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Organized Play Member. 89 posts (737 including aliases). 6 reviews. 1 list. No wishlists. 4 Organized Play characters. 6 aliases.


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Skub wrote:
There has been much assuagement from Paizo staff otherwise, but the more and more that gets revealed about the game, the more and more it looks like Pathfinder: We're 5e now!(I like 5e, but not as every game)

As someone who also likes 5e (preferring it to the Pathfinder bloat at this point), the only similarity I see with 5e is that you don't have negative HP, and 0 is the minimum.

If anything, it's completely *unlike* 5e in that it solves (in a somewhat overly complex way) the problem of popcorn healing in 5e, where just 1 hp gets you back to conscious, so that you can stand up on your turn (only spending half your movement) and take your full attack before being knocked back down. Rinse & repeat until enemy is dead.

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Silbeg wrote:

Basically, my idea is to give the players their faction missions at the last moment... so that they have to deal with them at the same time as as they are dealing with the murder investigation. I believe that this is the intent of the missions.

Also, I will have Sheila Heidmarch stress that they are to follow Captain Veane's orders, as his word is law on his ship. Additionally, she will stress that they are to do nothing to antagonize Sephriel (or any of the Mordant Spire elves he may be traveling with).

Mostly, the above, to help prevent the players from derailing the scenario before it starts!

This was the first PFS scenario I ran a few months ago... and I have to say these are great ideas based on what my PCs did. :) I had people rushing to try to get their faction missions done before they even got on the boat!

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Michael Eshleman wrote:
Only on one of your characters. I believe that holiday boons are explained in the Guide to Pathfinder Society Organized Play.

Yup:

Quote:
For holiday boons, you must participate in a Pathfinder Society Organized Play session in order to attach the holiday boon to one of your characters. You may only receive one copy of the boon but may assign it to any one of your characters during the dates specified on the boon. It does not have to be the character you play during that session.


Looks like it says the exact same thing to me.


Not quite...

Quote:
Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

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I use GIMP and OpenOffice for some pretty nice results by copying the images out of the PDF, scaling them to 1" square, and creating a document of 11x17 pages that I convert to a PDF and print out at Kinko's.

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kinevon wrote:
Just played a game, Saturday, where the faction I played had two faction missions, one of which was to kill the BBEG. Seriously? Kill the BBEG? And, no, I am not kidding.

Agree with you 100%! As soon as I saw this I knew exactly which one you were talking about... played it fairly recently as well. It just served to make the scenario longer than usual (which really sucks given our strict 3.5 hour time slots) with everyone asking every single person we talked to about the various people we were supposed to find.


I've had PCs use the drag maneuver for this in the past, but looking at it again and reading over some of the rules I think I like a different solution a little better: treat it as a "Manipulate an Item (move heavy object)" move action and use the pulling/dragging rules in the Additional Rules section under carrying capacity rules. As far as how far you can move while dragging, I couldn't find anything specific so that's probably up to the GM.

I would also say that enemies would get AoOs against a PC who is dragged away from them in this way based on the rule that moving out of a threatened square provokes. The general rule on provoking doesn't directly specify that moving out of a threatened square due to the actions of someone else... the various forced movement combat maneuvers would be specific exceptions to that rule.

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I've always tried to follow tactics as close as I can when things are explicitly spelled out... but what about doing things that make sense but aren't called out directly?

I'll spoiler a lengthy example... I'm running #4-14 - My Enemy's Enemy next week and was looking at the BBEGs' tactics. I'm probably running tier 3-4, but let's look at tier 6-7:

My Enemy's Enemy Spoiler:

So we have Titus Terliss (rogue 9) and Lal Chawda (alchemist 9). The important parts of Terliss's tactics are:

----------------
During Combat Terliss initiates combat with his wand of fireball, then attempts to flank with Lal Chawda, who always threatens adjacent squares due to his natural attacks and threatens at reach with his longspear. If unable to effectively sneak attack his foes, Terliss uses his wand of fireball from range to keep himself out of harm’s way (...)

Morale Titus Terliss is under strict orders from the Spider to tear apart the Pathfinder Society against all opposition. Fearing retaliation for his failure, the Shadow Lodge instigator fights to the death.
----------------

Terliss has two potions of cure serious wounds, but those aren't mentioned in his tactics. It also doesn't say that he doesn't use them. Personally, I'd lean toward having him use a potion if his health got too low.

Now Chawda:

----------------
Before Combat If alerted to the PCs’ presence by the trap in area D5, Lal Chawda drinks his feral mutagen and his protection from energy (acid) and bull’s strength extracts. Just prior to combat, he drinks an extract of bomber’s eye to increase his effectiveness in the ensuing battle.
----------------

Chawda also has extracts of blur and displacement, but the written tactics don't mention those anywhere. It seems like those would be some pretty useful buffs to have (otherwise, why include them in the spell list?). Again, I'm leaning toward having Chawda at least drink blur even though it's not written explicitly.

I don't know... I mean, I get writing tactics in that tone down the potential lethality of an enemy. It's kind of frustrating to see a PC die only to find out later that the GM was running against written tactics, but in the cases I've seen it's been going against something spelled out exactly (like the color spray example from First Steps I). But on the other hand, I have faith in the game developers and designers and trust that encounters have the CR they do for a reason.

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#39 - The Citadel of Flame is all dungeon crawl, from what I remember.

#4-01 - Rise of the Goblin Guild is mostly dungeon crawl... a quick bit at the beginning with a chase and some "roleplaying" (read Diplomacy/Intimidate skill checks), but the dungeon took up the majority of the time when I ran it.

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John Compton wrote:
I reduced the Subtier 1–2 drake's breath weapon damage by a size category not as much because the young simple template reduces the damage dice of special attacks; I did it because the encounter really called for lower damage to ensure that one big enemy's special attack wouldn't instantly end the typical PC.

Ah ok, that makes sense. I forgot that it was called out specifically for the young drake. Thanks for the reply - much appreciated!

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TriOmegaZero wrote:
No, Special Attacks are not advanced by the Giant template, as they are a separate category from Attacks.

Did you have a source for this? I couldn't find anything specific when I was applying the templates, so I just followed the 3.5 rules figuring a smaller/bigger drake could spit less/more acid.


Jiggy wrote:

They FAQ'd that to the contrary, actually. Sunder isn't supposed to be "part of an attack action".

EDIT:
LINK

Ah, whoops - went straight to the PRD instead of checking the FAQ first. Would be nice if they updated the PRD or CRB errata for that... Thanks!


You can only disarm or trip, not sunder:

PRD wrote:
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack.

The bolded part indicates that you can't sunder as an AoO. An attack action is an action, either standard or full, you take on your turn. An AoO isn't an attack action, so you can't sunder.

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I suppose low fame items in higher tiers would be nice for people playing a higher level pregen and want to use the chronicle to create a new character.

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I much prefer the new faction boons compared to the old faction missions for prestige. In 5-01 I think the Osirion booon was better implemented... Qadira and Grand Lodge just kind of get their boons as the group goes through the scenario. Nothing much they can do to affect it. But the Osirion boon rewards PCs who actually pay attention to some of the back story with the Jeweled Sages and interact with the Osirian dwarves.

I hope I get to run this with some Osirion faction PCs at some point!

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Vincent Colon-Roine wrote:
Aeshuura wrote:
osuracnaes wrote:
Aeshuura wrote:
Prefacing this by saying I haven't look at it to check your math, but could the -1 dmg to the tail slap be because of the -4 Young penalty to Str?
No, since it's a secondary natural attack which gets half Strength bonus to damage. It should go from 1d4+1 (Str 17) to 1d3 (Str 13).
Ah, ok... I wonder where they got that number then?
May be a secondary , but don't dragons (including drakes) get Str and a half on tail attacks ?

Dragons do... but judging by the various drake stat blocks the dragon rules are for dragons specifically. The Desert and Rift drakes have special attacks that specifically call out a 1-1/2 Strength bonus to bite attacks and their tail slaps only have half Strength bonus.

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Derwalt wrote:
I have to say that most of the encounters in this scenario were a cakewalk for my players (low tier). (...)

I ran subtier 1-2 (APL of 2 with two each of level 1s, 2s, and 3s), and saw the same thing. The only damage the PCs took was when the sorcerer got hit for 4 points in the last combat. They almost always won on initiative and tended to kill things in one hit (level 3 shocking grasp crits and power attacking greataxe crits).

Most of it was the PCs rolling very well and me rolling very poorly (as usual), but I don't understand scenario writers' propensity for putting low-hp caster BBEGs standing by themselves! Casting mage armor and hoping for the best ain't going to cut it against optimized PCs!

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Mystic Lemur's quote kind of conflicts with what the guide says at the beginning of that paragraph.

Guide page 6 wrote:
If you don’t have time to create a new character or simply wish to try out a new character class, you may choose to use one of several level-appropriate pregenerated characters available at paizo.com/pathfindersociety or from your local event coordinator.

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redcapscorner wrote:
2) When reporting scenarios there are now four success condition boxes that can be checkmarked. I looked through the guide and found no references to these, and I don't have time to read through any of the new scenarios for context clues before tomorrow. Are these various success conditions that will be spelled out in the scenario above and beyond those tied to prestige? Do any of them need to be checkmarked for older scenarios? Help!

I'm not sure how to fill these out for older scenarios, but in the new ones (well, at least in 5-01) they're a way to report decisions that the PCs made. I have a feeling they'll just be used to drive the story in later scenarios. Which is pretty awesome, I must say. :)

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I wasn't sure whether to post it here or in the thread for the scenario, but I found some corrections for the young river drake in Tier 1-2 for 5-01.

Click me!

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Aeshuura wrote:
Prefacing this by saying I haven't look at it to check your math, but could the -1 dmg to the tail slap be because of the -4 Young penalty to Str?

No, since it's a secondary natural attack which gets half Strength bonus to damage. It should go from 1d4+1 (Str 17) to 1d3 (Str 13).

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Not sure whether I post here or in the GM prep thread but...

The monster stat block is wrong for the young drake in the GM shared prep:

  • The Young template gives +4 to Dex, so it goes from 16 normally to 20, not 18. All Dex-based rolls should be 1 higher.
  • Con should be 11 (15 - 4), not 13. Hp are correct, but Fort save should be +4, not +5.
  • Its natural AC bonus should be +1, not +3.
  • Bite damage die should be 1d6 (down one step from 2d4). Tail slap doesn't have a -1 to damage. (Also, if all damage dice are reduced one step, the ongoing damage for entangled creatures would be 1d3.)

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Jiggy wrote:

If a trap has no observable stimulus, then what exactly happens when the Trap-Spotting rogue succeeds at that check?

Your idea kind of implodes when you start trying to apply it reasonably, I'm afraid.

I've always treated it as some kind of roguish intuition. It is an extraordinary ability. :P

Off-topic thoughts...

Spoiler:

Here's an example of how I run Perception, Trap Spotter, and traps staying as close to written rules (as far as I know) as possible.

Example A: Pit trap in an open hallway.
As soon as a PC can see the area where the pit trap is, they get an automatic Perception check due to there being an observable stimulus (e.g. the section of the floor that falls away). If the party rogue with the Trap Spotter talent fails this first check, they get another automatic check when approaching within 10 ft. Anyone who succeeds notices the trap.

Example B: Pit trap behind a closed door.
When the PCs approach the door, there is no observable stimulus for the trap so no one gets a Perception check. If the party rogue with the Trap Spotter talent approaches within 10 ft. of the trap on the other side of the door, they get an automatic check even though there is no observable stimulus. If they succeed, their extraordinary trap-sensing skills tell them there's a trap on the other side of the door.

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RainyDayNinja wrote:
Remember they don't get automatic Perception checks to notice traps unless they have the Trap Spotter talent. So they shouldn't get a check unless they say they're looking. You still might want to roll it yourself though, so they don't metagame based on how good or bad their roll was.

Based on the Perception description, I'd say everyone gets automatic Perception checks if the trap has an observable stimulus.

prd wrote:
Action: Most Perception checks are reactive, made in response to observable stimulus.

The Trap Spotter talent allows a rogue an automatic check whether or not the stimulus is observable.

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This might be answered in the new scenarios (I didn't see anything about it in the new guide), but figured I'd ask to clarify...

With the removal of faction missions for prestige and the addition of faction-specific boons, how are we handling running a pregen now, especially with the intent to apply it to an existing, non-Grand Lodge PC? Previously we'd just do the Grand Lodge mission for the prestige and it would be reported (I think) as the PC's faction.

So...
- Should we keep in mind the Grand Lodge's season goals if we run a pregen?
- If the scenario has a Grand Lodge boon, do we keep it when we apply it to our existing, lower level, non-Grand Lodge PC?
- If the scenario has a boon for our PC's faction, do we miss out on it by running a pregen?

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Mark Moreland wrote:
As with any Chronicle sheet, it's not legal until it's been signed by a GM who verifies it's application to a given PC. This would just need to be filled out with the appropriate information whenever the player applies it to his character. Other than the top section, with Character Chronicle #, Pathfinder Society Number, player name, character name, faction, etc., and the righthand column, there's nothing a player needs to fill out.

How does this work for those of us who GM? Can we sign Chronicle sheets for our own PCs, or do we have to have another GM sign it for us?

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I enjoyed running the chase in Rise of the Goblin Guild (and the players seemed to enjoy it as well). I think the GM needs to take as much leeway as possible (while not strictly breaking the rules) to have chases make sense and not feel like D&D 4e skill challenges.

It was the first one I've run, but this is what I tried to do to avoid the pitfalls I read about:

  • Don't put the chase boxes down. I used squares on a grid map to represent how far along people were and just described the obstacles and let the PCs describe what they wanted to do. In some cases I'd give them a couple options and say how difficult each one seemed.

  • If the PCs got into melee combat with their quarry, I didn't use a grid map to show positions. If they were in the same obstacle box thing, I assumed they could get into the positions they wanted.

  • Bend the rules a little. :) If a PC managed to grab the reins of a rearing horse, let them ride it! If someone opens or busts down a door obstacle, don't make the other PCs do the same thing.

I can still see it being not as fun for PCs that might not have the skills required for a chase. (Good thing I was the one running a cleric pregen due to small table size. Poor Kyra didn't make it past the first box.) But not everyone has to shine in every circumstance. :p

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It's not horribly well-organized, but there are some category pages on PathfinderWiki that have what you're looking for:

Main scenario category page
* Scenarios by tier
* Scenarios by location

There are also season summary pages that have a bit more information, but I don't know of a page that lists every scenario.
* Season 0 summary
* Season 1 summary
* Season 2 summary
* Season 3 summary
* Season 4 summary

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Couple-week delay response... but yes, Underhills is a happening place on Monday nights! I've been going for a few weeks now... running my first table there tonight. They've had 2 groups going for awhile now, but I think we're running 3 tables starting today due to a bunch of new people.


Abraham spalding wrote:
so if you have a feat that has a Con score prerequisite then damage won't cause you to lose the feat while drain will.

Just a clarification here... you don't actually lose the feat, you just can't use it until the ability drain has been healed.

From the Feat Prerequisites rules:

Quote:
A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.


Stazamos wrote:
... and perhaps casting time (it doesn't say) ...

As far as casting time goes, "Use supernatural ability" is listed in the list of Standard Actions in the Actions in Combat table:

Quote:
Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.


Simple question... can detect magic detect the Change Shape supernatural ability?

The Bestiary says Change Shape functions as a polymorph spell (or whatever spell is listed in the creature's description), but supernatural abilities aren't subject to all the limitations of spells (spell resistance, counterspells, or dispel magic), and they don't function in antimagic areas.


I'm putting together an adventure set in Andoran and I was looking at the map in the Spirit & Liberty player companion. Using the scale, Andoran was about 1,000 miles across. This seemed like a fairly large number, so I compared it against the map in the Inner Sea World Guide. Both the map of the whole region and the small map of Andoran has it at about 500 miles across... big difference. The Campaign Setting also has it at 500 miles.

So Spirit & Liberty is the odd one out, but I was wondering if it trumps the other books since it's specifically about Andoran. Anyone know?


I would say (along with james who posted this already :P) the rules as written currently allow the use of sneak attack from stealth.

Getting Started:
"You apply your character's Dexterity modifier to [...] Armor Class (AC), provided that the character can react to the attack."

Combat - Armor Class
"If you can't react to a blow, you can't use your Dexterity bonus to AC."

Stealth
"[Allows] you to [...] strike from an unseen position. [...] It's impossible to use Stealth while attacking [...] Normally, you make a Stealth check as part of movement." (emphasis mine)

So you don't get your Dex bonus to AC if you can't react to an attack, and you use Stealth as part of movement. At the time of an attack made after successfully using stealth, your target is unaware of your presence and can't react to your blow.

(Unless this has been discussed at length before and I completely missed it... :P)


GM alientude wrote:
osuracnaes - Dorian Cavendish, Human(?) Transmutation Wizard

Dorian is indeed a human.


Focus doesn't work for me in IE, but it does in Chrome. Weird.


Ok... here's the backstory for Dorian Cavendish, a human transmuter from Sasserine who's just returned to his birthplace of Cauldron.

Background:

Dorian Cavendish was a small child of about 5 or 6 when he and his parents moved south from Cauldron to Sasserine. Arcane ability had run strong in his family for generations, and his parents - both wizards in the employ of the Cauldron Town Guard - felt that Dorian could receive a better education among the Witchwardens of Sasserine.

They found a house in the Sunrise District (prefering the area over the vain Noble District) and enrolled Dorian in one of the many academies. A natural learner, he excelled at his studies and eventually earned a position at the Witchwarden Tower. He found his talents were best suited behind a book, researching about the various creatures that threatened the city from the vast Ameido Jungle. He took special interest in demon lore, believing that these beings from the Abyss posed the greatest threat to the world.

Through his research and study, Dorian uncovered many references to Cauldron and the threats of demonic armies from ages long past. Though he viewed Sasserine as his home, he always felt a connection to his city of birth and decided to return to further his studies.

Of course, research wasn't the only thing Dorian accomplished while studying with the Witchwardens. He also trained in the magical combat arts, learning to hone his powers for use against possible threats. Despite the reputation of transmuters as blowhards with something to prove, Dorian believed transmuation magic to be a tool of great utility. He didn't hold the popular choices of evocation and illusion in very high regard - nothing more than flashy effects designed to impress. Necromancy made him uneasy, though he did appreciate the work of enchanters. As a transmuter, he was most effective aiding others in combat... it's much easier to hide behind the big, beefy fighter after you doubled his size!


Going by the stuff in the Player's Guide...

It mentions that casters from Sasserine might be interested in the Cauldron region to find out about these 6-armed creatures. Is this a possible adventure hook to base some background on, or is it just flavor? Trying to figure out why a wizard would be in Cauldron. :P


I've heard some good things about Shackled City. I'm thinking of submitting an arcane caster... probably a wizard of some sort from the academy in Sasserine.

(Let's see if I can post this without the paizo web site going down for a few hours again...)


Ok, here's my Ulfen fighter, Hjorleif Rafnslayer.

Background:

Hailing from the northern realm of Irrisen, Hjorleif hasn't seen his homeland in years. He doesn't really remember much of it either, a result of a conscious effort to force as much of it from memory as possible.

Most of his family is dead, killed by agents of the White Witches as examples to would-be revolutionaries or just based on false accusations from neighbors with a vendetta. Hjorleif spent most of his childhood in orphanages before he was able to start his martial training among the queen's forces.

He heard of the Heralds of Summer's Return from a fellow soldier; a loose underground resistance group dedicated to fighting against the oppression of the White Witches. Hjorleif's idealism and disillusionment with the status quo led him to join a cell of the Heralds. However, subterfuge wasn't his strong point, and the queen's forces knew his every move. They eliminated the group, but Hjorleif learned of what happened and fled south to Varisia.

He worked his way from town to town, obtaining various jobs from construction to hired guard duty. His latest work was as a caravan guard for a Varisian named Sandru. Hjorleif stuck with this job for longer than usual; it paid well, and he and Sandru took a liking to each other. However, the caravan's travels have been fairly mundane, and Hjorleif has been itching for some excitement. Now in Sandpoint, far enough away from Irrisen to stop worrying about being found, he plans on trying his hand at some adventuring.

Straight-up, meat-shieldy goodness!


Dotting!

I have an Ulfen fighter idea floating around... I'll flesh him out a little and submit him when I have a backstory together.


You list three main types of characters (fighters, makers, builders)... I'm wondering how the Pathfinder classes work with those types... are the core classes strictly 'fighter' types? Do makers and builders have their own classes? Can one character only be of one type?

I'm really liking what I read, but two weeks is too long to wait between blog posts! :P


My first RPG Superstar entry:

Turban of the Merchant King
Aura moderate divination; CL 7th
Slot head; Price 11,000 gp; Weight 1 lb.
Description
Prized by the trade princes of Qadira, this turban is made of bright red and yellow silk with a large, multicolored opal in its center. As a standard action, a creature wearing the turban can detect treasure such as gems, artwork, jewelry, or magic items in a 60 ft. cone-shaped emanation. The wearer can maintain this effect as a standard action. The amount of information revealed depends on how long the wearer studies a particular area.

  • 1st Round: Presence or absence of treasure.
  • 2nd Round: Number of treasure items and the location of each. If an item is outside the wearer’s line of sight, then he discerns its direction but not its exact location.
  • Each Additional Round: The wearer can attempt to evaluate the monetary value of one item in his line of sight as per the Appraise skill with a +5 competence bonus to his roll. Each round, the wearer can turn to detect treasures in a new area. The turban’s effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

The wearer may use this ability up to 9 rounds per day. Additionally, the wearer may activate the turban as a standard action to determine the properties of one visible magic item by making a Spellcraft skill check with a +10 competence bonus. The wearer may make this check untrained. Using the turban in this way expends 3 rounds from its detection ability.
Construction
Requirements Craft Wondrous Item, arcane eye, detect magic, identify, creator must have 5 ranks in the Appraise skill; Cost 5,500 gp

My thoughts:
- Should have left the Qadira part out.
- "treasure" is kind of ambiguous requiring more work for the GM
- the detection ability is too complex
- SIAC-ish with the identify ability


Male Human Bard (pianist) 8

I remember reading/hearing that they're not too big on major restrictions or drawbacks... the Con damage seemed ok, but maybe restricting it to just anti-paladins was too much?

This was mine:

Turban of the Merchant King:

Turban of the Merchant King
Aura moderate divination; CL 7th
Slot head; Price 11,000 gp; Weight 1 lb.
Description
Prized by the trade princes of Qadira (should have left that part out), this turban is made of bright red and yellow silk with a large, multicolored opal in its center. As a standard action, a creature wearing the turban can detect treasure such as gems, artwork, jewelry, or magic items in a 60 ft. cone-shaped emanation. The wearer can maintain this effect as a standard action. The amount of information revealed depends on how long the wearer studies a particular area.

  • 1st Round: Presence or absence of treasure.

  • 2nd Round: Number of treasure items and the location of each. If an item is outside the wearer’s line of sight, then he discerns its direction but not its exact location.

  • Each Additional Round: The wearer can attempt to evaluate the monetary value of one item in his line of sight as per the Appraise skill with a +5 competence bonus to his roll. Each round, the wearer can turn to detect treasures in a new area. The turban’s effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

The wearer may use this ability up to 9 rounds per day. Additionally, the wearer may activate the turban as a standard action to determine the properties of one visible magic item by making a Spellcraft skill check with a +10 competence bonus. The wearer may make this check untrained. Using the turban in this way expends 3 rounds from its detection ability.
Construction
Requirements Craft Wondrous Item, arcane eye, detect magic, identify, creator must have 5 ranks in the Appraise skill; Cost 5,500 gp

I'm thinking "treasure" might have been too ambiguous... the item as a whole was pretty complicated too, hehe.


Dotting just to follow along. :P

Familiar with the first couple books and plan on running Kingmaker once I'm more comfortable with PbP... interested to see how someone else does it!


You have me under the no stats/background part of your list for Ridgar Durgun... that info should be in his profile here.


Ok - here's Ridgar Durgun, dwarf two-handed fighter from Janderhoff.

Background:
Ridgar is from a simple family in Janderhoff, one of the 10 remaining Sky Citadels of the dwarves. With his father a smith and his mother a priestess of Torag, Ridgar's upbringing was heavily steeped in the martial tradition of the dwarves. He trained with the best soldiers at the military academy, learning the ways of a hardened fighter, ready to be called upon to defend the city at any moment. Ridgar preferred larger weapons over the more popular shielded style, believing in a ruthless offense to cut your opponents down before they have a chance to defend themselves.

Ridgar got his chance to defend the city and test his mettle during a duergar invasion from the Darklands. He was given a contingent of men and ordered to guard an underground outpost against duergar incursions from Nar-Voth. Unfortunately, they were given the wrong supplies, and Ridgar was forced to wield a dwarven waraxe and heavy shield when a band of duergar attacked. Ridgar's men were severely outmatched, and the duergar easily cut them down. However, Ridgar barely avoided a killing blow when he was brought down, and eventually gained consciousness amid the bodies of his companions and friends.

He blames himself for what happened, believing (falsely) that if he had had his trusty greataxe he and his men would have survived. Embarrassed and ashamed, he fled Janderhoff hoping to earn redemption among the human cities of Varisia and perhaps someday return to his home at the Sky Citadel to seek forgiveness.


Ok... going to throw my hat in the ring as well.

Putting together a dwarf fighter (two-handed fighter archetype) from the dwarven Sky Citadel of Janderhoff. Not really started on the background yet... should we be putting together a connection with Magnimar specifically?


Ok... got the background done for the rogue. Probably do the crunch tomorrow.

Alzano Vignari, a Varisian ex-Sczarni (hey, that kinda rhymes). Went with the burglar archetype.

Background:
Alzano hated his parents. Why did they leave the family caravan to settle down? Why did they pick Caliphas, of all places, to do it? Alzano never knew his family's homeland. Born and raised in Caliphas, he experienced firsthand the infamous distrust of an outsider in Ustalav. He made no friends, the other children making fun of his dusky skin and violet eyes. He eyed the occasional Varisian caravan with envy, hoping to escape one day to Varisia and find the rest of his family.

The Sczarni had other plans. Seeing a troubled young man, one of the crime families approached Alzano with promises of freedom and passage out of Ustalav. They would require some favors, of course. Due to the distrust shown to him by his Ustalavan neighbors, Alzano developed somewhat of a skill at remaining unnoticed and fending for himself. The Sczarni exploited that skill, subtly at first, but eventually transforming an innocent but frustrated boy into an experienced thief.

There was no escape from the gang. Instead, Alzano remained in Caliphas in seemingly perpetual service to the Sczarni, robbing houses, stealing from outsiders, and mugging those who resisted. He still dreamed of escaping the city, but it was always 'just one more job.' Until Alzano found the escape he so desperately wished for.

It should have been an easy hit. An old outsider traveling alone, staying in an inn with connections to the family, lots of belongings for the taking. They gave the job just to Alzano... get the key from the innkeeper, sneak in the room, grab his stuff, skedaddle. But Lorrimor was no fool. Alzano hadn't even shut the room door behind him before the professor caught him. Yet, Lorrimor could sense that this wasn't just a mere thug, he could see the desperation in Alzano's eyes. After the Varisian explained his situation to the professor, Lorrimor proposed a deal. He would get Alzano out of the city and hide him where the Sczarni wouldn't find him. In return, he would call on Alzano to assist him on an upcoming journey to Magnimar in Varisia. Agreeing, they traveled north to Karcau where Alzano waited for word from the professor.

The word he got left him stunned. The professor was dead.