Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
My players just cleared a big encounter in book 1 of Serpent's Skull, killing a witch who's art includes a cool looking staff, shown Here. In her stat-block, the witch has a non-magic quarterstaff, but the players got hyped when I described the staff while they were interrogating an enemy, saw her art, and took the staff from her corpse. Now I want to make it a real magic item.
The staff appears to have kelp leaves and air pods hanging from it, so it seems ocean-themed, but I want it to continue to be useful as they go into the jungle. Here is what I was thinking so far, but let me know if it's too strong:
Staff of the Shallow Sea:
The center of this staff is a piece of arcane metal which has fused with a piece of driftwood. Kelp continually grows on the staff, reaching towards the metal but never touching it, blocked by some unseen force.
Obscuring Mist (1 charge)
Gust of wind (1 charge)
Slipstream (1 charge)
Lily Pad Stride (2 charges)
Nixie's Lure (2 charges)
Aqueous Orb (3 charges)
Also, I would like to link this to the future adventure, and the staff was found on an island where two evil groups linked to the plot built ancient temples. I think it might be cool to link this staff to one of these groups which give it additional uses later in the adventure.
Possible links to the ancient factions:
Serpentfolk - the original inhabitants of this island and the ultimate enemies of the adventure path.
Zura Cultists - Azlanti cultists devoted to the Demon Lord Zura, queen of vampires.
Azlant and the Serpentfolk went to war, so linking the staff to either would let me introduce new abilities or uses for the staff at a later time. Possibly making the players sacrifice it for a better item once they reach late-game.
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
We are playing a pirate based campaign, so I made a Swashbuckler with good Dexterity and Charisma. It occurred to me that Ninjas use the same stats, so I have been making a multiclass build.
We are currently level 3 and just leveled up. I could use advice on what to do.
Race: Skinwalker (Fanglord) - great stats, being weretiger-kin lets us get some cool feats later, +10 movement speed and the Jump spell 1/day lets us do daring deeds.
Stats:
Str: 8
Dex: 18
Con: 12
Int: 10
Wis: 12
Cha: 16
My current plan is to take 1st level in Swashbuckler for weapon finesse and Panache, 2 levels in Ninja for Ki and Ninja Tricks, and 4 more levels in Swashbuckler for bonus feats and Panache.
Current Levels:
Level 1: Swashbuckler (Inspired Blade) - d10 hit dice, weapon finesse and weapon focus at level 1, and take Fencing Grace for dex to damage at level 1.
Level 2: Ninja - d8 hit dice, but 8 skills per level help utilize the Dex and Cha skills that Swashbuckler gets but doesn't have points for. Investing in Disable Device basically lets me be an off-brand rogue.
Level 3: Ninja - Ki Pool and first Ninja Trick (Vanishing Trick)
Feat: Extra Ninja Trick (Forgotten Trick) - since we won't be getting more ninja tricks with class progression, this lets us have some versatility.
The benefits of this build is that I can use Vanishing Trick as a swift action to turn invisible at any time. Using it at the start of my turn lets me charge in and sneak attack, or using it at the end of my turn lets me be invisible during enemy turns and get sneak attack at the start of my next turn.
My plan is to get Dazzling Display and the weretiger specific feat "Violent Display" which gives a free Dazzling Display whenever I get a crit or sneak attack. At level 7 I will have Improved Crit Range for rapiers from Swash 5, and with Vanishing Trick I will constantly be Dazzling Display'ing.
Feats:
Bonus: Weapon Finesse Rapier (from Swashbuckler)
Bonus: Weapon Focus, Rapier (from Inspired Blade)
1st: Fencing Grace - Dex to Damage
3rd: Extra Ninja Trick - Forgotten Trick gives access to more tricks
5th: Undecided?
6th: (Bonus 4th Level Swashbuckler) Dazzling Display (Can't take earlier due to BAB restrictions)
7th: Violent Display - Weretiger feat that gives Dazzling Display on Sneak attack or crit. Which we will do frequently with a rapier and Vanishing Trick
9th: Motivating Display - Weretiger feat that gives bonuses to allies with Dazzling Display
11th: Shatter Defenses - Flat Foot AC vs Shaken enemies means more sneak attacks and more Dazzling Displays
What feat should I take at 5th level?
What should my class order be? (Is 1 Swash, 2 Ninja, 4 Swash good?)
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I recently had a chance to play an old summoner character again, so I remade him as an Unchained Summoner. I managed to remake my old Eidolon concept, bumped some spells up a level on the new Unchained Summoner spell list, but then I noticed some spells aren't there at all.
For example, Haste is a 3rd level spell for everyone except Summoner (and Medium), which was kinda overpowered, so for the Unchained Summoner it is back to being a 3rd level spell. Thats fine, a bunch of summoning-themed spells got their levels lowered for the Summoner, but the Unchained Summoner brings it back in line with everyone else. You can see this aversion to different spell levels in the magic traditions of Pathfinder 2e, where everyone of that tradition has the same spell list.
However, a lot of spells just don't exist for the Unchained Summoner, including some which were very cool and thematic.
For example:
Master's Escape:
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell.
Final Sacrifice:
You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target. This damage is fire damage unless the target creature has the cold or water subtype, in which case it’s cold damage. Creatures caught in this explosion take half damage if they succeed at their Reflex saves against this spell’s DC. Final sacrifice can detonate a summoner‘s eidolon, though an eidolon receives a +4 bonus on its Fortitude save unless the spell is cast by the eidolon‘s own summoner.
If this spell targets an eidolon, creatures within 20 feet of the eidolon take an amount of damage equal to 1d4 + 1/2 the caster level of the summoner who controlled the eidolon.
There are also baffling absences of basic spells that seem to exist on every spell list except the Unchained Summoner.
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I am the DM for a group playing Kingmaker. We are currently between books 4 and 5 and before we start book 5 I wanted to run something with the Outlaw Council.
The books I have are the Kingmaker Adventure paths, which mention one of the River Kingdoms, but have almost nothing on the others, and the People of the River book, which gives a basic rundown of the other kingdoms.
Does anyone have ideas for how to run such a council or sources to get more information on a council and making it good?
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
According to "Building and Modifying Constructs" increasing a constructs ability score by +2 is only 5,000 gold.
Is there any reason why one of my players with the craft construct feat can't put massive amounts of their money into making a construct with MASSIVE stats?
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I was talking with some of my players about doing a level 20 mythic campaign and what race and class they'd play. One of my players immediately said:
Wyrwood with any class that can use the craft construct feat. At level 20 we have 880,000gp which he would use on stat bonuses. You can increase a constructs stat by +2 for 5,000gp. This means that with his gold he could increase his stats 176 times for 352 points of stat bonuses divided in any stats he chooses.
He could give himself +35 in each stat (ignoring CON because construct) and get godly abilities and saves against everything, on top of lvl 20 class abilities and construct immunities (immune to poison, sleep, paralysis, ability damage/drain, etc.)
This seems super OP and probably not intended. Is there a reason that this doesn't work?
We found that a construct has to be deactivated to modify and for Wyrwoods that means his parents/community. Constructs can't be revived but they can be repaired and raised that way for even less cost than normal adventurers.
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Me and my friends started a new game. One of my players became the new DM and he doesnt like my build. I would like to run it by the forums for legality and to see how it meshes with an archetype.
The build is a Tiefling Barbarian with the variant heritage to get Oni-Blooded (+2 Str, +2 Wis, and -2 Cha) as well as the variant ability:
16. You have over-sized limbs, allowing you to use Large weapons without penalty.
Using this I made a Barbarian with 20 Str (24 when raging) who is wielding an oversized greatsword to do 3d6 + 10dmg.
1. Is this fair?
2. Is this legal?
3. How does it mesh with the Titan Mauler archetype?
Is it fair for me to be using oversize weapons like this and can I use Huge weapons at higher levels?
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Earlier in the campaign a gunslinger was killed. Now he's back for revenge and has teamed up with a local necromancer lich to take on the party. I was looking at a spell to help out the gunslinger but im worried about how they would interact.
Here is the ability:
Stranger's Shot (Ex) As a full-round action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the pale stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.
And the spell:
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature's touch AC. When the target hits the selected creature, you must overcome that creature's spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.
Question 1: The spell auto crit threats and the ability auto confirms, do these basically auto-crit?
Question 2: What damage is multiplied? There is the 1d8+1 from the gun and +6d6 from Strangers shot.
Any insight is appreciated, I don't want to autokill a player cause I read the rules wrong.
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Hi, I'm a long time DM with some long time players who decided to spice up our game by using a list of 10,000 random magic effects. Every time our magus crits or by spending an arcnlana pool point he can call one of these effects into existence.
The list can be found by Google searching 10,000 Chaos burst and is written by Orrex.
The one I'm asking for advice on today is one that was rolled last session. My players don't know about it yet.
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I'm making an Eidolon build that involves hitting a lot and dealing elemental damage and I noticed that the 2 point evolution Energy Attack seems like it can be taken multiple times. Is this correct?
"An eidolon’s attacks become charged with energy.
Pick one energy type: acid, cold, electricity, or fire. All of the eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution."
It says pick one energy type, but that is for when you take the evolution. Can't you pick it multiple times and pick up multiple energy damage dice?
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I am designing a boss fight for my player and the theme of the dungeon is crafting. This guy crafts everything, golems, wondrous items, rods, weapons that I want to make him a regular guy who happens to have a lot of magic items.
So what happens when he either: Throws out a portable hole as a readied action, a player falls into one that had been disguised on the ground, or gets pushed in by an explosion/golem attack, or something my players do.
"If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process."
If the player just happens to have a bag of holding on their person (in the group 2/4 players have one) does it create the Astral explosion in the description? Does this have to be on purpose or will it just happen if a player holding one falls in?
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I'm a DM trying to set up an encounter for my player involving a fight with a Wizard and a Magus. I found the spell: Finger of death and had a question about it's wording:
"This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw."
"...it instead takes 3d6 points of damage + 1 per caster level."
CL 13 minimum to cast spell means 39d6 + 13, average damage on that is 39x3.5+13=136.5, meaning you should do 137 vs 130 from them failing.
I don't want to accidentally kill one of my players for no reason, so I ask you, Am I mistaken?
(I'm a first time poster so I'm sorry if my formatting is wrong or this question has already been answered.)