I'm not big on Golarion lore - but;
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:
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 . . .
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)
see Paizo Restructuring comment
Running Scenarios outside of PFS is fun. I think 'Campaign mode' only cover APs for PFS credit.
chat -
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 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.
Consequences -
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.
Paizo Restructuring Blog post wrote:
I look forward to opening up OrgPlay credit via OGL{aka PF1} Scenarios on PF Infinite and the rules/metrics around their design.
Zagyg wrote:
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:
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.
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 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.
NobodysHome wrote:
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.
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.
I'm glad there is a path forward and that Paizo is going there. There are some good things in the post.
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.
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-
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.
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.
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...
Classes
→ Very powerful melee build thread, 2021
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...
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).
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."
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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).
You have several ways to go about changing forms;
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.
→ Twilight Knife:K3
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→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. ...
I'm basically with Belafon.
• 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.
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.
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....
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
Advice
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
Opera Troupe
Leng Envoy
I gave links pointing to groups. So pick what you think works and add the Vamp template.
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;
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 ...
PF1 is a gentle game with two aspects; pseudo reality, roleplay drama.
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.
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.
→ Familiar Basics
Hygieia
our modern ideas about hygiene are different than ancient ones.
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.
In practical terms Spiritual Weapon:K2 is not a highly effective spell.
ADVICE
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 -
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.
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).
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™. = = =
I think the NPC design and active spell selection is more at fault. Not defensive enough, not enough options.
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