Sufestra

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I'm looking for the system behind the various 'generators' used by the Dragon in some of the old articles for creating 'random' giants, dragons, treasure, etc. There was an inbuilt mechanism that folded the results back in rather than go to far. Ex: If a treasure was worth 4000 GP, and the first item was worth 3500, the rest would be lower to match. I'm trying to do a CR balancing chart for encounters, etc.

If anyone knows, I'll be grateful.


I am working on a Swarm race that has the following traits:

1) Dissemble into a swarm of 'snakes'.
2) Able to pass some obstacles as a mass of snakes.
3) Climb, burrow and climb at speed
4) speed 20'

I need any thoughts and solutions for the base critter, the swarm form and any other feats and features that would make the race 'pop'.

While I'm asking, a player wants a spell that allows her to burst into a flock of birds (swarm) for strategic moves (movie Prophecy). I realize that it is but a variation of a fly or a teleport spell, but I'm coming up dry on details.


Glue Seal-a Rogue/Wizard uses this as a Sneak Attack spell to prevent victims from drawing their weapons and archers from shooting. Valid use detailed in the spell.

The quibble is as to whether or not the target stays 'sticky'. The player is insisting that the check is foe each arrow. No blood from me, but a for used the same stunt on the party and now folks are drawing sides. Not a game I play in, but multiple players sit at the tables I play.

Help me play the wise old man with a good solution.


I cannot find specific rules for setting up or repairing 'Gates' or similar fixed/safe devices for transportation. I currently have Portals and Planes and the Manual of the Planes at hand, but am either inept or unable to find specifics about the construction and repair of gates, etc.

Have I found a new unicorn or am I just looking in the jungle for a forest creature?

If anyone has a gritty and mechanical write up, I'd love to get a copy. All 'travel' portals in the game world are artifacts and 'black box', but we'd really like to repair on that sits near a dungeon to save time. Yes, I know that some are two way (this one is) and yugley things can use it, but travel can be a pain


Does anyone have a thought or four on Paladin Codes? One size does not fit all anywhere else, and friends run differing codes that better fit the deities of their games, including some LE types.

Lawful good, losing class features for evil acts, and punish those who harm or threaten innocents, etc. are stock, but do you add or subtract?

A friend has assigned an Archetype to each paladin using deity and is hammering 'better' Codes that are closer to the deity in question. The only one I've seen was a justice oriented Code that emphasized LAW over good. The Paladins are LN for the most part, seriously Law focused with a 'mercy' list bereft of the Good ones, Lawful ones being added. While the Order is not 'good, there are no Benefits for Evil types. Another player called the Code 'Lawful good Hardass' and it fits.


This past game, an ancient Sorcerer was found Stoned. Major league discussion on how long he had been there and could he be brought back to life, in the future. Easy, I'm a Wizard and I just need another 2 levels.

Questions posed included:

How long till a stoned person dies? This dude wears early version uniform of a militant Sorcerer group that died out about 800 years ago.

Can a stoned person be scryed?

What if parts are missing?

Can the stoned be aware of what is going on? (We think he was stoned as a punishment.)

What happens if the stone is reshaped? One of the statues seems to have been crudely cut down to dwarf proportions. No, we have no idea what to was originally.

Do things added become new parts of the stoned? A small trunk is in question.

On the nasty side, and I don't plan to harm him, but the spell calls for a Fort save to survive. What if someone jiggered the spell to make sure he died, and How? Also, the spell doesn't specifically 'say' his gear returns even if he dies. Purely academic interest, I would never seek to off an innocent for all his nifty toys!

Then again, that looks like an old style Staff of Wizardry...


Since a Simulacrum is a illusionary spell, 'technically', of a creature, does it suffer from mental attacks as the creature or not? Further, how does it react to sneak attacks? Finally, the big one, do they count under WBL? What happens to the S when the owner dies? Better put as: how long will the S continue its assigned task? Are they or can they become sentient? This is not a problem yet, but our loot last night included a scroll with this on it and I already have the lesser form and having oodles of fun with it.

With a summer to boost levels, etc., I might be eligible to take it by fall and really would like to add it to the arsenal, but want a bit more feel for what mischief I can get out of it. BTW, the GM has the following additions to the spell:

1) 3.5 requirement for a sample of the subject

2) sculpture can be of a range of 'lesser; materials. No steel or such.

3) sculpture must be MW, but you can have it made by a craftsman.

4) not that they have lasted long enough after the party encounters them, but the BBEG making the ones we fight hasn't seen fit to really use them as more than a mail service to his minions. Until last night. Imagine our surprise when the puny L4 mail-bot starts dropping spells of L3! My idjit self nearly died by blowing 3 straight saves! Fortunately 'he' was porcelain and my sonic spells were amped by our Bard. Other than monetary cost, is there a limit on how many one might have?

5) As we have been cheerfully removing S from the BBEG inventory, should we have been salvaging the 'dead'?

I am still wasted from a 9 hour backed up by another 5 today gaming session and am to tired to be sure I covered it all. If you see something I missed, volunteer!


Avoiding the ends of the spectrum (include everything vs CORE only), what criteria do you use for what gets in your game? There are 44+ Paizo classes, not to mention 3pp, and lots of archetypes for each. My 'Big Book of Races' has over 400 (though most are terrible, ill thought out or worse!) and every month the Golem dumps more neat stuff on us.

When is enough enough, or better said, how do you, as GM, filter and what standards do you use?

1) I'll start with: No Gunslingers!

If I want to run Boot Hill, I will run Boot Hill! In every game where guns and gunpowder were introduced, the players went wild, using personal knowledge, etc., to browbeat the poor DM into bad RP situations. The combat in D&D is extremely unrealistic to start with without injecting Gatling Guns and pump shotguns.

2) Elves and the umpteen dozen Elf sub-races.

Campaign history gave me the basis of there only being a single, core Elf race. Players created sub-races as ethnicities of Elves, not separate 'sub-races'. "Those aren't really another sub-race of Elves!, No, they're you cousins on your Grandma Petunia's side, twice removed, I think..." Yeah, I'm from the South, my relatives really talk that way!

Same basic stats and such, but if you want to be from the Albuquerque branch of the family, it costs a feat. The feat changes all manner of things or duplicates another feat at best. It works, but I stole it shamelessly a dozen years ago from another. But as I said, it works!


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We're building a replacement character (her story arc ended and player wants to play a caster) and it was noted that there is no 'Elf' Bloodline. She wants to play a half-Elf Sorcerer but was disappointed by the lack of a Bloodline. Anyone have one or interested in making a go of it? Here's what has been BSed so far:

Class Skill: Knowledge (nature).

Bonus Spells: Entangle (3rd), Commune with Birds or Jitterbugs (5th), Shield Companion, Arcane Sight and Countless Eyes (7th), so far

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]), Weapon Focus (elven weaponry only).

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers:


RotRL is giant oriented and themed, but running it with undead. My players had a sit down and hashed out some background to flesh out the nibble-y bits.

One recommendation was a better variety of roles for Undead. I pidgeon-holed Vampires as 'Gluttony' personified and took a seat as a 'co-GM' ran a pride episode using Vampires! She was incredible and is due to run a second bit in a few sessions to cap the first one.

What I come here for are ideas for sin-Undead Combos and Ideas. She has already dropped hints of Sloth oriented undead for summer and my brain is still hammered by her take on Pride with vampiric knights!


In readying may campaign for total shift to PF from the hybrid it has been, I realized that a lot of the old PrCs are effectively replaced by archetypes. Someone posted that I should go that road bringing old elements of the world forward and it has solved numerous gritty bits. Thanks to whoever it was.

Now for the loose thought: 3.0/3.5 had a number of 'complete' books and such that offered partially fleshed out ideas for use. The Acolyte of the Skin, for example, offered a Cthulu-esque nightmare, but also an option for a non-horror switch to demonic fluff.

My question is has anyone else brought such elements forward to Pf? I just spent 5 hours trying to convert some from Scoundrel and am too wasted to properly proof them, but wanted to get this out to everyone for thoughts.


Running on way too little sleep, but I gotta toss up a question: Is there any difference between a stock wizard feat and an arcane discovery. I have a strange idea that there is no difference and want validation, clarification or derision.


There have been a number of snide and not so snide remarks about the Advanced Race Guide. What in particular chaffs you butt and what thoights do you have to fix that problem. Feel free to comment on mine and others' posts.

I start with my half finished fix of racial 'valuation' of races after the official point costs are calculated. Stealing from an old Umbral Reaver post, a race that costs more than the Core pays a point or more based on just how much it costs in points to build, plus a penalty point or so to clear out the min-max crowd and instill a sense of rarity in the race.

Please note that all my races have tweaks to bring them in line with the ongoing campaign. As an example, my Elves are a significantly more powerful race, with PCs being the 'runts', leaving the fold to prove themselves by gaining experiences and opening themselves to new ideas.

Elf Racial Traits

Ability Score Racial Traits: Elves are nimble, but frail. Their life-long disciplines grant them strong advantages. -2 Str, +2 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha.
Type: Elves are Humanoids of the Elf sub-type.
Size: Elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Elves have a base speed of 30 feet.
Languages: Native-High Elven and Elven (this at casting level); 3-local Human. 2-Intelligence bonus of: Celestial, Coastal, Curvann, Draconic, Dwarf, Elyrian, Fey, Giant, Gnome, Imperial, Sylvan. Casters may bump the appropriate language to caster level.
Defense Racial Traits
Fearless: Elves gain a +2 racial bonus on all saving throws against fear effects. This bonus adds 1/4 the Elf's Level.
Native Defense: Even common Elves gain a +2 racial bonus on their AC in their terrain, provided they gain advantage of cover. This bonus adds 1/4 the Elf's Level. This may be negated if the Elf loses the benefit of Dodge.
Slight: The slender physique of Elves lets them function in many ways as if they were one size category smaller. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as Hide), they are treated as one size smaller if doing so is advantageous for them. They are also considered to be one size smaller when "squeezing" through a restrictive space. They can also use weapons designed for a creature one size smaller without penalty. However, the space and reach remains the same for those of a creature of their actual size.
Deathless Spirit: Elves have Resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Elven Immunities: The standard Elvish 'immunity' to magic sleep effects is replaced by a +10 racial bonus to such and also to non-magical diseases and get a +2 racial saving throw bonus against enchantment spells and effects and poison. The second bonus is at a minimum of 1/4 the Elf's Level.
Elven-Aging (Ex): All Elves gain resistance to aging effects, adding 1/2 their character level to such saves. They get a save even if normally not allowed one.
Light Sleepers: Elves can operate with only 4 hours of sleep a night (though they still require 8 hours of rest to recover expended spells and abilities). They also only suffer -5 to Perception checks while sleeping, rather than -10. Nights spent with 4 hours of sleep count for fatigue after their Con modifier nights, minimum of 1 night free.
Feat and Skill Racial Traits
Civilized: Elves are incapable of becoming Barbarians and take −2 penalty on Diplomacy checks against them.
Magical Racial Traits
Elven Magic: Elves receive a +1 racial bonus to the DC of all spells cast and also adds +2 to caster-level checks to overcome spell resistance (SR). In addition, all Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. All three of these bonuses add 1/4 the Elf's Magic Level.
Elven/Fey Magic: An Elf has a default pool of spell points equal to Character Level + either the total of all their mental modifiers or twice Cha modifier.
Arcane Spell-like Abilities: Any Elf with either Int/Cha score greater than 10 selects a number of cantrips chosen from the Sorcerer/Wizard spell list to a total of the higher modifier. Each spell can be cast as a Sorcerer of half the Elf's Level (or full Magic level). Once selected, these spells cannot be changed. Elves with levels in any Arcane Class receive their modifier of additional cantrips, as if with the Spell Mastery feat, instead.
Natural Spell-like Abilities: Any Elf with a Wisdom score greater than 10 selects a number of orisons chosen from the Druid spell list, to a total of the Wisdom modifier +1. Each spell can be cast once per day at half the Elf's Magic Level (or full Magic level). Once selected, these spells cannot be changed. Elves with levels in any 'Nature' casting Class receive their Wis modifier of additional cantrips instead.
Offense Racial Traits
Weapon Familiarity: All Elves receive Proficiency in the Weapon Class (simple weapons), shortspear, Elf bow and Elvish Blades (Elven Blade and Elven long knife) unless noted. Only Cavalier, Fighter, Holy Warrior and Rogue classes may take further weapon proficiencies at creation. Cavaliers and Fighters receive 2 additional weapon groups, the Holy Warrior gets 1, while Rogues receive the Rogue Weapon Class. This replaces the silly Core racial trait.
Archer (Ex): Elves prefer to shoot from cover, and gain a +2 to hit when firing from cover or any condition that impairs the opponent from a clear line to the Elf.
Movement Racial Traits
Terrain Affinity (Ex): An Elf learns to cover her tracks, remain hidden, and conceal her presence. The DC to track an Elf using the Survival skill increases by +1 for every four full character levels. In addition, her training gives her a similar insight bonus on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. The Elf may choose to leave a trail if so desired and is not hindered by natural plants or light cover. This does not apply in unnatural or magical terrain, nor to other skills. The Elf receives a +2 racial bonus on Knowledge (nature), Perception and Survival checks in the chosen environment. While Elves know the deep secrets of the wild like no others, this is especially so with forests, where the DC and increase are set at +1 per three levels. Elves with forest terrain use the bonus to any save to avoid entanglements in forest terrain.
Senses Racial Traits
Superior Low-Light Vision: Elves can see three times as far as humans in conditions of dim light.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. This bonus also adds 1/4 the Elf's Level.
Weakness Racial Traits
Elven Weakness: All Elves are sensitive to both ‘Cold Iron’ and Adamantium. Either of these may subject the Elf to the effects of Fear (DC10 + bonus), and damage taken from either of these is 1 + 1 per die (A 2D6 weapon would cause an additional 3 damage, for example.). They will not and can not carry or wear items made of either material. Doing so imparts a loss of 1 negative level per day (This can not be removed until the item is dropped, the levels returning at 1 per week.). They are considered vulnerable to this metal type and damage from this metal also bypasses any DR they might possess. Elves do not like being around such weapons or armors and will not work it.
Other Racial Traits
Efficient Metabolism (EX): Elves have remarkably efficient metabolisms and can go long periods without food or water without ill effect. Elves require half the food or water of other medium sized creatures. In addition, they receive a +8 racial bonus on FORT saves made to resist thirst, dehydration or starvation.


Does anyone else use either archetypes or PrCs as social, military, economic, or other groups? Several of them seem to cry out for a background beyond what is given, even provoking a local game to restrict them to membership in certain 'in-game' organizations. While I think this might be a tad extreme, the players are all for it.

So, I'm interested in any experience in this or ideas on how to integrate such into a game. I've spent an hour of 'lunch' surveying possibles and getting weird inspirations jotted down. Might post a few tomorrow if life cooperates.


Has anyone translated this to Pathfinder? They were the mechanical basis to a few rival groups of campaign mages for the past dozen years. I would like an updated version or even a few more to use in the next incarnation of my world.

In my game, there was a LG rip-off of the Green Lantern Corps, a research oriented N group, a necromantic cabal of BBEGs and an elven preservation society. The researchers were a crappy 20 level 'Class', the others being PrCs with slightly altered mechanics (the elves could use theirs as a radio). The necromancers were the sinister foes in the past game and I would like to use them in the RotRL reskin I am running for some old players. One of the players used the PrC as the basis for an ithylid based bunch of nasties in his drow game.

Anyone with ideas is welcome to weigh in, especially if you have Complete Arcane or even just access.


As I sit here in traffic without a book, etc., I have a question: Is there a specific Inner Sea Gods deity that focuses more on the anti-Undead schick? I absolutely cannot remember one but I'm not the best on memory.


i am currently unable to access my books and got stumped on the Divine Hunter's weapons. The online resources I rely on do not mention any variance to the core Paladin, so I'm good with it. One of my players-to-be is insisting that she has seen something altering the core class. Personally, her arguments make sense, the plate and shield Pally just doesn't fit with the sneaking through the woods concept.

Is she right and my search skills stink or not. The thoughts of others will be helpful.


i may be running RotRL this summer for some new players (plus two old guard) that played it years ago. They are all built for Undead hunting and I have no problem switching out settings, but really need some thoughts on what undead to swap in for the first few modules. If they get past 3/6 I will be delighted. Maybe next Summer...


A group of friends are considering the change over to PF from a series of 3.0/3.5 games. Beyond straight stat conversions, are there any actual collections of the REAL changes they need to know. I've already pointed out the up-powering of the races and they adopted a crude form of the grapple rules last year. What I guess I need is a check lst of rules they need to know and look up.


Without getting into HD sizes and Darkvision, I believe the primary difference between H and MH is the way magic and other things affect them. Humanoids may have 'monstrous features' (Dwarves with Darkvision, ...), just as Monstrous Humanoids might only have one (giant size, ...). Both types have multiple exceptions, so the real difference is in the mechanics, or where am I wrong headed?


One of my players is creating some 'special' gear, rogue-y type sneaky stuff. She wanted to know the hardness and such for mundane materials such as leather, wood and a few metals like lead (last has to do with how fast a efreet can deal with a sealed door, how much lead takes how long). She has some grat ideas (garrote as piping on her armor, quick cut straps to shed armor, etc) and I try to reward inventiveness. My brain is offline from a mild infection fever and my search-fu is not responding.

Where are such things listed so that I might flag in which book.

On a second note, does anyone have a good system for flagging or tabbing the rule books. A GRAND INDEX would be nice, but it would require constant updating.


The 'new and improved' Format for PF races is roughly as follows:

PF wrote:

Standard Racial Traits

Ability Score Racial Traits:
Size:
Type:
Base Speed:
Languages:

Defense Racial Traits

Feat and Skill Racial Traits

Magical Racial Traits

Senses Racial Traits

Offense Racial Traits

Where do other 'Traits' like 'Movement Racial Traits' and racial disadvantages fit? Is there an established sequence order? What about within each sub-set? The various editions and publishers apparently had a simple guideline in 3.0, but heresy started almost immediately. PF came out with the new format, which is immensely helpful, but I can't find a definitive 'layout' to crib for 'campaign races'.


As I'm retooling to shift my game to PF, a couple of players have asked for a less 'combat proficient' Ranger. The feature they are dissatisfied with is the full Base Attack Bonus, both thinking that a 3/4 Ranger would be more appropriate. The challenge then switches to 'How to fill out the Ranger as a more skill/less wack Class'.

The brainstorming yielded the following:
1) more Favored Enemy goodness (AC bonuses, saves, etc.)
2) more Favored Enemies
3) more/all Combat Styles
4) Much expanded spell capacity (add Druid spells to list)
5) Animal companion
(I left out a couple that were stupid)

I am agreeable to the possibility of an Archetype, but want to run this past some other GMs.


Elves in my world once shared a common 'feel', primarily expressed as astounding coordination in combat. I want to revive this for my PF Elves, so I bring it here for the boards to grind on.

My players have suggested an improved Aid among other things.


I'm about to write up Orcs for my game and am requesting some input for alternate traits to set differing tribes apart. Two real changes are that I have no half-orcs and Orcs have no souls. I was told that treating them as native outsiders would simulate this within game play. Any thoughts or ideas out there?


In my campaign, the Elves used to be the 'dominant' culture, but passed their role as 'rulers' off on their part human offspring. The Half-Elven population aren't all 'Nobles' (Chinese Mandarin style nobility without the eunuchs), but none of the alternate traits really allow a noble. What I'd like is an alternate trait to be of 'noble blood', possibly with a feat to represent actual job status.

As the heat is sapping my brain power, I thought I'd toss this out as a challenge to the horde of toe-weasels here. (A 'no-prize' to the first to nail the reference)


'Fifth Element' is on and we are debating stats for a Mangalore. I'm going for a shapechanger Orc or half-orc. Any thoughts?


FX is running the Golden Army and we're wonking on what we'd like to see in Pathfinder. I am now besieged for a Elf in the vein of the primary antagonist. Ultra agile and tough as nails. Any thoughts?


Mage of the Arcane Order
The Arcane Order was founded by the surviving members of the Arcane Synod, a collection of the surviving apprentices who founded the Guilde Arcane and now mostly retired successors. To the outside world, the Order is a inconsequential, faternal association for doddering, old Wizards in their waning years. This is just what the Order wishes.
Most of the Orders membership are still 'productive' and practicing Wizards, solid and accomplished, yet still far from serious age issues. Still learning the secrets of the Order, they do much of the leg work and handle a wide array of issues. While many keep up relations to the Guilde, relations become vague at best. While higher members of the Order hold positions as headmasters, etc, they leave the drudgery of running the schools, etc. to others, often lower ranked members of the Order. Most busy themselves with the advancement of the Arcane arts, research or other pastimes. All, however, concern themselves with the guidance of the Coastal lands, preventing Emperial Domination and misuse of magic. This is not a pure and lofty bunch of do-gooders, but rather powerful mages who come from a background of experience in what can go wrong. Only after a number of higher ranked members pass on amember can he be innitiated into the higher ranks.
Each rung of the Order has differing responsibilities and benefits. Advancement is often deferred until some great service to the Order has been exibited. Note that the differing levels have 'entry' requirements and all the 'easy' ones have been taken. All are members of the Guilde Arcane and entitled to Master's accommidations when in residence, but are expected to teach and act as mentors during that time. During such stays, the Master is able to refocus his connection to the Matrix built into each Guildhouse, Acadaemy, etc. This Matrix allows all members currently 'on-line' to communicate freely despite language difficulties, although virtually all speak Draconic.

Arcane Order
D6, Poor BAB, Good Will saves, Skills (2 + Int. modifier), a mage the Order gains her Int. modifier of spells at each new level. As a Guild Wizard, these may be metamagic enhanced. Dues are 25gp/month (400/yr) per level in the Order.
Requirements for Level 1:
1-Perform some service to the Guilde Arcane. Knowingly or unknowingly, THEY contact you.
2-Skill: Knowledge: Arcane 8+
3-Feats: Cooperative Spell, at least one other Metamagic feat
4-Spells: At least 5 level 2 Arcane spells in your spellbook.
5-Special: 500gp application fee
The Benefits of Level 1: Master grade duties and accomodations a Guilde facilities, including mail and delivery services; Introduction to the Matrix, with permission to participate (which includes your focus item); Access to rare spells and 'rentals'; Access to the Order's libraries..., well, the general ones.

Requirements for Level 2:
1-Perform some service to the Order, knowingly or unknowingly.
2-Skill: Knowledge: Arcane 10+
3-Spells: At least 10 level 2 Arcane spells in your spellbook.
4-Special: 400gp application fee
The Benefits of Level 2: Access to the Spell Matrix, level 1 spells only; +1 language point.

Requirements for Level 3:
1-Position at an Academy, Library, local Guild hall, etc.
2-Skill: Knowledge: Arcane 11+
3-Spells: At least 5 level 3 Arcane spells in your spellbook.
4-Special: 300gp application fee
The Benefits of Level 3: Access to the Spell Matrix, level 1-2 spells only, metamagic feat; +1 language point.

Requirements for Level 4:
1-Skill: Knowledge: Arcane 12+
2-Spells: At least 10 level 3 Arcane spells in your spellbook.
3-Special: 200gp application fee
The Benefits of Level 4: Access to the Spell Matrix, level 1-3 spells only; +1 language point.

Requirements for Level 5:
1-Perform a service to the Order. Gonna be a big one.
2-Skill: Knowledge: Arcane 13+
3Spells: At least 5 level 4 Arcane spells in your spellbook.
5-Special: 100gp application fee
The Benefits of Level 5: You are now a Master!; Access to the Spell Matrix, level 1-4 spells only; +1 language point.

Requirements for Level 6:
1-You now are expected to be running the local Guilde facility.
2-Skill: Knowledge: Arcane 14+
3-Spells: At least 10 level 4 Arcane spells in your spellbook.
The Benefits of Level 6: Access to the Spell Matrix, level 1-5 spells only; +1 language point.

Requirements for Level 7:
1-You will hold some position on one of the specialty bodies.
2-Skill: Knowledge: Arcane 15+
3-Spells: At least 5 level 5 Arcane spells in your spellbook.
The Benefits of Level 7: Access to the Spell Matrix, level 1-6 spells only, metamagic feat; +1 language point.

Requirements for Level 8:
1- You will hold some position on one of the governing bodies or head up a special project.
2-Skill: Knowledge: Arcane 16+
3-Spells: At least 10 level 5 Arcane spells in your spellbook.
The Benefits of Level 8: Your Master status increases; Access to the Spell Matrix, level 1-7 spells only; +1 language point.

Requirements for Level 9:
1-You will hold some position on one of the major bodies.
2-Skill: Knowledge: Arcane 17+
3-Spells: At least 5 level 6 Arcane spells in your spellbook.
The Benefits of Level 9: Access to the Spell Matrix, level 1-8 spells only; metamagic feat; +1 language point.

Requirements for Level 10:
1-You sit on the Council of Magi.
2-Skill: Knowledge: Arcane 18+
3-Spells: At least 10 level 6 Arcane spells in your spellbook.
The Benefits of Level 10: Regent; Access to the Spell Matrix, level 1-9 spells only; +1 language point.

The Benefits
Master: Yeah, you get to stay free, etc. You also get a +1 on Cha based checks with lower members of the Order and the Guilde. This increases to +2 at Level 8. too bad you lose it at level 10!
Metamagic feat: just like you were a Wizard.
Access to the Spell Matrix: Access starts at the second level in the Order and allows for spells a level less.
Language point: The Order tends to broaden ones' connections, yeilding a bit of a bonus in the language department.
Regent: You are a figure of great respect, or at least fear, and get a + 4 on Cha based checks with lower members of the Order. You also get a +5 on Cha based checks with members of the Guilde.

The Spell Matrix
The Spell Matrix is built into every Guild facility, making each a vital part of the Order's existance. Each facility has a member of the Order on site, often more than one, and serves as a link to all others. Each can recieve Mana from at least a dozen Wizards and serve as a communications link for twice that many. Access to the Matrix allows a member to:
1-Fully recharge spell points each day, although this prevents the mage from paying out their debt.
2-Allows the member a bonus to learning any spell in the Matrix equal to the facility's bonus.
3-Repay the 'mana debt' instead of otherwise accessing the Matrix.
Calling a Spell: This is where a member uses his Matrix Focus to 'call' a spell from the Matrix. The Wizard must have left a spell slot open of that level or greater. The Wizard cannot call a spell that is not in a matrix within range. Total spell levels 'called' during a day cannot exceed (1) half the caster's Magic Level (2) half the caster's Knowledge: Arcane score or (3) the levels in the Order. The 'call' requires a full round of concentration and a Spellcraft check (DC 10 + spell level 'called' + range modifier). The spell 'appears' in the caster's spell slot at the beginning of the next round ready to be cast. The spell fades after the caster's Magic Level minus the 'called' spell's level, taking the Slot with it until the Wizard resets spells. The Wizard cannot learn such a spell, although he can gain the bonus listed above. The Wizard cannot use such a spell for crafting anything.
Spell Availability: The level of a Facility's Matrix is the level of the highest spells that can be accessed from it. A member 'knows' the list of spells in his local Matrix. Members willing to 'copy' their spells into a Matrix are welcomed.
Spell Debt: Every time a member calls a spell, incurs a debt. The caller must repay the square of the debt in order to be rid of the negative modifier. This modifier is to Calling check and equals spell levels called minus levels in the Order. So a member of the Order with 5 levels can call 5 spell level of spells before taking a penalty.


Local PFS starting up and I have been asked what Classes work best within and why. I have not played in it or Living Greyhawk (Long past bad exp with RPGA fools) and have nothing to go on other than hoary rep and the willingness to beg some input from these boards. So, the Q is: any exp. folks got opinions and reasoning. My 'play the character YOU want to play' met with frustration and I hope to give better advice tomorrow.


Has anyone tried a PF conversion of either the Green Star Adept or the Mage of the Arcane Order from Complete Arcane? Any thoughts on their strengths, weaknesses fluff, etc.?


Strange thought: How would replacing Sorcerer 'spells' with SLAs work, too powerful or could a tweek make it reasonable?


Has anyone attempted a PF version of the Battle Dancer? It first appeared in Dragon Magazine #159, July 1990. It was updated in the Dragon Compendium, vol 1 in 2005 to 3.5 status.


Has anyone figured out 'package' costs for the various Pf types and sub-types. EG: The Goblinoid sub-type grants all members Stealth as a Class skill, a 1 RP value.


My campaign has a number of relatively rare races of humanoids. A Ranger player has been thinking again and asked why X race is even on the list. She pointed out that one 'race' has barely 10,000 members, worldwide. They haven't the numbers or militancy to rate FE status, in her opinion. I also have some 'non-player races' that are not up to the strength of the standard races, not included on the list due to their background status.

What exactly makes a race of humanoids rate FE status? Should a relatively rare race be 'immune' to FE? And should those who may take a particular FE be limited?


The Arcane Archer is getting mauled in another thread, so I'll drag the Arcane Trickster out for abuse. Other than Invisible Thief and much realaxed entry requirements, what do you think of the AT? What can be done to fix any problems you see.

My real question after all that is: How can I make this the Favored Class for a certain 'sub-race culture'? Think in terms of a culture that worships the Trickster aspect of Baccob. Their 'magical ninja' seek to gather arcane secrets from those who would 'hoard' such knowlege.


Other than a larger Hit Die and a weaker suite of Saves, the prime difference between 3.5 and PF is the 7/10 spell levels of the PF AA. Are these too much, or are they appropriate to the power creep since 1999? Or is there something I'm not seeing?