CuttinCurt's page

Goblin Squad Member. Organized Play Member. 451 posts (600 including aliases). No reviews. No lists. 2 wishlists. 2 Organized Play characters. 6 aliases.


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Scarab Sages

Abigaïl Enderleith wrote:

Hey everyone !

I started the campaign a few days ago with a 5 players team.

I'm considering using the statblock made by Sc8rpi8n_mjd and I read that this campaign can be improved by setting the advancement speed to "slow".
My players are experienced players (except for one), with optimized characters (two paladins, a spy, a samurai and a druid) and I'm a new GM at Pathfinder (and I haven't GMed in, like, 10 years).

I read the whole thread already, taking notes, and I continue reading everywhere on this forum.

Any advice / other threads to read before starting ? We'll begin playing the home-made intro I've prepared in two weeks.

Thanks in advance.

Greetings and good luck to you. I am just about done with book two and wish you a speedy time through book 1. The summon chips added just the extra scare I was hoping they would and they have become the focus of the party. Once somone is seen with a bandolier full of those chips, they are immediately attacked and killed (if possible). It has made the cultists much more threatening and real as an enemy.

Scarab Sages

I am playing a Barbarian/Wizard (transmog-polymorph) And I am Level 5 (2/3) with no more barbarian levels coming. Before I start setting my feat path, I really want to make the Silver shoanti warpaint (+3 deflection bonus to AC) which requires I have the spell Shield of Faith.

of course, being a wizard I will not get that spell. What I am hoping for is a way to be able to get that spell on my wizard spell list without taking a level in cleric/oracle or any other divine spell casting class. (perhaps a feat?)

And before the recommendations come in, I would like to try to do this without using UMD on a shield of faith wand, cooperative crafting, or any other means by which I will have to rely on a device or npc/pc. Also, no divine casting class dip.

I just want to make sure I did a thorough search because I found no other way to get that without dipping into another class or one of the other options I mentioned above.

Thank you for your replies in advance, and I do not want anyone doing a long search to answer me. I have done that already and I am hoping someone might know of a way I missed.


Scarab Sages

Tali Wah wrote:
CuttinCurt wrote:

In the description of the power it states that it can be used once per round without invoking attacks of opportunity.

In most of the other rage powers, there is a sentence that states "While raging..."

That "while raging" is not stated in the Knockback power description. Am I to assume that it can only be done while raging? Or is this power able to be used 1/round outside of raging?

Thank you in advance.


Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

ty, that is what I needed.

Scarab Sages

In the description of the power it states that it can be used once per round without invoking attacks of opportunity.

In most of the other rage powers, there is a sentence that states "While raging..."

That "while raging" is not stated in the Knockback power description. Am I to assume that it can only be done while raging? Or is this power able to be used 1/round outside of raging?

Thank you in advance.


Scarab Sages

Thanks Guys, I will look into those maneuvers

Scarab Sages

What is the curse that is bestowed as part of this new marking? Is it like a Bestow Curse Spell? I can not find out what this additional curse is. Please direct me to the page#. I read the entire archetype and could find nothing on it.

description: A fiendbound marauder’s armiger’s mark is tainted by his eldritch power, causing marked creatures to also become cursed for the duration of the mark. The mark is now a supernatural ability, but otherwise functions as the armiger’s mark class feature. The fiendbound marauder can use feats and abilities that require or alter the armiger’s mark class feature as normal.

Thanks in advance.


Scarab Sages

Ty for the reply, as that was just what I was looking for in this initial draft. Sometimes we need some other eyes on our work to show us our thoughts might be off.

I will admit I pulled the stats and the wood weapons and the blight drawbacks from the 3.5 d&d wiki. Thank you for pointing out the unbalanced nature of the drawback and the weapons.

I admit to switching back and forth between fey and humanoid. And for the treespeak, I appreciate that perspective on the power of the speaks with plants, even if it were a tree only speaking with plants.

It is quite obvious 3.5 and pathfinder dryads are quite different.


Scarab Sages

Slight changes from the listing in the Advanced Race Guide are these:

1) Took out salt water as an option for the Hydrated Vitality, lowering it from a 3pt cost to a 2pt cost.

2) Made Tree-speech only for trees instead of all plants, lowering the cost from 2pts to 1pt.

3) The Wood weapon and Civaphobia are my own creations, with wood weapon being taken from the 3.5 half-dryad wiki page.

Thanks again.

Scarab Sages

I looked at the old 2010 thread on this and really didn't see anything there that came close to my idea of a half-dryad. I admit to looking at the wiki page for the 3.5 version and that is way to powerful. So I decided to make this. Please give me any suggestions/recommendations!

Name: Half-Dryad (11 total Racial Points)

Half-Dryads have weaker ties to the forest, and as such are more closely related to their human parent than their dryad one. They more closely resemble their paternal race than their mother's. By most standards they appear to be a child of normal birth. But the half-dryad's fey heritage always shows in one obvious detail, their hair. A half-dryad's hair changes with the seasons, in the spring and summer their hair comes in mixed shades of green, in the fall and winter their hair changes a varied blend of blonde, brown, and red. Leaves and flowers from their mother's root tree occasionally grow within a half-dryad's hair, for some it is mixed in among the strands of hair, for others it spreads to become foliage, their hair closely resembling a mass of verdant vines.

Type (2rp): Fey

Senses (0rp): Lowlight Vision – a part of the fey type

Size (0rp): Medium

Movement (0rp): 30ft – normal for medium creatures

Ability Score Mods (0rp): Standard - +2 Con, +2 Wis, -2 Str

Linguist (1rp): Start with Common and Sylvan languages and can learn any language with a high int score (except druidic).

Wilderness Skilled (2rp): Half-Dryads gain a +2 racial bonus to Survival and Knowledge (Nature)

Hydrated Vitality (2 RP): Prerequisite: Outsider (native) with ties to the Plane of Water, fey type, or plant type; Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural fresh water or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Camouflage (1 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks while within the forest terrain type.

Stability (1 RP): Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Wood Weapon Skill (4rp): half-dryad begins play with proficiency in any 2 weapons made out of wood (such as quarterstaffs, clubs and bows). In addition, Half Dryads get a +1 to hit and +1 damage from any wooden weapons they use.

Tree-speech (1 RP): Members of this race have the ability to converse with only trees as if subject to a continual speak with plants spell

Civaphobia(-1rp): Half-Dryads feel most comfortable in places that have some respect for the land and are not civilized. When within the immediate area of a settlement of a size of Small Town or larger (Over 200 people) the Half-Dryad has a -2 racial penalty on all Cha based checks.

Voice of the Earth (Ex) (-2rp): Half-Dryads retain some ties to the forest, if not much. If a half-dryad enters a zone where the ground is "poisoned" somehow (by chemical leaks, drought, lingering magical effects like blight, etc.), they must make a DC 25 Fortitude save or be sickened until they leave the zone.

Scarab Sages

Jess Door wrote:

I"m doing that now, and I ran Kingmaker for 7 players.

I opted for more enemies over stronger enemies. I also tended to prefer some simple modifications like all monsters had max hit points rather than more hit dice. This allowed the fights to last longer without the enemies having abilities the PCs couldn't handle for one reason or another.

One thing to be really careful of, is single bad guys. Given the even greater action economy advantage your players have over such than a normal 4 person party does, give him lieutenants and/or bodyguards when you can.

Adjust for your players' skill as necessary.

Good luck!

I added some summoning chips, like rune magic on a stone, that when broken, summons a dretch or a group of dretches. I found that adding this to all the cultists, even the low level ones, was the perfect addition to up the power level of the combats without having to add loot. Plus it helped with a couple character story lines to pull them into the campaign. I am using templated dretches that will keep them viable throughout the entire first book - example = Dire Half-Balor Dretch (CR7). A nasty little critter with minor adjustments like max hp added to it with greater toughness from 3.5 :D

Dire, Half-Balor Dretch CR 7 XP 3600
CE large outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +16

AC 25, touch 12, flat-footed 22 (+13 natural, dex +3, -1 size)
hp 162 (8d10+82) (Max HP)
Fort +15, Ref +6, Will +10
DR 5/cold iron and good; Immune electricity, poison, fire; Resist acid 10, cold 10

Speed 40 ft.
Melee (2) claws +13 (1d8+8, +1d6fire), bite +13 (1d8+8, +1d6fire)
Melee: A half-balor deals +1d6 fire damage with every attack.

Spell-Like Abilities (CL 8th)
1/day—cause fear (DC 15), stinking cloud (DC 17), summon (level 1, 1 dretch 45%)
3/day –Scorching Ray, Burning Hands (DC 15)
Str 26, Dex 16, Con 28, Int 9, Wis 19, Cha 19
Base Atk +6; CMB +18; CMD 28
Feats Toughness, Greater Toughness, Weapon Focus Claws, Weapon Focus Bite
Skills Escape Artist +15, Perception +16, Stealth +18
Languages Abyssal; telepathy 100 ft.

Scarab Sages

James Jacobs wrote:
Abyssal Lord wrote:
Tangent101 wrote:
The challenge is having them stay with you. They snipe at each other, there are chances for diplomacy to fail... so the XP award is for players who actually interact successfully with them. Don't make it too hard on the players. It's not like it's a huge reward.
It seems given how the players have to level up real quick, it appears the quick XP progression table should be used, mythic powers or not.
And yeah... the rate at which PCs level up in the first adventure is about on par with the rate levels accumulate in any Adventure Path part one. The increased XP accumulation becomes more and more noticeable as the campaign goes on, and the PCs start facing more and more challenges that are well above their APL.

I know this might seem like a crazy idea, but I had to change the beginning of this AP and get the PC's to level 2 right when they wake up in the caves beneath the city. How I did this is not so important as it fit my players and their play style, but having them at lvl 2 (and giving them an injury that put them at a -2 penalty (or -10ft movement or -4 on certain skill checks) fit better than the "being saved by a feather fall spell...). Then I left them at that level all the way through the caverns (healing them of their injuries after 24 hours had passed and they slept. This happened at the good mongrel-men encampment so they became full level 2 at the appropriate time.

As of now, with my players out in the city trying to survive, I think it was a great way to play the beginning of this AP. they had the extra hp, so I could be as feral as I wanted with the evil mongrels and really had a blast playing Windaug as the harrying guerrilla sniper for the longest time. Very fun.

Scarab Sages

For the first level bloodline power (Wall of Darkness) there is no statement on what type of action is required to activate the power.

I need to know if it is a swift/move/standard action.

It seems all the attack type 1st level powers are a standard action or part of a melee or ranged attack (which is a standard action), but most of the other powers that do not involve an attack are anything but standard actions.

Please let me know.

Thanks, CC

Scarab Sages


I constantly use the advanced template, which is +2 to every everything; skill checks, AC, Saves, to hit rolls, damage, etc...

I then give them max hp and the toughness feat (which is what Paizo wants you to do on any 3.5stat block to make it the same challenge rating as the pathfinder stat blocks).

This makes it super easy on the GM as you don't have to do anything but the multiplication on the HP from the stat block. So if I had a 4th level commoner, that would mean 4d6 hp. Toughness gives one extra hp per HD, so this would be 28hp. A nice sum for the 4th lvl commoner.

Everything else you add +2 to. Simple, easy, and it gives some added staying power and better to hit chances.

If you have done this already, then try replacing those non combat feats with feats that make sense to you. This is more work for you, but it can be rewarding.


Scarab Sages

1 person marked this as a favorite.

To the OP:

As you are the GM, you have absolute control over all these concerns. The simplicity of it is this:

1) You, as GM, can level your players however you want to. If you think the AP does not have enough skill and role play opportunities, then add them to your hearts content. You have the control over this. just because the AP doesn't have enough of these factors written in for yours and your players tastes does not mean you cant add to it. Also, you should not expect every AP or dungeon module to have everything YOU want in it. None of them fit every GM's or players perfect idea of a pre-written campaign. If you just want to run it right from the books without any preparation or adjustment for you players, then that fault lies with you.

2) You, as GM, know your players better than any of us here on the boards. When you say you want a plot the PC's can control and change, guess what? Every single AP can have the PC's change the plot. I think what you are wanting is something pre-written by the paizo staff (that does not know your group any more than I do), that has 2-3 alternate story lines to account for PC ingenuity. Well, that is not a realistic expectation as these ap's are specifically 96pages and could not account for your's or my group's crazy choices.

Mass Effect and Dragon Age only have a few alternate paths to go down. What if your players felt 3 were not enough? They would bash those games rather than play them. And should you expect Bioware to give you 6 alternate paths and spend 6-7 years in development rather than 3? (Unrealistic expectations).

3) You can easily change the main baddies at the end of the AP's to be the (underling of Orcus) if you so desire. As a matter of fact, several of the AP's give a small section at the end where they talk about continueing the adventure. Of course that means YOU will have to do the work, but that is the price for being a GM, especially if you want your players talking about how bad-ass your campaign was a decade after it ended.

Please don't expect any company, much less paizo, to do these things. These same complaints can be said of WoTC in the 3.5 days by a factor of 10. The simple truth is, you have a solid foundation for a story presented in the AP's. How you personalize it for your group is your responsibility as GM.


Scarab Sages

Thank you.

Scarab Sages

The Dragon wrote:

If you spend 1600xp on it, you can have a very young brine dragon defend the boat. It doesn't seem all that ooc to have an elemental dragon be paid for protecting the cargo: it's a win win all around, the dragon gets treasure without having to fight for it, and the ship gets the really scary reputation that a dragon is protecting it.

2 CR 4 makes 2400xp
a CR 5 very young brine dragon makes further 1600
and then 10 archers make us hit 8000, the intended mark.

That looks like one memorable fight right there. Personally, I'd give the dragon fly-by attack instead of improved initiative.

Other CR 4 creatures include: Sea Cats, Satyrs, Griffons, Giant Dragonflies, Hound Archons, pixies, Gargoyles & Sea hags.

If you pick something evil it's probably being paid to be there, but consider if they fit into the story, or if they might turn against the crew if contacted beforehand somehow.

What is crazy about this idea is that brine dragons around water are bad ass. I gm'd the module The ruby tournament and my pc's went after the brine dragon in that module. lets just say it was awesome and I would jump on this idea in a heartbeat.

Scarab Sages

Outside of the obvious question of "Who really cares>?" A pathfinder game can be anything no matter what house rules someone puts on it.

There are those that use the pathfinder rules to run their own world

There are those that use pathfinder rules to run Golarion

Some even like pathfinder rules for their old 3.0 / 3.5 campaigns and settings.

Some are adjusted more than others with house rules. But both are pathfinder games right?

And why should the Paizo powers that be address this situation? Do they really care? And why should we care? I read these boards all the time and stay away from the stupid threads like, "Casters should be nerfed" or "I don't allow evocation spells in my game".

I don't play with unreasonable house rule enforcer GM's.

As a player, I choose what game to play in, and if feats and spells and class abilities are restricted or removed from play, then I move on, but I never think of them as non-pathfinder games.

Scarab Sages

2 people marked this as a favorite.
Mathius wrote:

The will have chance to catch the them unbuffed but no chance of takeing them a few at time. That would be to easy.

Many a GM has gone into a pre-made encounter with the assumption that it will turn out the way THEY want. With the statement YOU make that there is no chance of taking them a few at a time, I must warn you that things never happen exactly the way YOU want. Also, you really don't give a reason for why they wont take them a few at a time, only that it would be to easy if you ever game them a chance to...

By drawing your line in the sand, you are setting in your mind that the encounter will not be easy for the pc's, thus, you are setting your GMing to fail. With the attitude that the encounter will be hard "no matter what" you are dooming yourself to bad gm decisions just to make it hard on the pc's.

I have seen it before so many times. A) pc's do something unexpected- possibly removing a combatant or two priot to the main battle. B) GM compensates by doing 'X' C) pc's end up dying because GM was to hard headed to let the encounter go 'as is' just because they wanted it to be hard.

All I see in your statement is - you don't care what the pc's do, you will manipulate the encounter (that is already a beast) in to something that does not reward pc ingenuity.

Go into this with an open mind and be ready for the unexpected. If you don't, it will be an encounter that has the potential to alienate your players because the GM god (YOU) decided there would be no way to take out a few at a time (even once).

And this is just a little side note, 6 lvl three archers that are just as good at melee as they are with archery is rare in non pc types. Think before you do this encounter Mathius. Don't count on a cr9 encounter to be hard. Just like you shouldn't think a cr4 encounter should be easy (even though 95% of the time both cases are true with a CR6 group)

For your players sake, don't go into this with your mind made up about how it will go. It makes you just like 90% of the other bad gm's out there that don't give their pc's a chance to shine.

This was not meant to be mean, its just that I have experienced gm's that think the same way you do and their 'in game decisions' are not rational, but are only made to insure the encounter goes exactly like they planned come hell or high water. Don't be like those...

Scarab Sages

What about the spell feather step, or feather step slippers?

Both allow you to ignore the movement effects of difficult terrain... period. so if there is no movement effects affecting your character, you can charge with no problems.

Feather step slippers:
These fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.

Feather Step
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

With either of these you can think of difficult terrain as an illusion you made your will save against. "I disbelieve!" hehe

Scarab Sages

I have a small suggestion, if your willing to expand your mind a tad.

First off, I am not going to even comment on optimal vs. sub-optimal.
Second, I have played around with the Transmutation side of the wizard and love it.

If you are not so concerned with fighting with human arms or even with a weapon, and take this wizard to the polymorph level, you could find some pretty nice situations where you kick major butt.

Now, this is more for the 5th-11th level area, and my build was based in the Kingmaker adventure path with a tiger clan barbarian 1/ wizard 10, but it could work without ever taking that melee class level.

Transform yourself in to what ever you need to win a fight. that is all this is. Concentrate on the magical beast, regular beasts, and monstrous humanoid spells (Monstrous physique and Beast Shape) as this seems to fit this character concept better (I am figuring that your low int will mean your not the best wizard in the world and don't know a ton of things about other planes and such.)

These spells are also the lowest level spells of this polymorphing concept (form of the dragon elemental body and giant form are way to high for a wizard starting with a 12-13int)

There are draw backs to this build as the monstrous physique spells require a piece of the form you want to turn in to, and you have to have knowledge of the beasts you want to turn in to with Beast Shape. But these are all things gathered and learned through your first 5 levels of wizard/sorcerer (I prefer wizard in this build as you will need spells that will help you learn and locate beasts you want to become, as well as spells for buffing yourself, and upping that low bab you will have.

As most of these spells up your strength considerably, the -3 bab you have @ 6th level vs a fighter/barbarian type is overcome. With Heroism and spells of that nature, combining morale/enhancement bonuses with your size bonus for str/dex/con will be very important.

But the best part of this is, with the pfs point buy system, you should go ahead and do the 14int 14con 14dex and 15str with an 8chr. This sets you up perfectly for this concept, giving you at 12th level, a 16int and 16str base, more than enough for a 12th level caster and gives you access to your highest level spells @ 11th (yes, 4th and 8th level attribute points go into int). this is the unfortunate byproduct of this build, especially if you want to go high strength without magical enhancement. Also, having a 10wis is overcome with your high will saves and unless I read wrong, you were really not to worried about chr.

The only choice you have to make for your character concept is (Do I want to fight with my battleaxe or with claws/tentacles/tails/wings/bites/talons or horns?)

One spell gives you +str +con -dex +natural armor +1 or more special attacks (gore, trample, constrict, grapple etc...) darkvision, fly, lowlightvision, swim, climb etc...

I know I wrote a lot, but it is a concept that falls into your character purview albeit by a different method of fighting.

what you do from 1st to 5th is still up to you, but once you hit 5th, you will have access to these abilities through those spells.

Scarab Sages

With lvl 11's you are really making it difficult on yourself. I am telling you, as an experienced GM, that players tend to do the one thing you didn't prepare for to keep them in jail longer than a day.

I am just saying, don't be surprised if all your hard work on this jail is undone within a couple hours of gaming. Ive seen it happen so many times...

Scarab Sages

Can you please remove the Pathfinder roleplaying game subscription from my subscription list please? I am not wanting to get the Monster Codex.

Thank you very much.


Scarab Sages

Something I did to juice the intro to my game was...

Gaedren and the Pc's:

I had the players not choose a campaign trait (only gave them 1 at the beginning) and started everyone in Prison (w/gaedren). The reason they were there was of their own choosing (any non-violent charge or minor violence only suck as resisting arrest in conjunction with their non-violent crime). Then, while in prison, the mother/son team (Zelara) were the targets of this Gaedren fellow. The pc's witness not only their death, but become the next play things of Gaedren. They are beaten by gaedrens lackeys, humiliated, and abused. One of the characters was even taken by one of the guards and delivered to Gaedrens cell where Gaedren and his cell mate proceed to do everything but sexually abuse him.

Once I felt that the PC's had the proper hatred for the guy (ie. they began planning an assault on him in the main courtyard of the prison) I had gaedren released.

Shortly after, the spirit of Zelara shows up and helps them escape if they agree to avenge her and kill gaedren after they get out.

Needless to say, it was the best all day game I ever had adding my own introduction and using the fishery as the place of revenge for the PC's. After a full 24hrs of pain inflicting upon poor gaedren (screw the kids right? who needs the orphans... hehe), they strung him up like he had so many others and fed him to the shark slowly. I don't think I have ever seen my players so satisfied by killing a low level baddy. The only thing is it took a full 8 hour game session to fit all this in. If you are happy with that kind of time investment, then go for it. Lets just say that my players told me after the game that it was the best intro they had seen modified in such a way. (because they had read the players guide and some of them had already read the AP).

I had one of other baddies escape from the fight with the pc's in the fishery only to use that guy to lead them to the All Worlds Meats Market instead of using Cressida Kroft. Meeting Cressida came after when they had taken out the entire place...

I had the PC's pick their second trait, saying they could pick anything that fit what had happened to their characters in the prison or at the fishery, or with interacting with Zelara's ghost.

It worked out well.

Yes, it required me to make a prison map, but it was well worth it. :D
And I had Zelara be a part of Blackjack's contacts, which added some extra story line content for two of the characters in the group. It was fun.

Scarab Sages

Hello Sara Marie,

First off, thanks for everything you did for me concerning that graduation present with the Core RB. You have one happy graduate that is now starting a pathfinder game @ Trinity university in San Antonio Tx. So more people getting their feet wet in PF.

But I just added Order 3272854 to my subscriptions and I didn't want it to ship until my next set of subscriptions was ready to go out.(in Sept)

Could you make that happen for me?

Also, is there a way to combine shipments manually rather than asking in the forums? If there is I would appreciate you telling me where that interface is on the website. It used to be so easy and now I cant find it.

Thanks in advance,


Scarab Sages

DM Beckett wrote:
Im torn really. Im one of the ones that has no interest in things like Numeria, (or Osirion or Egyptian stuff really), but I do have a lot of interest in Galt. But, and probably because of that, Im not sure I want an official deeper look into the nation to disappoint me when it invalidates a lot of my ideas for it, as most nation books tend to do. So a Galt AP would be cool, I would actually hope that they would not do a Galt book or put much setting canon into it.

It is a guarantee that if they make an AP in galt, it will be accompanied by a 32 and a 64 page book. 32 for players, 64 for GM's (mostly). Althogh I have seen the 64 pagers being like an advanced players guide to the county (in the last 6-12 months). That really works for people like us, Beckett, who use the written material to beef up the strength of the backgrounds for NPC's and PC's alike.

Since I have only run 1-time adventures in Galt, the adjustments I would have to make for my playing group would be minor when compared to a GM that is running a current or past campaign in the country.


Scarab Sages

The term 'over powered' is subjective. I do not agree everything is over powered, others do.

Some like it, some don't. But there are combo's and errata that has toned down some of the powers in PF. Always look at that prior to deciding if certain powers are OP.

Scarab Sages

Hey Sara Marie,

I noticed that my shipment was suspended and not pending. What happened here? This was the one that had the special request we had been emailing each other about.

please fill me in on what is up when you have time. Feel free to email.

Thanks, Curt

Scarab Sages

TheInnsmouthLooker wrote:
The novel, Plague of Shadows does more to describe Galt than Flight of the Red Raven. That module was so disappointing for having taken place in Galt. It was a wilderness trek, not the political intrigue that many of us would like. Not a bad module, but it could have taken place anywhere.

I agree that it could have taken place anywhere. I had to add some content to give it the Galt Feel. And I didn't think a frost giant trapped away in a hidden frozen area was Galtish...

I will check out Plague of Shadows. Thanks for the info.

Scarab Sages

part 1-3 is all urban with (2) separate encounters specifically dealing with the islet waters. (1) in Edge of Anarchy and (1) in 7days to the grave.

Should they be avoided? Certainly not. The areas surrounding Korvosa are still pretty wild.

What the nature classes don't get to see in parts 1-3 are made up for in parts 4-5, where they shine. Part5 is 80% superdungeon, but up to entering Scarwall, your druid/ranger/whatever naturalist you have will be loving it. Want to play a shoanti barbarian...? Now is your chance!

For Mount dependent classes to shine the GM will have to make many adjustments. There are to many areas that have encounters that take place right after to put your horses up and you walk into a shop or npc house.

I have gm'd this particular AP twice. (in the process of my 2nd time) but In both cases, (one good and one evil), the groups have been without a rogue, and really haven't had an issue yet. (Part 3 there are 2 dc(35) doors and a dc(40) one. But I knew that going in to Part 3: escape from old korvosa.

My good group was normal 5 pc's. The evil group is 3pc's Gestalt.

If there had been a rogue, I would have done more traps rather than illusions protecting the loot.

monster in Escape from old Korvosa:
The Arkona's are rakshasa and so I played up that part of the story with my evil group

The Gestalt has kept up perfectly with the med adv track for 3 characters. The good side was perfect with 5 normal pathfinder pc's with above average stats. (we roll 4d6 and take the top 3 - reroll 1'a once.) This averages in 12-14's on most stats with an occasional 16,17,or 18.

The dynamic set for my evil group was letting them be a part of

Seven Days to the Grave:
Urgothoa's church, setting up part 2 in a much better light... defending the temple from the paladins of sarenrae.

Scarab Sages

Just mentioning that the link to my purchase of bestiary 4 is not available.

My order number is: 3151960

Thanks in advance

Scarab Sages

I would like to cancel that part of my subscriptions please. Thanks in advance.

Scarab Sages

Thank you Sara. I do appreciate it.

Scarab Sages

I think Galt is very far down the list of places that will get a 32-page write up. First off, the main ideas of the place have already gotten print - soul sucking guillotines, grey gardners, and a module called Flight of the Red Raven.

It is a great place to have a character background from, but making the jump from that to 32 pages is huge. How much more do you need to know above and beyond the 4 pages in the campaign setting, the 2-3 pages in Red Raven, the prestige class grey gardner and the magic items listed in the Ultimate Equipment?

This is just my opinion and I rolled a 10 on my scrying attempt for the future, so it is anyone's guess what will really happen. I don't think we need a 32 pager, but the folks at Paizo can disagree with me if they so desire.

Either way, I would buy the product if they printed it. I like Galt and have run (3) 1-time adventures in the country.


Scarab Sages

I can see it both ways. But the new disintegrate does HP damage, and says that if the target goes below 0 hp, they turn to dust.

So... perhaps the puddle of blood happens for a quick second before turning into red dust and blows away with an imaginary wind. You can still get the blood pool in there before the dusting. I have a funny feeling that it will make the PC's curious and start investigating. You never know what the PCs will do. But it would be a different description of the false illeosa demise than what they were expecting from a disintegrate spell. Could be fun!

Scarab Sages

I cant seem to find out how to add two pending shipments together so there is only 1 shipment.

My orders 3121832 & 3151960 are both in pending mode. Can I get you guys to combine them so there is only one shipment? And more importantly, where is that option now? It didn't seem to be in the same place. (of course, I haven't done that in almost 18 months.)

Thanks in advance.

Scarab Sages

Just for the fun of it, if I were your GM, I would give your Rhino the personality of Rhino from the movie Bolt.

If you haven't seen the movie, here is a link.

Think of your paladin as bolt, and your rhino as rhino. Very funny. :D


Scarab Sages

about 18 months ago I bought two extra sets of this AP. I love it by the way... but I gave them away as Christmas presents to some friends. (this was when they were on cheap sale at paizo for about 6.00 each.

Maybe I should have kept an extra set for myself...

Arg! hehe.

Scarab Sages Goblin Squad Member

1 person marked this as a favorite.

I cant wait for the first call. As one of the first to sign up for the buddy 175.00 bracket, I am salivating at the nearness of open call for beta!!!

Woo Hoo!

Scarab Sages

1 person marked this as a favorite.

look at this AP like you looked at all the others, you might not play in it, nor might you GM it, but it could give you numerous ideas for other characters you might run, in-depth information on the country it is based in, NPC's worthy of using in a different campaign, unique magic items (because there are always a few in every AP), and spells/armor/weapons unique to the region.

Skulls and Kingmaker didn't do it for me, but I have them and read through them occasionally. Skulls inspires my ship to ship combat need, and Kingmaker has so many natural area maps that they can be re-used over and over again. (Like the mite hideout and the bandit lord's ruins in the first book of that AP.)

There ideas are just the tip of the iceberg for me.

Scarab Sages

I would appreciate this. Leave all other subscriptions the same.

Scarab Sages

What does the EtcR stand for?

This is for those that might wander in this direction and really have no idea.

as a side note...

I ran the EoA last week, but it didnt go well, nor did the TftC.

Scarab Sages

On the piercing aspect I can see how that wording might preclude it from receiving the benefits of SPell Perfection.

If I could add another chink in to this discussion, lets look at Specialized spell in conjunction with spell perfection.

Specialized spell grants you a +2 caster level to all damage dice on a specific spell. So if we choose lightning bolt, and also lightning bolt for out spell perfection, then at 15th lvl wizard, I could blast off a maximized 19d6 bolt (114pts of damage), or if I only had empowered, it would be a 28d6 bolt.

Specialized would be doubled so +4 caster level to lightning bolt, +10 dice on damage (if you have the caster level to get them from Intensify).

Really kind cool.

And if you did this for Magic Missile, then @ 15th lvl wizard, I could blow off a maximized toppling intensified magic missile that would shoot out 10 missiles doing a max of 50pts for a 3rd level slot, 2nd if you take the trait to help lower meta magic on a single spell.

That is nice as well.

Am I still interpreting Spell Perfection correctly?

Scarab Sages

For those not familiar with the feat
Spell Perfection:
Benefit: Pick one spell which you have the ability to
cast. Whenever you cast that spell you may apply any one
metamagic feat you have to that spell without affecting its
level or casting time, as long as the total modified level
of the spell does not use a spell slot above 9th level. In
addition, if you have other feats which allow you to apply
a set numerical bonus to any aspect of this spell (such as
Spell Focus, Spell Penetration, Weapon Focus [ray], and so
on), double the bonus granted by that feat when applied to
this spell.

First off, This is for my wizard15 evocation specialist:

Can I memorize a Piercing Lightning bolt in a 4th level slot (piercing =Affected spell treats creatures with SR as having
an SR of 5 lower

Then cast it on my turn, applying the spell perfection feat to it.

Does this application of Spell perfection make the sr 10 lower since the metamagic feat piercing was already applied in the 4ht level slot?

Scarab Sages

Thanks Sean, good to know. - (if I ever break into the top 32...)

Scarab Sages

I admit that I enjoyed the 32 page versions, but the 64 had nothing to do with why I stopped my subscription.

I don't need 64 page modules to supplement my campaigns, and I have all but 6 of the 32 pagers from paizo, so I am good for a bit.

I do wonder how this will effect the RPG Superstar Competition this year.

Should weed out any pretenders on the final round that is for sure.

Scarab Sages

Thank you Justin. That is exactly what I wanted. And no, all the items can ship at the same time.

Scarab Sages

I had just re-signed up for the adventure path and campaign subscriptions.

I chose the Ultimate campaign as the starting point of my campaign subscription, yet, in my side cart, all I see is the mythic adventures and nothing to do with the ultimate campaign.

Please let me know what happened here. I was very careful to make sure I chose the ultimate campaign as the starting point of my new subscription.

Am I just missing something?

I did not see the ultimate campaign in my downloads, so I know something is up.

Please advise.

Scarab Sages

SlimGauge wrote:
Redchigh wrote:
So RAW, silent and stilled spells are only for being bound and gagged, evidently. That's pretty situational for a pair of feats.
Or under the effect of a silence spell. Or paralyzed by a ghoul. Still not exactly common, but more useful than simply when bound and gagged.

Bound and gagged also = grappled, pinned, and the grappling ability to silience spell casting.

Underwater casting is made much easier.

Eschew materials is also needed for forgoing the spell component, but overall, the combo of feats - silence and stilled is even more excellent when you have the ability to spontaneously cast and add meta feats on the fly with prefered spell and greater specialized spell.

This way, you never have to worry about casting in one of these conditions.

Scarab Sages

1 person marked this as a favorite.

Yep, have run many adventures in ABsolom, and one of the things that jumps out at me in the cities history is that Aroden specifically created the city to be unconquerable.

So, with that in mind, we have a gods handy craftsmanship, 5000 years of history to back it up, and a thousand sunken ships in its harbor.

Shouldn't that be enough of a hint that a few adventurers of 16-18th level shouldn't have a chance in the nine hells of succeeding?

To me it does.

Scarab Sages

Adamantine Dragon wrote:

I know this will get me jumped all over, but the main reason people complain about this class or that class being useless for this role or that role is not because the class is boned, it's because they lack the experience or the imagination to figure out how to make it work.

Totally in agreement here. Its just like at my gaming table, we have 6 players (including me) and after 3 Adventure Path Campaigns, my characters are the only ones these guys talk about. (not just because of damage)

I remember my GM telling me after we completed second darkness that I could not ever run a monk again in one of his campaigns...

My reply, "just wait till I run a wizard."


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