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My party is looking at options to make a devil more cooperative, and side-stepping the alignment issue has become our best working theory on how to handle him. We still need to talk to him though, so if anyone knows the answer to this that would be awesome.

If awaken is a no-go, any other suggestions on how to get his intelligence higher and teach him language, after we turn him into a newt?

Also, maybe a longshot but are there any good aligned animals with 1 or less hit dice?


I have two separate features that grant me the ability to ignore hardness with my attacks. I'm trying to figure out if they stack or not, but I'm finding it difficult to find a ruling anywhere.

the features in question are "Stoneclaw Strike" and "Terrible Slam" which are from shifter archetypes, wild effigy and rageshaper respectively. (Technically the two archetypes should not be allowed to be taken in concert but the DM let me use both at the expense of some other shifter features and a bit of rewording on a few things.)

Do I just apply the highest instance of ignoring hardness? or do the two features work together?


Ok so here's the deal. We're playing a homebrew campaign setting where we found out that one of the best allies who could help us with a current problem is a high-level devil who lives on the moon. We've got about 2 months of in-game time to figure out how to reach her, or solve the problem ourselves with significantly worse odds.

The DM obviously put her there because he assumed it would be very difficult to reach her on a planetary satellite which is hundreds of thousands of miles away from us. However, our DM is the type of person who really likes it if we can find clever interactions between abilities to cheese the rules (RAW over RAI type of stuff.) He has even stated to us that if he was a player, he already has a solution to our problem through some strange/ silly rule interactions -- but he's not sharing it with us.

We're 5th level. Through some massive power buffs, we've gained access to every sorcerer/wizard spell and witch spell of a 3rd-leveled slot or lower.

We've also made friends with an assortment of powerful NPCs who have higher level spells, but to our knowledge none of them have spells like Interplanetary Teleport (or any 9th level spells, as far as we know.) We do have an NPC sorcerer friend who can plane shift, but he's expressed hesitancy to plane shift us to another realm and then to the moon because of potential mishaps. We're really unclear on how much of the moon is habitable, so plane shifting there might just send us to a part with no atmosphere.

Besides our archmage friend, there are a fair number of clerics and witches we could probably berate into casting spells for us, but probably nobody strong enough to cast a spell higher than a 4th or 5th level slot. Clerics specifically might not be thrilled about talking to a devil on our behalf, so Sending is probably off the table.

We're pretty consistently kept poor, so magic items are probably not the solution unless they're under 10k gold. And even if we could afford magic items, a shopkeeper in this world isn't likely to just have some Starfaring Robes lying around.

Additionally, as this game is kind of nonsense, 3rd party content posted on the SRD website is mostly allowed, but I hesitate to use it except as a last resort.

So I come to you, Paizo forumites, to ask for out-of-the-box solutions to this issue. And no, the peasant railgun will not work.


Ok, so... where to begin.

After a few years of hopping over to the 5e train, I was invited to go join my old pathfinder group I used to run while I'm back for about a month over the holidays. My DM is a good friend and used to be one of my regular players. He's the kind of guy who would show up to the table having taken a week-long Adderal fueled SRD dive and have some sort insane paladin/synthesist or magus/swashbuckler explosive crit combo character and break the game 5 ways from here to sunday.

It's not like he runs his games much differently than that though. He's allowed all 3rd party on the SRD. Let me repeat: All. 3rd. Party. That means feats, classes, races. Everything. Monster feats too. Worth mentioning that Power Attack and Combat Reflexes are just free feats every character gets. He's also allowing prestige classes to no longer be gated by the skill rank requirements, though all the other prerequisites are necessary. Also just the cherry on the top: everyone just gets a free +2 to one ability score.

So, it's been a few years since I've played pathfinder 1e, I've unlearned some of the rules. Given what I've told yall, how do you think I should proceed in starting the nuclear arms race that will be my character?

We're level 4, and I already rolled up my stats. They're pretty solid:

17, 17, 14, 12, 12, 12

Edit: As an aside, he's been actively challenging players to show up with broken characters, especially me, so I'm not actually working against the spirit of this game if it wasn't clear by the insanity of character creation.


So my DM gave me 50 point-buy to work with because we're bringing in a totally overpowered character for a few sessions (it makes sense for story reasons, this character is fast approaching godhood), but I'm curious how the point buy table would function past 18 in an ability score. Do you guys happen to have any ideas on what this would look like? Any advice is much appreciated.


So let's say you've got a burrow speed and you get under your enemy. Could you bull rush it from underneath and knock it straight up, or into an upward diagonal? It would be a real cheese build but it sounds so fun to basically only rely on falling damage to wound enemies.


I'm building a brownie hunter and I'm curious if there are any solid ways to make her just a little more threatening than just her T-Rex animal companion (Which is plenty threatening, honestly.) I know the game isn't really built for tiny or large races but every once in a while you want to do something different and your DM gives you the go-ahead. We're playing 8th level characters and we've got a pretty large stipend of gold to spend on equipment. Feel free to think outside the box, but i'm mainly thinking about weapons and equipment here.


So I have this idea for a magic weapon which is kind of silly and needs some work, but I think it could be a fun gimmick.

The weapon is a discus (probably uses the chakram's stats (but is a nonlethal weapon) which when thrown imposes a -10 penalty or something similarly difficult to hit a creature with. Upon missing, the discus continues to sail into the sky with no sign of stopping, and the PC's watch as it flies out of view. Then, maybe many sessions later, at a point when shit is going really bad for players (such as a pc death or TPK) the discus returns, unerringly striking down a single creature for a decent amount of nonlethal damage and stunning a creature upon a successful save or knocking it unconscious if the creature does not save. The players probably have to be outside fighting a creature for this to work, it would be exceedingly silly for this item to be able to navigate through the halls of a dungeon to strike a creature... though I don't completely hate the idea of that happening.

I'm thinking the trigger mechanism for the discus returning is any time a player character goes unconscious the DM can roll a percentile die with a 10% success rate OR this can simply be the DM's decision.

The spells used to create the discus are probably some combination of spells like true strike, magic missile, and miracle with a particularly high caster level.

It needs work, but I feel that it could be fun to give players a get out of jail free card. It wouldn't be particularly reliable, and identifying it's exact properties should be pretty difficult, to avoid players thinking they could waltz in and take on the big bad because this discus is going to come in and save them. But, I want to know what you guys think! What should the exact statistics on this item look like? What should the save be to avoid going unconscious? Should I nerf its abilities a little?


Hey guys, I'm building a fourth level combat bard (probably a halfling) and I need some suggestions on what spells I should use as well as if there are any archetypes I should look at. I'd rather not use the dervish dancer or dervish of dawn archetypes because I'd like the versatility of being able to buff my teammates.

The goal here is to build a bard that can hold their own in single combat though. He's starting out with the pipe of the sewers, so he gets the benefit of rat swarms to help him. I'm thinking he may be built around demoralizing opponents, so are there any good feats to make that work?


Dirty trick seems pretty open ended from the way it's written on the SRD. If I wanted to throw sand or mud at someone to use the blinding dirty trick on someone, could I do that at range? Would it be an improvised weapon or a ranged touch attack roll to determine if it even hits?


I'm building a catfolk slayer with the deadly scratch talent, and he's basically only useful when he's doing poison damage in combination with sneak attack. So, for your money, what are some of your favorite poisons to use in combat?


So I have some players, level 2 to 4 who are coming up on a thunderdome sort of scenario soon, and I'm looking for some unique one on one fights that will challenge them, but if they're smart about it, not kill them (I tend to lean on the side of making creatures more difficult because I can always fudge monsters hp from behind the screen). Summoners, druids, rangers, shamans, wizards and witches are allowed to bring their companion creatures as they are "Blood bonded" and therefore count as one being (and if they're really smart about it, they might be able to bluff their way in to the stadium with two players, convincing the enemies that they are blood bonded.) It's an anything goes, deathmatch style fight. What creatures and classes would you bring to fight. How would you arm them? They should probably be sentient, and generally humanoid because that's sort of the genre I'm going for here.

It's also more than likely the players will get frustrated and simply try to storm the place, but I'm hoping for a few good fights.

Monsters with class levels are perfectly acceptable.


So, regarding full attack action and natural attacks, I have a pretty simple question. If you are making a full attack action, can you add all your natural attacks into the mix? If so, is the only difference between primary and secondary attacks the attack bonus? Is there a limit to how many natural attacks you can have this way? I have a monk with two natural attacks, one primary bite and one secondary tail slap, with an extra ki punch does he really get four attacks, with three of them being at his full attack bonus? Cause that feels like a lot for a fourth level monk.

or

can you only add secondary attacks into your full attack action?

any help would be appreciated on this topic.


So, I have a question regarding double move which seems hard to define exactly but you wizards probably know the answer.

So, if you want to use two move actions in a round that isnt moving a creature twice as far, can you? Let's say you want to move to a square and activate a style feat with unchained monk. Can you do that in one turn?

Alternatively, let's say you have the master siege engineer feat, which lets you load the siege engine with a move action instead of a full round action. Can you load your siege engine twice as fast by expending two move actions?

basically my question is, is the second move action actually your standard action under a different name, or can you replace your standard action with a second move action? Might be confusing wording. Sorry.


So I'm running a sort of piratey aquatic homebrew campaign, and I think it's sort of on theme to have pirates riding down on some special ropes from one location to another, but I'm having a little difficulty deciding how that works in the action economy. I'm thinking maybe it's a full round action to take a bent metal bar and hook it around the rope then jump. I'm also considering having a DC 15, acrobatics check, that on any roll below a 5 they fall (into water below), and anything above that they fall prone at the landing site.


I'm assuming you can use a deed and a called shot at the same time, but i'd like to make sure. Would it matter if you have the Improved Called Shot feat?


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So this is meant to be a centerpiece for a 20 floor megadungeon-esque tower (meant to be routinely visited throughout the game) and players are meant to return to this puzzle-fight multiple times. The ultimate goal is to put the king into checkmate which opens a portal like door to treasure rooms. The players must be able to navigate to him, or it was all for naught. It's probably broken to all hell, which is why I'm posting it here and asking for the expert's advice. So, my main questions are these:
-If you were a player how would you break this (keep in mind that nothing past the basic rules of the "King's Game" will be made aware to the players, and even then they must roll a DC 11 Knowledge (Nobility) skill check for their characters to understand the rules) and everything else must be found out through trial and error. It's important that the players be rewarded for their cleverness in "cheating" but it shouldn't be easy or without cost.
-As a dm who is probably more experienced than I, what would you change to make this flow more smoothly? What problems do you see arising from it being played as described?
-I currently only have the stats for the first level of the game. How would you increase the difficulty of the constructs as the levels progress, aside from having them hit harder and have more health.

The King’s Game Construct
At the top of the tower of the moon is an unusual forty foot square construction. On the western side, is a forty foot wide by five foot long stairway leading down to eight alternating black and white five foot square tiles, starting with black from the northernmost corner. A 35x40 foot acid pit is the rest of the square.

Starting Placement:
Stepping onto the western tiles can activate a number of Construct Pieces ranging from 35 to 28. It will also create 28 alternating 5 foot tiles of black and white. Eight of these tiles will be immediately adjacent to the western tiles. 16 tiles will be on the eastern side of the acid pit.

16 of these construct pieces are black. These pieces are eight Pawn Constructs, two Rook Constructs, two Knight Constructs, two Bishop Constructs, one Queen Construct and one King Construct. These constructs are placed in this order; 8 pawns in the second to easternmost row from top to bottom, in the easternmost row from top to bottom is Rook Construct, Knight Construct, Bishop Construct, Queen Construct, King Construct, Bishop Construct, Knight Construct and Rook Construct.

15 to 8 white construct pieces will activate depending on how many creatures step onto the first row of tiles. These constructs mirror exactly the constructs on the east, save for the fact that any creatures that step on the westernmost row to begin the Kings Game at approximately the same time will be “counted” as their constructs and will not generate white constructs for that tile. To activate the King’s game, at least one creature must step onto the white King Construct’s starting tile.If any creature steps into a western tile designated for a Knight Construct Piece, three of the five foot alternating black and white tiles will appear exactly two rows east of it.

Movement and Actions:
Movement in the Kings game works like this; Any creature (that is not a kings game construct) may move to any placement on the board available to them. However if they move to tiles not designated to their piece, some strange things happen (see below.) If a creature designated as a white construct has a move speed that is short of the total move it takes to reach the tile it desires to reach, the black constructs will wait for it to move to that location, delaying a turn. The creature who took the white King’s position may call out moves to any white construct on the board it’s movement allows (Using phrases like “Knight to F3 or Rook to B5”.) If a construct or creature designated as a white construct moves to a space occupied by an opposite colored construct, it will instantly destroy it.

Creatures may also take moves not typically allowed to them in chess. If any creature attacks a construct not within it’s capturable space, the black constructs takes their next turn as an immediate action. In addition, any black constructs will also return an attack if it is within their reach. White constructs may also be attacked. If a white construct is attacked, they do not retaliate, however the black constructs will take their turn.
On each white turn, all possible moves that creatures designated as constructs can make as their construct type raise the tiles out of the acid. This means that creatures can make movements not typically allowed for them (they can either walk to another tile, if the tile is adjacent, or make an acrobatics check to jump onto an available tile.). As soon as a creature does this, as an immediate action, the black constructs will take their next move. After this is resolved though, the creature may move with their normal designated construct’s movement without the black constructs taking a turn.

- Creatures may also stop in places which are not typically allowed movements in the King’s Game. If a Creature who took the place of a knight, stops one or two tiles short of a knight’s move, the black constructs will wait for them to move a the space they are supposed to move to. Here they may either take an attack on a construct, or wait out the timer and end their turn here. If the creature makes an attack on a black construct here, the black constructs take a retaliation and a move. If the creature attacks a white construct here, the black constructs take a move. If the creature waits out the timer the black constructs take their move.
- Any time a creature with the designated construct as a bishop moves onto a tile that is the “wrong color”, the black constructs will take their next move. The black constructs will take their move even if the creature designated as bishop moved onto a “wrong color” tile the last turn. Tiles will also not raise for a creature designated as bishop until it moves onto a white space.
- If a construct is attacked by range from a creature outside the King’s Game board, a black bishop construct will attempt to retaliate, and black takes a turn.
- Flying for more than six seconds will trigger the black constructs to take their turn. Landing after this will also trigger the black constructs to take their turn.

Unless the black constructs are taking a retaliatory action, they always move in their designated way after a white construct or creature designated as a white construct takes its move. If they capture a white construct, they attack it, destroying it, and they move into that construct’s square. If they capture a creature, the construct makes an attack roll against the creature. The creature’s tile then falls out from under it, but they may roll an acrobatics check to move onto an available square as the tile disappears underneath them (use the rules for jumping without a running start.) If the “captured” creature moves onto another tile, the black constructs will take another turn.

It should be noted that the constructs move with unnatural grace and speed, and can take multiple moves in the span of a split second, even if creatures try to move at the same time. If this happens, have the creatures roll initiative to determine which creature moves first.

Captured Creatures and Acid Pit:
A creature designated as a construct that is not the white king does not take acid damage when it is captured or falls into the acid pit. The acid instead moves around the creature with a subtle grace, protected by an abjuration effect similar to mage armor. Other creatures above the acid pit may note the effect of the acid moving around the creature with a DC 20 perception roll. This effect will not generate if all the white pawns have been captured or destroyed, and the creature will take acid damage as normal.

Swimming through the acid at this time is impossible as there is no mass to push against. If they wish they can attempt a DC 20 will save to negate this effect, but they will immediately begin to take damage. If a pawn becomes promoted during this game, the creature gets to take it’s place. If more than one creature became captured and fell below the acid, only one creature may take the promoted pawn’s place.

After the game ends or is forfeited the protective effect ends, and creatures may attempt to surface and swim to safety at this time, taking damage for each turn they must swim (as well as rolling swim checks)

Settings:
The Kings game has Seven settings, each unlocked with a different key, except for the easiest setting which needs no keys to be unlocked. Upping the difficulty of the Kings Game alters a few portions of the game, including the intensity of the acid pit, timer to make each move, the health points and damage output of each individual construct piece, and the location for which the gate spell takes you, although the win condition is always the same (which is to put the king into “checkmate” and be able to enter the black king’s gate-door.)

Boundaries:
At all times, the north, east and south walls are bordered by a spell similar to wall of force. This can be be bypassed by any object or creature moving with enough speed; which is about 100 feet per second (any attack roll over 14 can be assumed to be moving at this speed. It can also be assumed that they draw their weapons back fast enough that it does not get stuck in the wall of force unless they specifically request to try leaving their weapon in between this force.) Spells, also have no issue passing through this wall of force (and therefore disintegrate can not destroy it). If any creature that is captured attempts to leave the game using the stairs the west wall will generate a similar wall of force effect, just long enough to prevent it from leaving, sending it falling into the acid. Otherwise, (except on the hardest difficulty) it may leave onto the stairs, resetting the game and dropping all constructs and creatures into the acid.The DC to dispel this wall of force is 31 and Mage’s Disjunction will deactivate the entire board, preventing the Black King’s Gate door from connecting to it’s location.

Low Risk Play:
Creatures may also attempt to to beat the kings game by placing only one creature into the king’s position and keeping them close to the west boundary. Playing this way takes 1d4 hours playing a number of different games until success or defeat (it’s assumed that every time a creature comes close to defeat, they step off the game, resetting it.)
They can roll an opposed knowledge nobility check or an intelligence check at -10 against the Kings Game Construct in this way. For every 5 feet the creature in the King Construct’s position is willing to move away from the western border to achieve victory they add a +2. This leaves them this many spaces away upon a victory, and must use acrobatics to return to safety or fall into the acid (again, use standing still rules for this jump.) Creatures not playing may use the aid another action for this way of playing. A tied roll in this case means a stalemate.

Winning this way may not actually get the desired result, as the black king construct could very well be on the other side of the board. The door on the hatch will open, but if the creatures can’t find a way to enter, they can not get inside (though they will likely get to see what’s inside the door). To achieve a win condition of being able to enter the King Construct’s Door, by driving the king to their side, their check must exceed +5. If a second creature with the ability to fly takes a white construct piece and spends the game in the air, this check must exceed +2.

While this is a low risk way of playing, it is not a no risk way of playing. It is possible to make an oversight and become checkmated even when taking caution. If the check fails by 5 or more, the Black Queen Construct places the creature designated as the White King Construct in checkmate and takes an attack, then sending them into the acid. Make an attack roll as the Queen Construct, then roll acid damage for every turn the creature must take to swim to safety and then climb out.

The puzzle was inspired by this youtube video.


So let's say you cast invisibility on a covered wagon while you are inside. Would you disappear with it as if you were it's gear? (harry potter invisibility cloak style) My gut says no, and it simply becomes an old school wonderwoman invisible jet scenario, but I wanted to know if there was a hard ruling on this and I can't tell by the spell description.


So I came up with basically one mechanic that I would think would be cool to build a monster around, and I was hoping we could all build off of it and make one together! Any ideas you guys have are welcome.

It's entirely possible that i'm not the first person to this idea, but i've not been through the entire bestiary so please tell me if it exists.

Basically the core mechanic of the creature would be this:

-every time the creature scores a successful attack against another creature, they deal damage normally, but for any amount of damage the attacked creature sustains, the attacked creature gains back the same amount of temporary hit points that last 1d4 hours. (I think it would be beneficial to track each attack's timer individually so that hit points drop off in a semi-random fashion after combat )

Two mechanics to make it especially nasty:

- it takes a decent perception or will save to notice that this is happening. (perhaps the creature's attacks come off as silly, non threatening or are stealthed in some way)
- the creature bestows a secondary effect upon a failed will save of the attacked creature that blocks conjuration (healing) effects (perhaps for 1d4 hours?).

This is just an inkling of an idea, and I really don't know how to build this creature out from here, but I think there is something really interesting here. How would you make this creature work, from lore to mechanics?


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It's a lot more powerful if it can be applied to some sort of moving vehicle. How would you rule that at your table?


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So I think a player in my campaign just broke the game. He'd been saving up gp for some big construct project for a while, and then dropped his intentions on me only recently. Which is to make a cutlass spider and drop his black blade into it. It's gonna take him like a week and a half in game to finish his work on the Cutlass Spider, but I have absolutely no idea how to let him use it?

I mean, it's too cool to not let him do it.


so I cant figure out if cleric domain powers provoke an attack of opportunity or not. Especially those that replicate the effects of a spell in some way like the growth subdomain.


I have about half the party playing tonight, and I'd like to keep them around the town for story reasons. Does anyone have some good short encounters that make sense for low level players that will keep them engaged, but essentially be little side quests? This is a little time sensitive so I appreciate any replies a lot.

The town is a fishing villiage. They don't necessarily need to be combat encounters by the way, just something to keep them busy and having a good time.


So I'm running an aquatic campaign and my friend decided that he wants to use his wooden shield as a surfboard. He is playing a titan mauler barbarian anyways, so having an oversized wooden shield doesn't break his character.

I think this is a fantastic idea, but I'm trying to come up with a reasonable way for this to work, and give him some fun abilities to build upon this. Even before I came up with the idea for it to build off of the barbarian totem powers, he described his surfboard/shield as a highly intricate piece of carved wood with maori-esque designs, so thematically it seems to fit.

My best idea is to give him a "Surf Speed" at second level (inspired by the penguin's ridiculous "toboggan" movement), which is essentially a 10 foot swim speed that only works on the surface, and doubles (or maybe triples) if he's going with the waves. This would only work while he is raging which we've reskinned to be called "Being in the Zone." This ability would be the "Lesser Wave Totem"

I need some other ideas for a surfing based character's totem rage powers too though. I'm thinking some kind of attack that builds off the movement that he's been given, where he can hit any target he moves over with slam attack as a full round action so long as they are on the surface of the water.

These are probably massively broken in some way, but if you have ideas how to tweak these ideas, or anything to add I'd love your input.


So as a DM, there are a few times where I know that a nat 20 has the potential to outright kill a PC. Today I was running a game with an evil gunslinger (level 1, mind you) who potentially could have murdered a player in the first session. But instead of letting the 20 ring true and letting the dice where they may, I hid behind my screen and pretended it was much lesser. I know this kills the stakes. This is perhaps the third time where a enemy creature had a clear line of sight to PC death but every time it comes around I chicken out. Is there a good way to get in the "game is war" mindset?

Granted it was the first session with a player who has only played once before so an instant kill may have been a bit much on session one, but I still feel like maybe I should give my players a little more credit or else they start to see the game as only a game.


So the d20pfsrd doesn't specify one way or the other, but do you get dervish dance without having to qualify for the prerequisites? I have a player who wants to be a combat based bard starting at level one. Would help to know one way or the other. Thanks!


So the SRD doesn't say which level you start with the animal companion for beastmaster but it does say your effective druid level is -3 and it replaces Hunter's Bond. Am I to take this to assume that you still dont get an animal companion until level 4, or do you get an animal companion that stays at level 1 until you get to level 5? I'm assuming the former but the latter would be cooler imo.


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So I watch Matt Colville's videos pretty religiously and today he dropped a video talking about Mike Mearl's homebrew initiative system. I really like it, and I'd like to try running it, but maybe you should tell me why it wouldn't work, or what might be adjusted to make it work better. Especially because there's a pretty big gap between 5e and Pathfinder, I'm guessing there's a lot I haven't considered on this topic.


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I am running a west marches game, which means the game can consist of anywhere between 12 and 20 players who alternate in and out of sessions. Despite getting a large number of people interested, I'm having issues convincing my female friends to sign up to play. I would really enjoy the diversity of gender because I think generally women tend to be more focused on character development and interparty politics which would be a good counterweight to the more masculine murder-hoboism method of playing (although I'm a feminist and recognize that women too can be murder hobos.) I think of myself as pretty good at managing any sort of weirdness that might arise concerning sexual harassment between people or characters.

That all being said, what could I be doing wrong in this department? Any ideas? It's not like I don't have any female friends who would be interested in D&D/Pathfinder, I just seemingly can't grab their attention for this game.


So I really like the idea of giving the party companions that I run, but most of the advice I've come across makes DM NPCs seem like a terrible idea. Have any of you ever made them work?

The way I would run them is basically like a party-wide leadership feat where the cohort is totally under my control. I would try to make them similar to companions in Skyrim or Fallout in that they would take a back seat generally to the characters and their adventures. I would make sure they never have first dibs on any loot. I'd probably house rule that the party could only ever take one along at a time. I'm also thinking to make them interesting, each of them will have a pretty profound character flaw that the players would have to keep in check.

some character flaws would be:
- Pathological Kleptomaniac
- Claims to be extremely intelligent, but when they fail a knowledge check they lie to the party
- When they take damage there's a 25% chance they turn irrevocably homicidal towards the damage dealer
- Every minute this character waits while the party plans increases the likelyhood they rush in and pull a Leeroy Jenkins.
- A character who is extremely frail and has a chance of losing limbs each time they take damage (it makes sense for the character)

I really want this to work because the game is a West Marches campaign, and I'm really worried about the players going full murder-hobo instead of ever trying to solve problems with diplomacy or alternative methods to combat. I think letting players know that they could pick up potential companions by talking to creatures they find in dungeons might solve this.


Hi! I'm currently working on a pyramid dungeon for my campaign and I'd like to find some interesting thematic monsters. While the dungeon will likely have plenty of mummies, swarms and probably a sphynx I'd like to build it out past the standard fare. I'm sure there is a lot to pull from in this genre, but it's kind of hard to find monsters just searching random keywords like "tomb" or "pharaoh."

The dungeon is designed to take multiple visits, and is about 5th level difficulty, but the intent is to create parts of the dungeon the players would have to come back to, so higher level monsters are also fine, though not the focus. The pyramid is also sun themed if that helps expand what monsters to suggest. Things that pull from persian, mesopotamian, middle eastern, african and indian mythologies are also acceptable, and even southern american creatures could be really great. Anything that is especially out of the box, and interesting flavor or mechanically unique is especially appreciated.

Even better would be an explanation on how you DMs find and choose monsters for dungeons. Typically I just search by CR or Terrain type but that can end up being very time consuming as well as tab consuming. Is there a way to work smarter rather than harder?


So I have a player who is playing an unchained monk (with a homebrewed far strike archetype), and decided it was in his best interest to totally tank his dexterity in favor of having 18 strength and wisdom. Like... 7 dexterity. Before you go asking "why would he do such a thing?" I will refer you to this meme. To make matters worse, he's pretty invested in the idea of grappling with harpoons. As for the attack bonus for throwing weapons, he's holding out until he can get a belt of mighty hurling, but it still leaves the matter of actually maintaining a consistent grapple with anything. I'm looking for ways we can help bring up his combat maneuver defense a little bit.

I'd love to be able to give him advanced defensive combat training, but as an unchained monk defensive combat training is a feat tax that literally gives nothing back because he has full BAB. Is there any way you guys know how to sure up his combat maneuver defense a little bit?


So I'm creating a world in which many resources are extremely rare, including food, wood, iron/steel, gunpowder, and most notably, dirt. This is a problem for exactly the reasons you think it would be. I can't figure out how to price anything!

The campaign is a West Marches style game set in a fantasy world based on the most tragically under-appreciated 90's movie of all time, Waterworld (unpopular opinion, I'm aware. Fight me.) The world has been drowned as a result of the aboleth merging the plane of water with the material plane. Civilization recovered slowly, building various settlements above the water, but just prior to the campaign, most of the trading routes are being choked by pirates and raiders. It's on the players to thwart the pirates if they want to get any sort of trading between settlements, but some things will always be valuable (Dirt, most notably will always be rare. The Dwarven settlement has access to a cache of iron so that is potentially resolvable.)

I really want to put the hurt on the players to conserve and manage their resources, I especially want them taking the time out of their day to spend fishing or gathering shellfish when they come across an area which is plentiful in such resources. I figure I can mitigate most of this by having players trade in items rather than currency but I have this mental image of shells being money and I don't want to give it up just cause I can't figure out how to price stuff.

There's got to be some of you guys out there that really like economics when in conjunction with fantasy, so if you can give me a crash course on what to do when building such a system, I'd be forever in your debt.

Oh and if you are so inclined, I'm still trying to figure out what to do regarding grappling long distance with a harpoon so check out my other thread if you can help me at all with that.


So one of my players is considering his new character to be a far strike monk from a dwarven whaling community, and he really likes the idea of grappling with the harpoon. He's been going on about all the things you could theoretically do with a ranged grapple weapon and they are super cool. Unfortunately, as far as I can tell scouring the wiki, the mechanics are not really fleshed out at all because it doesn't seem like paizo really considered grappling with a thrown weapon (I would really like to be proven wrong.) Immediately moving a grappled opponent to an adjacent space might be more viable in some situations, but not all (and it doesn't exactly make sense for someone to pull a creature all the way to them in one turn, especially if they were to throw the harpoon at it's maximum range of 50 feet.)

So, to get to the point, here are an amalgamation of ideas between me and the player that sort of flesh out the idea of grappling with a harpoon. I want the experts (you guys) to really give considerations of balance here. I should add that all these ideas are for grappling outside of the harpoons melee range, and everything would go back to the standard grappling rules should the attacker move into threat range of the defender.

-if the defender of the grapple destroys the rope, the grapple is lost along with the harpoon, however, the escaped defender moves at half movement unless they take a standard action to remove the harpoon from their body first.

-the attacker can only move the grappled target towards their direction. The attacker may choose to stay still or move in the direction they are pulling the defender. If the attacker stays still they can only move the grappled target 5 feet per round plus an additional 5 feet for every 5 points the attacker's CMB to maintain the grapple exceeds the defender's CMD. If the attacker moves away from the defender, the attacker moves both the attacker and defender at half the attacker’s movement speed. If the attacker attempts to move the defender into a hazardous space in this way (let's say off a wall or a cliff), the defender still receives the immediate grapple attempt at a +4 bonus.

-The attacker can attempt to tie someone up by completing a full circle of movement around the defender. This attempt is made at the normal CMB -10 vs. the defender's CMD but is made at a distance, rather than while adjacent to the the grappled defender and is triggered as part of a move action once the circle is completed. If the attacker has the Equipment Trick combat feat ability "Hogtie" this is done at a -5 penalty to CMB instead. Because the bonds of the rope are looser than they would be if the attacker could actually tie up the defender, the DC to escape being tied up is instead 10 + the attacker's CMB unless the attacker moves to be adjacent to the defender and sures up the knots with a standard action, in which case the DC becomes the normal 20 + the attacker's CMB to escape being tied up.

-if any creature moves between the attacker and defender while maintaining a grapple, the attacker may attempt a trip maneuver as an attack of opportunity. This is limited to the number of attacks of opportunity the attacker can do per round (so one, unless they have combat reflexes.)

So, rip me apart forum. How broken is this? All this only happens on critical hits anyway, so my thought is maybe it isn't too broken but I do have a history of giving players more abilities than is maybe good for game balance.

Additionally.. what is the AC of rope? I might need to know this for the first idea and I cant figure out how to determine the size category of a length of 50 feet of rope. Does the AC of objects change if it is attended to?


I have a big fight to run coming up in a few hours, and I'd like player death to be on the table, but perhaps not a tpk unless they play really stupid. Now the bbeg the players are fighting is already a character level ahead of them, has a familiar which can become a swarm and an animal companion due to multiclassing (swarm monger druid/cavalier). She even has some additional powers, and plenty of poison to boot, which ends up making her actual challenge rating somewhat nebulous. I kind of want to give her some additional minions, but the party was cut down to three players because of mothers day stuff.

Can I give her some low CR minions (party is level 2), or should I not do that? This is my first campaign that's run on a consistent schedule so I would say I'm a pretty new DM.


So I'm building a homebrew world that is essentially flavored as bronze age grecian mediterranean sea landscape, and I'm building out the surrounding nations as different pathfinder races considering humans don't really exist. (see my other thread "earth humans in a pathfinder fantasy setting" as to why that is)

I'm running into one main problem here, which is if I start assigning certain races as certain real world human analogues, you come off as stereotyping an entire race of people and that is maybe not super cool.

Orcs are the Spartan analogues which I dont think would offend anyone, but if I assign hobgoblins as persians, things start to get a little more offensive. From a design perspective Ratfolk seem to make really good phoenicians, enterprising traders and explorers, especially given their relationship with the egyptian analogues being Catfolk.. but that seems at least a little anti-semitic? I don't know how to even approach assigning central Africans a fantasy race without really digging myself into a trench.

I mean even if you use humans in fantasy worlds you're always verging on this territory. My pathfinder group is generally a bunch of white guys but I'd really like to leave the door open for my other friends to come in and join without thinking I made a world of racist caricatures.

Anyone run into similar issues or have advice on what to do to avoid this? Do I just build my vision, social justice warriors be dammed?


Hi guys, I'm trying my hand at my first open world campaign setting in a few weeks here and I'd love to lighten the load a little and sprinkle some good dungeons and modules around while still being able to build it all around my story. I don't really know the first place to look into this kind of thing so if there are threads you can link me to, go ahead and do that.

But I would like to know the dungeons and modules you guys have run that are your personal favorites, and any advice you can give me on executing them. Bonus points if you've run them more than once.

I don't mind if you pull from non pathfinder tabletop rpg's either, as a little conversion doesn't scare me too much (I'm thinking about throwing Hommlet and Against the Cult of the Reptile God because of Matt Colville's endorsement) I'm using these mostly as a basis to build off of, rather than trying to strictly replicate someone else's vision.

Additionally, these are players who aren't necessarily beginners, we've been playing as a group trading off DM's for about a year now.

Anyway you guys are the experts, I've only really run two campaigns and haven't gotten more than 5 sessions in on either so I don't really have any experience here.


I'm just curious if any of you guys know some spells that are powerful or great fun to cast, but are hindered (or maybe balanced) by the cost of of their spell components. It's hard to search this kind of thing on d20pfsrd.


So I'd like to run a setting where humans from our world end up in a fantasy setting and I'm wondering if there are any resources around or people with experience here in the homebrew board who have done anything similar before.

To avoid everyone having to play a bunch of NPC classes, the core idea is that their presence as interlopers/travelers imbues them with a sort of latent magical ability gifting them greater power than they ever experienced on earth. This lets them hold their own with the low level adventurers of this newfound world they stumbled into, much to the frustration of the native fantasy-landers. This might just end up being a one shot, but I'm really getting into it and I'd like it to take off (I'm close to hitting 30 pages of ideas in a google doc brainstorming about this!) Knowing the players, I have one main rule which is they can't play someone who exists in reality.

How would you guys handle this? I'm looking for any ideas from mechanics to story points.


I am considering running a homebrew game where casters could potentially cast from different mental ability scores, and I'm wondering if I'll run into any significant issues with this. I know there are some archetypes that let you do this, such as sorcerers that cast from wisdom instead of charisma. The oracle is basically this for clerics.

Specifically the class I'm looking at doing this with is Inquisitors who would be casting using charisma. I have fairly decent story reasons for allowing this.

Now the obvious issue I would run into is that spells say specifically what ability modifier to add to your spell when that is applicable, but on the oracle page on d20pfsrd there is a FAQ that explains you can houserule change the cleric spells to apply your charisma modifier instead. Thoughts?


I understand mechanically how they work differently. Rangers can only cast up to fourth level spells, only learning how to even cast spells at level four. I am also aware there are different spell lists for each, but what I am curious to is if there's a metaphysical explanation for the differences between the source of the nature-centric divine magic between the two classes.

For example, is a hunter pulling from two different sources (mechanically they are) or are they simply casting divine nature magic with a wider variety of spells at a weaker eventual output of spell "power" (meaning spell level)

I imagine this is maybe not something that has a hard ruling on the explanation for, but I'm curious to what the community thinks.


So I am playing an evil campaign with some friends, and I'd like to keep my next character in my pocket because death seems pretty inevitable. My DM is pretty willing to work with us, having homebrewed a Warforged Artificer who upgrades his own body for another player. We are level 8 and it's high fantasy so our characters have 66,000 starting wealth.
I had an idea for a character, but I'm kind of at a loss at how to execute it. I know if I have some solid mechanics to show to my DM, he'll be a lot more receptive to the idea.
So the two central ideas that I'm working with here are as follows:

1.) My character would be an intelligent sword. Probably a bastard sword or a greatsword.
2.) It possesses/dominates the wielder by trapping their soul similar to Magic Jar. It would be more permanent than magic jar, however the range would be reduced to that of touch, so only those who actually pick up the blade would be effected. I'd also be cool with a slow burn to possession as I roleplay slowly tempting the wielder under my thrall before I trap/consume their soul and hijack their body. I really want this to be about the sword, and I can't stress enough how much I have no interest in playing a single humanoid who is helping to serve him. I'm really digging the idea of a character that upgrades not using magic items, but finding increasingly powerful NPCs to take control of (and maybe even PCs if I'm feeling really mean.)

So any ideas on how to execute this in a balanced fashion? Should I even get class levels or do I just get a new character sheet for each body I pick up? I've looked into the bladebound magus, the blade adept arcanist and the steelbound fighter and they are all generally in line with this character, but none account for the concept of body hopping. The scaling magic items and intelligent item rules are central to this idea, but those are pretty obviously not meant to be played as PCs. My main example to this is that Ego is meant to be a detriment/balancing factor to players, but would only help to make this character more powerful.
Is this too broken to play? Has anyone ever played or DMed for a character who's central mechanism is body hijacking? I'd love to know what I should be willing to expect to give up to make this character work.