Darkon's page

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As the title says. In a game I am DMing the party has come across a VERY powerful creature, and it is quite cross with them. I won't go into the specifics of what it is or why it is so powerful since some of my players do read this forum, but this creature is well out of their league, being over 15 CR higher than their APL (not quite as bad as it seems since I have 8 players). Fortunately for them the creature is essentially stuck within its room, and the door is accessible to them.
Unfortunately for them, this creature can one shot their squishier members, and will just kill anyone it crits.
Now, character death isn't a concern here, they all have alternative characters, and have the diamonds to raise three people, or resurrect one and raise two.
Basically, what kind of CR should I treat the creature as if they just attempt to flee immediately? A fair bit of its CR comes from its immense durability, but it still has the damage output of a CR 20. I am anticipating it to kill one to five characters even if they attempt to flee immediately.


This topic appears to have been often discussed, and the answers I see are typically "no, it cant be done, an unarmed strike is not masterwork" and that masterwork transformation cannot be used to make an unarmed strike a masterwork weapon because "there is no such thing as a masterwork unarmed strike"

But where is it substantiated that there is no such thing as a masterwork unarmed strike?

http://paizo.com/pathfinderRPG/prd/ultimateEquipment/armsAndArmor/weapons.h tml wrote:

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Without using magic, you can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon.

The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (and effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

So shouldn't all that is needed be for the characters unarmed strike weapon to have been created with a sufficiently high craft check and 100g more in raw materials (beyond 0)? I ask because I am in a multi-generational game atm, on the second generation, and one of the first generation characters was a human perfectionist, and primarily a crafter. They wanted to implement eugenics, and institute policies to make sure the children born are the best they can be, and went as far as to expend over a million gold throughout their adventuring career and after to establish schools and other facilities to do so, and yes, they had something like a +30 to their craft checks, for whatever would be relevant.

Essentially given this context, is there any rules reason for said children to not be able to be enhanced as magic items, or anything that would prevent their unarmed strikes from being masterwork weapons?


In my "home" (online) game we are running with WBL as a hard limit of how many magic items you can use at once, like 5ed attunement.
One of my players just convinced an NPC to join them as a Cohort after several months of in game interactions, and basically skyrocketing them towards their life goal that they have been practicing for for years. Said player has taken both Leadership and Mythic leadership.

I was wondering what I should use for the (now mythic) cohorts WBL limit. I was thinking the heroic NPC limit, but that seems like it might be a bit small. I was wondering if the boards think that using the PC WBL for the cohorts level would be too much.


I have now read and quite like most of Pathfinder Unchained, however the Dynamic item creation, while it looks great, leave me with a major question. Namely, with the cost reductions that occur from challenges, do they have multiplicative or additive stacking, and can they go negative?

I am inclined to lean toward additive stacking, with the potential to go negative, however with 40 challenges on higher level items, it seems to me like a high skilled party could group up when making a single expensive item and gain several hundred thousand gold without even selling the item.


I am currently playing in a game where everyone is dragons. Our Cleric (Archivist actually, fits flavor) is going to be getting access to righteous might soon, and so I wanted to confirm that the Size increase from that would change everything it would if he sized up due to age. E.G. as he is a small dragon, his bite and claws would go up to 1d8/1d6 respectively, and he would also now be able to use his wings as natural attacks for an additional 1d4 each. His fly speed wouldn't increase, unless he went up to large when it would hit 200', and his breath weapon is now a 30' cone rather than 20' Is this correct?


So, my group is running a game with no real DM (we take turns basically every other session) in which I am playing a Chaotic Neutral paladin variant. Yes, Chaotic Neutral, not Chaotic Good. We have made the obvious adjustments so far, like smite law and so on. We have also manged out a "code" which is at least as restrictive as a normal LG paladins code.

My question is, as we just hit level two last session, what does the community think would be a decent way to go about replacing lay on hands, as that seems a bit odd. My first thought was to have it damage everything as a direct infusion of chaotic energies, but what about the mercies. We haven't really gone over this with the group yet, as things have come up, so I would like some suggestions.

Oh and the destructive strike ability of the anarchs from dragon #310 (311?) is out, as we already have home-ruled that you can anything that isn't mostly homogenous.

some advice for the later abilities like the fearlessness aura would also be great, as we haven't really discussed that, and were focused on helping our newer players with character creation.

P.S. for anyone wondering, the established code is somewhat silly as it is nearly lawful by adhering to it, but is as follows: Always lie, Never uphold an oath, Never formally join a real organization, Don't think things through, Open doors with your face, Be random.
upholding this code nearly got the entire party killed twice, solved one puzzle on accident, and got an NPC guide deafened.