman)+3(magic item crafting) feats rather than a pairing of of 3+3 which is feat overtaxing.

My last comment just shows that we view the game differently and different people enjoy different aspects.


Chuck Mount wrote:
... I was just wondering what feats might be suggested or wait to take levels in paladin. Stuff like that. I'm not looking to change classes or races.

okay, Other posters will need to know that. I was before that with general advice then class options. You might want to read the threads for feat advice. There's always the PF1 Build Guides.


I'm used to 20 pt Ability score buy and two traits, you're at 37 points. Clearly this is a very heroic campaign so you just have to avoid poor builds.
It is best to take high hit die classes first (especially with many proficiencies and save buffs) to improve practical survival.
You have to figure out your favored class, this is one plus for humans.

Small size... hmm... if you tricked out the luck bonuses with halfling then maybe. You've opted for monk to get a damage upgrade. Another way is Warpriest with sacred weapon damage. The other is Ninja with sneak attack...
Race options: catfolk, changling, skinwalker.

Classes
Iroran Paladin
Unch Monk
Monk

Very powerful melee build thread, 2021
Best Level 1 dip for an Iroran Paladin build, 2021
scan the DPR Olympics thread for paladin builds...

I'd go Unch Monk X, Wiz-Diviner 1 (for the abilities & magic). You could mix in Paladin for the saves and AC plus weapons - BUT - you really need monk weapons that work with flurry. Unch Monk works better if you're in it for the long run. Otherwise Paladin X Skald 1 or Oracle(war) 1 could be useful.


Design Chat -

Diego Rossi wrote:
I fail to see how someone can seriously argue that it is possible to use Master Craftsman and Craft Magic Arms and Armor together to Craft (basket weaving) to craft a sword. The rules explicitly say that you need Craft (weapons).

PF1 is just generic and simplistic. If you want to add more refined decisions or details based on what you think is realistic, that is a good area for Home GMs to make home rules. It all depends on what you want in your game. speaking of campaign settings, should I mention FR & The Weave?? lol...

The designers clearly could have directed players to pair Master Craftsman with Craft Magic Weapon and Craft(weaponsmithing) but they did not. That says a lot. Four feats gets you all the crafting a PC/NPC can handle without taking up a Caster class.
I want to add that the Master Craftsman with the magic item crafting feat just lets you make >MAGIC< items, not the masterwork item that you are magically enhancing. You are confusing the two.

One of the problems in PF1 is over-specificity in Feats to curtail interactions and the lack of growth with level. This was outlined above where the Master Craftsman Feat is tied to a single craft skill. Retraining is the RAW way around it - but it certainly is overly costly for a piddling detail. Why not Home Rule to allow the class skill to be changed every even level or add a skill every 3-5 levels... or who cares...
I'm not as permissive as OmniMage who did away with some/all crafting feats... I think they have their place but some are overly specific...

oh, and bending the rules IS my enjoyment and what makes it fun on occasion (you have to keep it reasonably fair and sensible within the bounds of taste).


see Using (Magic) Items. Spell activation is a general term with 4 subtypes [spl completion, spl trigger, command word, use activated]. Thus in general it takes a standard action that does not provoke (an AoO) to cause a magic item to activate.

Master Craftsman feat and from the feat Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats. Thus it is a way to open up most crafting to the non-casters. They'll still need access to a caster or scrolls for spells, otherwise higher DCs to craft items getting around requirements.

I agree there's no "spell-activation" term. This means it is general english (or poor technical writing).
 General flub argument: I assume it means spell completion (as spell trigger being another "spell" word is covered). The other meaning would be an item that needs a spell, like charged items, and those are very rare within the three magic item crafting feats. An example would be a sword of spell storing.
 Typo argument: IF you take "spell-activation" as a typo with the hyphen, then the feat only creates [spl completion, command word, use activated] items within the three magic item crafting feats.


from the spell, "You create a darkly sinister floating knife that attacks the same creature as you each round.... Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack."
so it floats about within close range of the caster but does not occupy a square. It is a spell effect. There's no Fly speed so it can cover the usual hemisphere of close range radius.
In a technical way it can attack any target within close range with line of effect. It does not need an extra square to attack from.
If you shoot a ray (ranged touch attack) beyond close range then the twilight knife cannot attack that target.
It does not work with a summons as that does not count as you making an attack. Again, see invisibility.
As written, the knife does not confer a flanking bonus to the caster (the spell does not say it does, nor is there a flanking bonus for the knife written into the attack... but many GMs will give it the +2 flank bonus if it applies).
Getting to apply the sneak damage is going to be rather rare.

=====
in a practical game manner - use a different spell. This spell is woefully underpowered (compare it to any 3rd standard spell like aqueous orb, swarm of fangs, displacement, fireball, lightningbolt).
An arcane caster has no business being in melee combat. This spell will just make them want to kill the caster faster. Even for a Ninja X Wiz 1 with a wand this spell is bad as it is not a flanking buddy.


PF1 discouraged a strong/effective melee shapeshifter build in their designs. With lower expectations you'll be fine. I'm separating changing form from just getting a natural attack(s).
Secondly, buffing natural attacks comes with double the price.

You have several ways to go about changing forms;
1) Special Class: these are classes that Wildshape(Druid etc) or have shapeshifting built in(Shifter etc).
2) Class: choose a close combat/hand to hand melee fighter class (unch Monk, Monk, Brawler etc) and get shapeshifting/polymorph via something else. Then you have to multiclass into wizard/sorcerer/Arcanist-BrwnFur Trans etc to get spells or abilities to change shape/form or spend cash for magic items or expendable items.
3) Race: some races have multiforms like Kitsune, Skinwalker(GM approval). Then there's monster races which require GM approval.
4) Afflictions: lycanthropy etc. This requires GM approval but IMO the best way to get a melee natural attacker. You can always use spells to vary your form.

That is different than just getting some type of natural attack like claws. This is what the Sorcerer draconic bloodline does along with other things.

Kinda #2 is what you've done with Pal 2 Sor(shpchgr) 8 EldKngt 10 via hardened fists and slightly boosted self-polymorphs.

Honestly Wizard specialist is my favorite class and usually going with a multilclass and maybe retraining it out past 14th Lvl if it's not working. So I'm thinking you just want something simple. GM style & Campaign does affect what you choose.


Diego, you are going off target. Read the 'Alch Power Component' paragraph in my post.


Twilight Knife:K3
Physical, spell(cast or wand etc), SLA, SU attacks may qualify. Melee attacks, Ranged attacks, Touch attacks, Ranged Touch attacks are all attacks(d20 roll) but many spells are certainly attacks (see invisibility spell). You need to attack ONE target to make this spell effect trigger.

=====
Home Game Twilight Knife:K2 {rework}

How to play a Wizard, 10-2024


Shadow Conj:I4 You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. ...
Grtr Shdw C:I7 does ≤6th SplLvl.

I'm basically with Belafon.
You are using GM Caveat to introduce some (usually) minor restrictions in the name of uniformity. You are ignoring pedantic RAW (rather uncharacteristic for you) and the existing Game Balance in the spell.
It is an OGL/CRB spell meant for CRB things. Acidic Spry is UltMagic. Some spells are not "future proofed" but I don't think this is one.
The major drawback is interaction-> Will save to disbelieve OR a spellcraft check by observers along with targeting undead and vermin. Once that is successful then a +4 Crcm bonus to saves hits from knowing it is an illusion and ally chat so the caster needs to mix it up with non-illusions.

• In the same vein I would only allow Alch Power Components that affect Illusion [shdw] schools, so the usual components for the imitated spell won't work. This is rather RAW "as is".

• (Home Game Rule as RAW is generic without restriction based on class Spell Lists) The caster should need to have a good understanding of the imitated spell. That means known/scribed or Spellcraft Check which is a bit harder if Conj is your opposed school. For a generic game (like PFS) the Home Game mechanic is just an extra check looking for a low roll so not really worth the table time. Wish/Miracle is wish magic with GM controls so it's fine as is.

Interestingly the caster should have access to a bit of shadow, even his own. This means what do thematic creatures like Vampires do as they cast no shadow?...


as posters have segued into Advice -

 Shield: buckler or lgt (steel or wood)quickdraw shield are good choices, the latter if your GM allows a quickdraw caster's shield (it's pseudo custom). Buckler has a slight penalty with 2hnd melee use.
I find shield spikes etc are only good for builds that focus on that line or close style of attack. A throwing shield can be okay. A GM would have to be permissive to allow throwing, quickdraw, caster's, and/or sharding.

 Offhand weapon: cestus as it allows hand use and always armed is nice. Gladius(shortsword) is my other choice as $10->$15 gives you SP which can be useful and it works with Two Weapon Fighting(TWF) and Piercing builds. It beats out morningstar for proficient users. Some builds are stuck with scimitar.
The 2hnd use issues are; fire the two-handed bow, wield 2hnd weapon, using melee weapon in buckler hand, casting with a wand/weapon in other hand, a few Checks(like climb, disable device), and alas air quotes "Reality" always makes these arguments contentious.

 Feats: usually Point-blank (Shot), Precise, then Rapid, Deadly, Many. Working in a few from; Weapon Finesse, Quick Draw, Weapon Focus, Grtr Wpn Focus, TWF....


the trick is to use Vlad's allies or those that would petition him for power (as he really doesn't have allies).

A coven of Witches with their soulbound dolls, then a tribe of werewolves would be good. You could even go back to Ravenloft and snag some dark lords...


Actions in Combat

5-foot step is a No Action that does not provoke. BUT later a Miscellaneous Action "Take a 5-foot Step" which outlines the rules & restrictions. Technically, see below, Draw to be a free action requires a regular move and 5-foot step is a Misc Actn, but since the 5-foot step text says it is movement then many GMs allow a weapon to be drawn for free. Depends on how picky you want to be.

Drop an Item is a free actn that does not provoke.

Draw{wield from sheathed/worn} a Weapon is move actn that does not provoke, same for Ready{worn to wield} or drop{wield to worn} a Shield, 3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. Later, as with 5-foot step, it clarifies dropping a shield in your square is a free actn.

So the PC (without action modifying feats and BAB +1 or better) can draw a weapon{free or mov}, ready & wield a shield{mov or free}, take a 5ft step{free}, has a std actn {allowing a draw with a 5ft step} OR done for the round.

edit
light quickdraw shield, This light steel shield is specially crafted with a series of straps to allow a character proficient in shields to ready or stow it on her back quickly and easily. If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or onehanded weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action. which doesn't help the 5-foot step as a move for a draw issue.

Advice
It is always best to do things while not threatened as the rules simplify, then move.
For me, the 5-ft step does not allow a free draw as I'm a technical person. The idea that it devalues Quick Draw and TWF is BS. I can see in a simple game with martials it makes things easier so it's not worth fighting over. Common implementation of RAW can be different than pedantic RAW.

As a GM of a Game, mistakes will be made all around the table. It's okay, just try to do better. Often rationalizing more realism or using flavor text for mechanics leads to PF1 Game Mechanics failures. It is just a game with rough measurements and not as good as Newtonian physics.


Shooting at Lvl 12(can be adjusted) with CR 16 or so.

Necromancer Group
Wizard-Necro 12 with; Wiz servants: 8 juju/fast zombies with 4 chests, Volt Ghost CR9, (3) Flesh golem CR7.
Cleric (Anubis) 11, wiz-diviner 1 with; Young Fossil Golem(black wolf's head, tears of death Fort 24 [2] uses, magebane Fort 22 [2] uses) CR11, mummified androsphinx (Wk acid, dragon bile Fort 26 [2] uses, woundweal Fort 24 [2] uses) CR 10.
Gravewalker-Witch 12 with Adv Wamp CR7, Pukwudgie CR7, Shadowbound Nekomata CR7.

Opera Troupe
Chelish Diva-Bard 12.
Dirge-Bard 12.
Magus-sorrowblade 11, Rogue 1.
Skald 12.
(4) dervish dancer-Bard 7.
(2) Bacchanal-Skald 7.
(2) Ninja 7.

Leng Envoy
Denizen of Leng Wizard Ench-Controller 8 CR 12 Int 24(+4 headband) (coinshot: Leng's Tears Fort 20 [1] use, magebane Fort 22 [2] uses, +1 hvy repeating crossbow (2d8 19+ *2 P) 2*5 cold iron wpn blnch silver bolt w red tears Fort 19 [2] uses).
Adv Gug savant CR12 (abil[33(29), 16, 22, 15, 20, 22], Belt Str +4, +2 keen cold iron Lrg Fauchard (2d8 c15+ *2 S), mw cold iron Lrg gladius.
Fungal Moon beast CR12.
Leng Ghoul Ninja 4 CR12 (Deathblade Fort 22 [2] uses, Nerveblast Fort 21 [2] uses)
Taotieh CR11.
Carnivorous crystal ooze CR11.


I gave links pointing to groups. So pick what you think works and add the Vamp template.
The DPR Olympics has tricked out builds trying to leverage some rule.
Bards, swashbucklers make good vamps. Wizards are a strong high level class and can be diviners or necromancers.

When attacks are planned sequentially, the term waves is used. Usually they are timed every 5 rnds or with a few rnds between for PC recovery.

It's good to vary creature type so the same active buffs don't work on every encounter. Some groups will have eidolons, animal companions, summons, or constructs... depends on the group.


You could build up;
Your Ideal Party of Four, 12-2025
The All Bard Party, 7-2024
PFS 12th Lvl DPR Olympics Reboot, 7-2011 to 2019 {can get contentious}
NPC Codex, Villain Codex...

I've posted several builds (Bards, Wizard multiclasses, Cleric multiclasses) at 5 & 11th levels. Just search about the Advice forum.

You will exceed the usual recommended max CR=APL+3 due to large party size and party equip. I'd add in some constructs, aberrations, oozes, and shapechangers.


one source of drama is other passenger groups with a hidden agenda which is parallel/stems to the main plot. Like a mining group with a claim, charlatan and his assistant escaping the law, or bartered bride with auntie and bodyguard ...
The PCs will see them coming from a Capt'n Dinner, or hear them diplomacized to help the ship if in trouble.
The Throaty Mermaid has many side NPCs.


PF1 is a gentle game with two aspects; pseudo reality, roleplay drama.
Part of the natural player metagaming/connection to the setting is what they know/experienced about wooden sailing ship life (which is rare). So expect more Disney Pirates than Reality.
If people go overboard or the ship goes down, people drown and die. Land is far away making swimming to land impractical. Dehydration & Hypothermia gets most of the floaters.
Long term sea life lends itself to vitamin & mineral deficiency along with heavy metal poisoning. That leads to quirky behavior, bouts of anger and violence, sick sailors.

Ships are small. Ships are designed for their expected conditions/use. Merchant ships are more like floating tubs to hold a lot of cargo. Travel ships go for speed, long and narrow with lots of sail. Military ships go for durability with speed and attack force in mind.
Use the squeezing rules as needed, same goes for difficult terrain, see Grease for slippery decks.

Swinging on a rope will expose the swingers to multiple AoOs along with a Climb check not to a)fail and fall prone on deck, B)fall between ships, C)then Acro/Rflx Chk else fall prone on foe's deck.

The odds of slipping off a wet hemp rope and falling to you death on the deck of a rolling ship is decent and why it is dangerous.

Given all that - go for the tempest in a teapot drama. Ship to ship battle is a group effort and kinda boring for players that want active PCs (and why the Hollywood deck fights). To make that interesting you'll need to tweak 4-6 pirates to APL-1 level and a Captain at APL+1 or +2 level for CR of APL+3 or 4. An addt'l option is to increase some NPCs effective gear.


Cleric - Asmodean Advocate

Familiar Basics
Familiars
• Viper Anml Fmlr Benefit: Master gains +3 on Bluff checks.
Viper
• Imp(devil) Impvd Fmlr, No additional benefit.
Imp


Hygieia
List of Health Deities

our modern ideas about hygiene are different than ancient ones.
IMO at best a minor to house deity, so 1-2 domain; personal health, sewage treatment. To represent what I think you want will involve the worshiper having the Technologist feat.
The core PF Campaign deities are... well... intellectual property. Best avoided.

There's also the fact that if you ask any alchemist, the world is composed of 4-13 elements in various combinations. Antonie van Leeuwenhoek's device is likely creating delusions caused by diminutive Maxwell's demons...health is a matter of balancing the humours (I have schools of blood magic for this).


Spiritual Weapon:K2 It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Which clears up many cases with its rather specific allowances. It is odd in that the spell itself is attempting to strike. First two lines and sixth line imply bonuses you get don't apply but ones that would directly bolster a spell would (Yes: Sure Casting:D1, Consecrate(+2) MetaMagic, Crypt Spell(+1) MetaMagic. No: True Strike:D1). Bard's Inspire Courage (Su) affects allies, not spells directly.

In practical terms Spiritual Weapon:K2 is not a highly effective spell.


ADVICE
just realize it's a Game with a bunch of published material. An advanced form of "Let's Pretend" with a scad of rulebooks. "Official" means Paizo published, so there are various product lines (including the FAQs and AoN websites information) and a campaign. Then there's 3rd party publications.
As a 'Work of Art' logic and technical consistency are only going to go so far.
Your Home Game is an implementation of RAW with creative + sensible GM centric decisions. Just using pedantic RAW will only go so far as unresolved/unforseen inconsistencies will crop up.

Here (in the Rules Forum) posts vary from somewhat literal to opinion. Mostly it is people relaying their Home Game decisions/interpretations. It gets you thinking about what the printed text means and what it implies.

Generally, RAW quotes in a post means they are trying to stick close to RAW and drawing support from those quotes. An argument is only as good as the quality, applicability, and context of those quotes. Note that RAW often comes in a hierarchical paragraph form, so less than a paragraph can be too specific. Otherwise for most posts it's opinion. 'Comment' means it's off topic. 'Chatty' means casual chat. 'Advice' is advice.


Commentary -
my understanding from Paizo chat is that FAQs come out of a staff meeting/passed about for review at Paizo as they are Core product.
All of the Core, Campaign, PFS product underwent some editing through multiple hands, Player Companion had less review.

With Monk there was a late effort to bolster the class vs DR/something as they were hurt the most by having intentionally expensive magical bolstering compared to the golfbag of magical weapons.


IF you want to make it easier for casters, simply make concentration checks easier.
Base: Caster (1d20 +caster level +spell casting ability score(SCAS) mod) vs Injured while casting (10 +damage taken +spell level of casting).

RAW options: Spellguard bracers $5000. Buffering Cap $2000. Combat Casting feat. Active spells; Illusion of Calm, Vanish, Invisibility, Mirror Image, Blink, Displacement, Ablative Barrier, Ablative Sphere... remember temp HP loss (False Life) doesn't count for the Conc Chk.

Modify Combat Casting: Benefit: Roll two d20 for the check and take the desired. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Modify Concentration Check: Caster (1d20 +caster level +spell casting ability score(SCAS) mod) vs Injured while casting (10 +damage taken +spell level of casting -CL/2).
OR Caster (1d20 +1.5*caster level +spell casting ability score(SCAS) mod).
OR Caster (1d20 +caster level +spell casting ability score(SCAS) mod +(Splcraft or UMD ranks)/2 ).


LoL. Not everyone is good at chess, or hearts, or contract bridge. I don't think they want to spend the mental effort and time for that "system mastery", nor should they. People are good at different stuff and that's a Good Thing™.

= = =
In retrospect (IMO), no, RAW is fine as is on this topic. Casters need a tactical soft spot(s) to balance the scales.

I think the NPC design and active spell selection is more at fault. Not defensive enough, not enough options.

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