Karzoug the Claimer

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This question might be a bit 1e specific as it is based on the application of the True Resurrection spell, and I understand that 2e's resurrection spell is different.

So here is the issue.

True Resurrection wrote:
This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.

Now, (almost all) demigods are outsiders, and there are a lot of dead demigods in the setting. What precisely is stopping every 17 level cleric (or anyone who can just buy a scroll) with a bank loan and a bit of ambition from just resurrecting an allied demigod? I understand that there are story reasons why one wouldn't do that, but the premise is ignoring that.

For true gods, resurrection is explicitly a whole hell of a lot harder than that, when it is possible at all. Is there something saying a demigod cannot be resurrected so casually? And I don't even necessarily mean explicit rules, just wondering if it's been established in the lore.

Or, if Cernnunos bites it, will daddy Erastil just be able to have one of his Clerics resurrect his son the next day?


Hey all, I know there will be a subset of people who in general find doing this to be somewhat wrong for a game like Pathfinder, and while I agree its probably more suited for a game of Exalted or some such, I think I am currently in a campaign that would allow such extreme hyperbolic eventualities (this is a 1-20 gestalt mythic campaign with a lot of homebrewing and third party content. My pcs are jacked bro) so with that in mind, I was planning on homebrewing up a true deity subtype to be used by deities the pcs might eventually face. I have a bunch of ideas, many of which are based around the deity in question transcending the normal mechanics, but not to the point that its just a plot scenario rather than an actual entity to be potentially opposed or defeated.

Here's an example of an ability that illustrates my intentions of a deities power transcending the normal rules, but still being mechanical in nature.

Deific Initiative True deities do not roll Initiative. Instead at the beginning of each round they gain a number of immediate actions equal to three times their deific rank (kinda like mythic ranks) +1, so for an average deity with a rank of one, they will have 6 immediate actions. They may use these actions to perform any move, standard, swift, or immediate actions they wish. They may spend two immediate actions to replicate a full round action. Deities may make any free actions they choose on anyone's turn. Deities may not make more than two immediate actions without another character taking an action they do not interrupt. In the event two deities attempt to act simultaneously, the order their actions resolve is chosen randomly.

Pretty wordy. But I kinda like it.

I of course will also give them dumb defenses and make them pretty overpowered. Another idea is that anyone who isn't another deity, a demigod, or mythic tier 5 simply can't do anything at all to them.

Has anyone else made a serious attempt to stat out deities in pathfinder? Are there any other interesting ideas you all suggest which would fit what I am going for with this type of abilities.


If you are a player in "The End of Days" then stop reading

So, the long and short of it is that my pcs are traveling to the midnight isles to retrieve a book once owned by an angelic ally of theirs and leant to one of his contacts. They do not yet know that this book was the Concordance of Rivals, this angelic ally is in fact Tabris, and his contact in the Midnight Isles was Nocticula herself.

So, nocticula transformed into the redeemer queen only a few years ago, as such neither the pcs (who've been hibernating) nor Tabris (in hiding) are aware of yet. What would have been a tense but quick exchange of studying materials will now be a search.

Luckily Tabris formed a pact with Nocticula, such that she could never take the book from the midnight isles or damage it. As such they know it's in the isles.

Eventually they will learn that two former members of Nocticula's courts are fighting over it.

The first is a Lilitu 'Priestess' of Nocticula-that-was who is now trying to establish a cult formed around herself. She believes that information in the Concordance was necessary for Nocticula's ascension to godhood as a neutral deity. She wants the book so she can find how she did it, and eventually claim the power Nocticula shed as she ascended and take over her former sphere.

The other is a Succubus wizard of some skill. I'm thinking a necromancer. I am uncertain what her motivation should be though. It should be of similar scale to the other. I originally thought she would use it to force an usher to judge one of her mortal victims so that he'd go to the abyss so she could finish the job, but that seems pretty small compared to the Lilitu.

TLDR I need a motivation for why a powerful Succubus would want the concordance of rivals that is of similar scale but distinct from attaining demi-godhood.


If you're one of my players in "The End of Days" then stop reading.

My players have recently arrived in Basrakal, the Maelstrom city of misaligned outsiders. Its filled with outsiders who are different from, though not necessarily opposite of, their natural alignment. My pcs went there as part of the main quest for the campaign, but right now they're hoping to take a break from the main quest and do some sidequesting. I am hoping for a bit of narrative inspiration. For some info, the players are level 4 gestalts. They're fairly powerful players with optimal builds and a good deal of third party content on top of being gestalt, so I generally treat them as two levels higher for cr purposes.

Here's one sidequest I have so far:

The pc's bard friend has entered into a musical talent show ran by a lillend. One of the pcs, a paladin of Shelyn was able to figure out that the Lillend is actually evil and selling her most talented competitors into slavery. She has since gotten the aid of a musical band of reformed fiends to try and put a stop to this evil Lillends schemes and save their bard friend.

That's a good idea of the sidequest. Short, interesting take on the premise of Basrakal. Preferably I would like to have a few more of these sidequests to enjoy. Do any of you have some ideas as to what might be a good sidequest for adventurers of this level in such a weird setting? Again, preferably small sidequests, I'd like these to be relatively short so I can fit a few in the session.


I am running a campaign wherein the pcs must fight their way through paragons of each of the chromatic dragons, and they are currently dealing with the torturous and sadistic black. The next will be the green dragon.

The green dragon lives in a dark wood of incredible corruption. It is filled to bursting with haunts and evil fey, among which is a dreaded whisperer. All these combined make the forest itself almost impossible to penetrate. Should they succeed, they will find the citadel of the green dragon.

The pf book, dragons revisited, describes green dragons as scholarly, constantly seeking physical and mental perfection. I would like to exploit this fact.

What would be fitting things a green dragon would desire to perfect itself. It can be magical items, class abilities, pacts, 3rd party, anything.


Hey all, I have a PC who is wanting to run the following class.

https://drive.google.com/file/d/0B6bKY5cuGjh9VFA1OF8xVmtqWjA/edit

He has selected the order of the arcane hand and the theurgic brigand, he is playing a kitsune.

He has largely disregarded the melee abilities the class offers, but is concerned with how he can be an effective combatant. The class has a lot of disruption abilities, but it heavily focuses on illusions and enchantments, the two most easily hosed types of magic.

What would be a decent way to ensure it can be an effective combatant should his first two lines of offense fail? I am open to any materials, even third party materials, especially I am willing to add thematically appropriate spells to the spell list. I am already thinking the phantasmal killer spells would make a good deal of sense.


Hey all, sorry if this is a strangely specific topic, but one of my PCs is currently building a summoner for the upcomming campaign. They want their eidolon to be a marilith demon, which tend to be born from the souls of Tyrants. He wants his marilith to actually be someone specific to the setting with history, that way we can have more fleshed out RP. We've considered Ileosa and

Return of the Runelords Spoiler:
The recently deceased Alaznist
but we are looking for any other options.

Ileosa is fun, but LE so being a Marilith is odd, and spoiler has her own foibles.

Also, the queens of Irrisen are off the table too, that player is just wrapping up a winter witch Jadwiga character, so thats a little too samey for them.


One of my players is interested in casting plane shift and going to nirvana for the sake of recieving guidance on the destruction of a dangerous artifact the party just got. I am wondering what the rules are for going to nirvana, or perhaps other planes if he wants to. I assume the lawful planes will probably detain him if he tries to enter and he'll need to be cleared, and the chaotic realms will be largely free for alls. Is there anything more specific in the lore though?


So i was going over the rules for drug addictions in PF, and one thing that struck me as odd was that under moderate/severe addictions you cannot heal the ability damage for that drug. That means with, say pesh, which does 1d2 con damage, an average human would be dead within ten uses if they were addicted. Am I reading this correctly? Is there no way to be a long time pesh (or any other drug) without significant magical help?

As another example, taking an average of 4 doses of opium, regardless of how long between each dose so long as you don't get cured of the addiction, would kill an average man. But people can be opium addicts for years.


I have a player whose character is building a school of wizardry in game. We're using downtime rules to build the building and hire the help. He wants to create a magical sparring dojo, and wants to make the merciful spell metamagic effect be applied to all spells within that room. I am wondering what requirements (price, spellcraft DC, etc) I should levy on this.


So we know that the good outsiders have formed alliance to battle the forces of evil. But do the other alignments have similar situations.

Do Azatas rub shoulders with proteans and qlipphoth against the lawful outsiders?

Do the lawful ones team up? It seems like they would be fairly prone to actually.


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Hey, so long story short, I have this scenario idea for levels 5-6 involving the bbeg using a tag team of succubus and ooliodoo simulacra to take over a royal court. With judicious applications of suggestions, energy drains, wisdom drains, and modify memory spells they have had the following effects.

Basically everyone has a profane gift from the succubus, that they do not remember. They also almost all have negative levels and/or wisdom drain so that they all cannot resist the sla ofeu either demon.

Ultimately I want to know how the pcs could detect all the shenanigans before they find themselves walking into the bathroom feeling inexplicably more charismatic but with a pounding headache and the strong desire to leave for the next town.

Is there any way mechanically that a PC could discover that the npcs were suffering from negative levels, wisdom drain, modified memories, or have the profane gift?

I know I could throw in a few weak links in the demons work, a maid they've left alone who's noticed everyone acting kinda funny lately, but I'd prefer to keep it mechanical first.

This isn't built for any particular party, just something I'm toying with, but if you could keep it to the core/advanced/ultimate sources I'd appreciate it.

By the way the succubus has a ring of mind shielding on, as do the king, chancellor, and Prince. Those three are also the only ones with the ooliodroo larva inside them. So detect evil/thoughts won't reveal them right?


One of the lines regarding this item is a bit ambiguous to me.

Mirror of Mental Prowess wrote:
Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language.

So, my question is if this is meant to refer to being used in conjunction with the clairvoyance ability that the mirror also gives one. I.E. I watch the throne room, so the king is "reflected" in the mirrors surface. Or is it meaning literally just people standing in front of the mirror? I personally think the first is RAI, but I don't know.

Also, there doesn't seem to be a DC to resist, does this mean that the mind reading cannot be resisted?


2 people marked this as FAQ candidate.

Pretty simple. Would something with true sight know there is an illusion he's seeing through? Or would he simply not sense the trick? Similarly would he and a guy with see invisibility know the thing they're looking at is supposed to be invisible to them?


I am currently toying around with the idea of having my players crawl through a fairly large dungeon, with the theme of an abandoned wizard's tower. This tower was built to demonstrate the merits of each of the eight schools of magic to prospective wizards. So I want to make a puzzle room for each school of magic. There will be other, more combat focussed rooms, such as an alchemy lab filled with wild oozes, or a golem, and such, but each of these rooms will be largely puzzle/trap focussed. So I would like some help coming up with puzzles for each type.

Ideas for each school

Abjuration
* The players could be tasked with moving a key across a room. The key itself has a small, insignificant enchantment on it that makes it glow, but the room is filled with magical lanterns that generate fields of force that don't let magic items enter. They need to through a series of switches that either turn on or off these lanterns, set up antimagic fields that allow the key to pass through the fields, or so on.

Conjuration
* Having trouble with this one. I'm thinking about having a strange portal in the floor, that leads to dark worlds, and the PC's need to get accross. They will somehow gain an item that lets them use minor creation, so they can make a bridge. Needs fleshing out.

Divination
* Also not fully decided yet. Perhaps there will be a series of clues that can only be seen with various magics. A pair of glasses that have see-invisibility to find a hint on the wall in invisible ink, but also in an obscure language, so you'll need another item to use comprehend-languages on. Having a good deal of trouble with this one.

Enchantment
* No real idea how to do this one.

Evocation
* Have movable statues that fire out beams, make a puzzle with that? It works, but I think its a little boring, any better ideas?

Illusion
* This room will actually appear to be another room entirely. The players are trying to get through the tower because at the top of it is a bridge leading to a flying platform. This room will appear to be the final room. They will see the bridge, but if they try to go out they will fall to their deaths. There will be a number of ways to know it is fake. The bridge is pointing in another direction, the room will have many windows and balcony's while the tower has none. And it will appear to be night or day, despite being the opposite.

Necromancy
* This one is also giving me troubles. I'm thinking about devices in the room raising friendly undead, and they need to use these undead to solve additional puzzles in areas the players can't reach. Needs fleshing out, and I'd kinda like to include the other aspects of necromancy besides just animating corpses.

Transmutation
* This one is also giving me troubles. Transmutation can do a lot of things, and I'm not sure how to do it justice.

So yeah, I think I'm pretty happy with the abjuration and illusion puzzles, but I am kinda needing help with the other ones.

Thank you in advance for your help.


One thing I'm not sure of is how to frame the relative enthusiasm regarding outsiders with two alignments (Archons, Azatas, Demons, Devils) vs the singularly aligned (Agathian, Axiomatic/Innevitables, Daemons, proteans)

Are the singularly aligned ones "more" that alignment than a dually aligned one?

Are Agathians more good than archons, proteans more chaotic that demons, who are also less evil than daemons?

Has this ever been clarified, in either pathfinder or the older systems?


Hey guys, I was looking over the rules for the geas/quest spell, and would like some clarification.

Geas/Quest is normally permanent, but the rules stipulate that if the command "involve(s) some open-ended task that the recipient cannot complete through his own actions" then the spell has a limited duration before wearing off.

My question is what is normally considered to fit this category. How would the following examples normally rule?

1. Never eat the meat of a dog. (Is this considered open ended? It's not something you can "complete")

2. Do not return to this kingdom until you have slain a pit fiend (entirely possible, but beyond the scope of most individuals)

Those two scenarios strike me as ambiguous. What should a GM rule those as?


So I have an idea for a set of two items, that are primarily used to allow pc's and npc's to silently and reliably show their allegiance to a specific group (think, thieves guild). They operate like a brand on the skin, that can only be seen by people who are wearing the same brand, to everyone else, its invisible. To elaborate

Quote:


Shibboleth Tattoo Cloth

This cloth when placed against the skin and activated by a pass phrase, creates a mark identical to the one on the cloth. This mark is invisible to all that do not similarly have this mark, to those who have this mark, it appear as a faint glowing blue that passes through clothing. This mark can be removed at any time by saying a second passphrase. The mark hides from divination magic that would otherwise reveal it (detect magic, see invisibility) unless the caster can overcome a caster level check (dc 20).

The cloth and mark will remain magical until the next full moon, after which the cloth will disintegrate, and the mark will disappear

Quote:

Shibboleth Brand

This functions identical to the shibboleth tattoo cloth, with the following changes. First, the mark is bright gold to those who can see it. Next it is completely permanent, and can only be removed with powerful magic. The passphrase to remove it will only render it invisible to all parties, and can be made visible again with the first passphrase. Further, the caster level DC to see it increases to 25, and when it is made fully invisible, this increases further to 35. The wearer of this mark can always see another's mark of the same type, even when his mark is hidden.

So basically, the cloth tattoos will be passed around to associates every month, and the password will be changed each time as well. But leaders and people of great import will have the permanent brand instead.

Does this seem like a good item, and is there anything that jumps out at you all as a problem?


So I was reading over the rules for the spell, primal scream, and I am confused about two things,

The rules are as follows

SRD wrote:


School abjuration [mind-affecting, sonic]; Level bard 4
CASTING

Casting Time 1 standard action
Components V
EFFECT

Range personal
Target you
Duration 1 round/level

DESCRIPTION

You voice a mighty yell from the depths of your soul, invigorating yourself and dispelling enchantment and paralysis effects. This functions as break enchantment, except it only affects you and only frees you from enchantment and paralysis effects. If the caster level check to break the hostile effect succeeds, you give voice to your scream and the spell takes effect normally; if not, this spell fails without further effect. You can cast this spell even when paralyzed or unable to speak because of an enchantment effect, but not in an area of silence, if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.

So, two things. First off, what does the duration mean? Break Enchantment was instantatneous. But this is 1 round/level. Does this mean if I fail to break free the first round, I can keep trying? Does it mean I can try once per round for a different effect?

Secondly, does this allow you to break domination, or does domination prevent you from casting the spell to begin with?


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I am in the midst of planning my first session with a new group. It will be a party of 4 level 1's. An oracle, two barbarians (in universe reasons) and a rogue.

The basic premise of this dungeon is that the four PC's have been imprisoned and have to escape. They all start in an oubliette, but are broken out by an NPC who goes around breaking all of the prisoners free and starting a prison riot.

My main gimmick here is that apart from regular dungeon crawling, there will be a psuedo time limit. The prisoners will all assault the main gate of the prison complex, but eventually lose. While the prisoners are all fighting the guards, those guards will all be concentrated at the front of the dungeon, after the main riot is quelled, they will all start rounding out the stragglers, such as the PC's

I say psuedo time limit, as I will be moving the main melee along by however many buildings the PC's explore. There are the following buildings.

main cells: this is where the PC's start, mostly empty after they are broken out. Includes kitchen that can supply knives for quick weapons before regular weapons are attained.

Luxury cells: These are the cells for noblemen. Four cells in total, each has minor luxuries in them, including a 1000gp bottle of wine should they succeed in appraising it.

guard house: This has four sections in it. A vault for bail money, with 1500 gp in it, but has a CR 1 arrow trap protecting it. Prisoner's effects, which has their starting items and a few additional odds and ends. Going there too late will mean they have to fight two village idiots to get their items back. Barracks, which will be empty but has some simple weapons should they want them. And the warden's office, which contains a master key to the compound. A very high perception score will note a secret passage to a hidden room, which can allow the PC's to hide from guards if they are too slow. It also has 600 gp.

Special Prisoner's Jail Here is where an old section of overflow cells used to be. They were torn down to make room for a special prisoner. the area has a good deal of yet to be cleaned up rubble from the old building. In the center is a platform with two poles with chains and manacles attached to them. The poles and chains are curse so that anyone placed in them is drained of their strength, but they have been rendered unusable after being melted through. There are the corpses of three elite guardsmen who used to watch over the prisoner at all times.

Mage's quarters: Here the PC's will encounter a high level Wizard, but he will flee immediately after they appear, but will summon several zombies as well. This room contains a few simple healing potions.

The goal is to escape the prison complex before the guards quell the riot and recapture the PC's. This will happen after 7 'visits.' Entering a building equals 1 visit, and entering the guard house equals 2.

After 2 visits, they will be attacked by a guard and two dogs.

After 4 visits a grappling hook will appear attached to the back wall of the prison, allowing easy escape should they see it. Along with allowing them to meet the special prisoner.

After 5 visits the riot will be losing terribly, and some guards will start patrolling again, likely leading to a battle against 3 lvl 1 warriors.

They may attempt to escape via the front gate as well, but doing so will be very hard. They will start the fight by going against 4+visits lvl 1 warriors. If they manage to beat this, then the tide of battle will swing in the prisoners favor eventually breaking them all out.

So that's my current plan for the dungeon. Do you guys like this, anything else I should add or remove?


Can someone explain how spell resistance resists fireball? The fire is actually there right? The spell isn't mimicking the effects of fire, it actually makes literal flames. How can spell resistance resist that if they aren't immune to fire. Or similar spells that conjure elemental thingamabobs that should be inherently damaging.


Hey I'm currently building a campaign setting in a prehistoric time period. The society will be ruled over by sorcerers in their various clans. Assuming everything else is equal what which three bloodlines would you assume would rise to power in a copper/stone age civilization?


So I'm currently planning to create a campaign sand-box setting that takes place at the dawn of human civilization and involves the emergence of wizards in a society ruled by sorcerers You can read some of it here if you want

For this campaign I wish to stress the use of the material components that wizards use, as in my world's interpretation they are in part the source of a wizard's power (whereas sorcerers are inherently magical and don't need them) as such I wanted to overhaul the material component system for use in this game such that they play a bigger role and aren't just hand waved away with the wizard's pouch.

My ideas.

1. All expensive components and the like remain as they are.

2. All wizard spells require a material component, even those that otherwhise don't unless they already have a focus.

3. Components are broken down by school, bone dust for necromancy, indigo for illusion etc. This replaces other non expensive material components

4. Eschew materials is banned.

What do you think of this system, and how would you improve upon it?


I am currently in the midst of creating a campaign setting that takes place in an ancient time period in the dawn of civilization.

You can find my initial brainstorm here.

First a few additions to make. If you just want to answer my questions they can be found below and the header for them is bolded.

1. The world will be made up of both small city states and nomadic tribes. The towns are ruled over by only the highest of sorcerer's and populated by lesser sorcerers learning their craft and several craftsman whose professions require sedentary lifestyle (copper-smiths and wheat farmers primarily) in addition to servants. The nomadic tribes will live in the plains between these city states and will be ruled over by lesser sorcerers.

2. The ruler of a tribe need not be of that tribe, if a tribe finds itself without a sorcerer to rule it it will be assigned one.

3. Clerics do not exist in this civilization, while religion and spirit worship exist there is no truly organized clergy to birth clerics. Similarly inquisitors and paladins do not exist.

4. The society is made up of almost entirely humans. Halflings are known to them and occaisionally enslaved but not active members in the society. Orcs are known and some half orcs exist in the more excentric clans but mostly the confrontations end in bloodshed, there is no common tongue between humans and orcs. Humans have met dwarves who taught them the secrets of copper-smithing and taught them the secrets or rune writing, which they had learned from the elves. Elves and humans have never made contact in this world. Although the elves have heard of humans through their mutual acquaintance of the dwarves. The human tongue is almost completely unknown to the elves, and only those who spend time with dwarves are likely to know any.

5. Druids and witches exist but are scorned by the society as demon worshippers and feared throughout the society. This coupled with the fact that the two sects do not engage in evangelism has stopped them from being a threat to the society.

My questions

1. Which would you say are the three most powerful of the sorcerer bloodlines, all else being equal. Of them who is the most powerful.

2. I am trying to make components an especially important part of this playthrough, as in my interpretation the material components are the source of the wizards actual magical energies and the thing that sets them apart. I'm considering changing the material components so that they are divided by which domain they align with and thus simplifying it to a manageable level. Do you think this will work? Are there any better ways to go about this.

3. As I expect player created spells to be fairly common in this universe what guidelines would you give me to avoid making them get overpowered.

4. I'm probably going to make this a sandbox campaign as opposed to any set in stone storyline, any advice for how to prepare for this?

5. Any other suggestions or ideas.

Thank you for your time.


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So I've been toying with the notion of making my own campaign from scratch for my next semester in the fall and kind of wanted to build off of the dynamic between sorcerers and wizards, while at the same time exploring a less advanced stage of society than I am used to.

So my reasoning for this goes as such. Wizardry is based on highly complex academic pursuits and would likely have been extremely hard to figure out when it was being pioneered, it would require your civilization to already have writing for instance. Sorcery on the other hand is intuitive and hereditary. So what my idea is is that the campaign will take in a society still in the midst of nomadic or maybe early villages, think perhaps Ancient Britain or maybe League of the Iroquois. However these loosely affiliated nomadic tribes would be ruled over by sorcerers and in fact were not allowed to have nonmagical leaders lest they be absorbed into another tribe. Unfortunately sorcery has been mostly confined to two or three large clans while the rest of the clans are almost entirely without sorcerers of their own to claim leadership.

However, roughly one century before the campaign begins literacy begins popping up amongst the tribes. The sorcerers begin to use it and eventually discover ways to create scrolls to better augment their power. This leads one tribe leader to hire a thief to steal some powerful scrolls from a rival tribe leader. The thief is able to obtain the scrolls but instead of taking them to his employer keeps them for himself. After studying the scrolls for a while he begins to understand the magic somewhat and eventually discovers a way to mimic the sorcery using some semi magical herbs he had found (first material component) He then steals many other scrolls from other sorcerers and begins learning the spells after constant trial and error. After many years he is eventually proficient enough to demonstrate his powers, using them to impersonate a sorcerer and claim a tribe of his own to govern. Decades later he dies, upon this occaision many of the tribesman find his notes on "false sorcery" and begin showing them to the others. Many of whom begin learning it themselves. The players will be among those in this tribe.

Unfortunately the new learners fail to keep the methods of their magic a secret from the other sorcerers. Fearing the oposition that this new form of magic may give them the attempt to kill the tribe in it's entirety.

That's the basic premise I'm toying with anyway.

Some things to consider

As there is no wizarding network the players must learn spells from stolen sorcery scrolls.

All players will have at least one level of wizardry, none may be sorcerers.

All weapons will be of bronze age quality.

Players must find their own material components.

There will be little if any magical equipment. I tend to view item enchanting as a very methodical pursuit and imagine it as something wizards would pioneer over sorcerers.

If you guys could give me feedback that'd be great. I don't have a plotline yet but I like the premise at least.


So I am currently creating another sheet to be used for my games, this one for the gm instead of the players. It's keeps track of the PC's stats in various ways, so that the gm can roll some skill checks for the player (such as, say a linguistics check, where the player shouldn't know how well there interpretation was.) It also has a few other things, such as the players health point, you know, for tension building opportunities. Below is a list of all the things the list keeps track of, what else do you think I should add?

HP.total
HP.now
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
AC
Touch
Flatfoot
CMB
CMD
Initiative
Ref
Will
Fort
Appraise
Bluff
Disguise
K.Arcana
K.Dungeon
K.Engineering
K.Geography
K.History
K.Local
K.Nature
K.Nobility
K.Planes
K.Religion
Linguistics
Perception
Sense Motive
Sleight of Hand
Stealth
a "notes" section to keep track of less universal things like panache or ki or smites-per-day.


I'm working with the concept of having a Hellknight5/Paladin5 npc come in to save the Pc's from a demon ambush in a few sessions down the road. I'm toying with the idea that this HellKnight will kill the major demon while his subordinates and the PC's would kill the smaller demons and cultists.

So, what I'm working with is the two smites he would have, and how it would work if he used both.

Smite Evil

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Smite Chaos

This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

So I understand that the deflection bonus wouldn't stack, but if I'm reading this correctly, wouldn't the guy do an addition 20 the first hit (5x2 for paladin level times three for first hit against evil outsider + 5x2 for hell knight level times two for chaotic outsider) and 15 thereafter ( 5 for paladin, 5x2 for hellknight vs chaotic outsider).

additional possibility

First strike is +25 to damage (5x2 for paladin against evil outsider, 5x3 hell knight+first strike+double effectiveness against evil outsider)

Am I doing this right?

Edit: Found a rule regarding stacking multipliers.


One of the pc's in my group is a bladebound magus, and a worshiper of Gorum. He is currently approaching the point at which he levels to level 3 and gains his black blade. The thing is that his character has been searching for his black blade for some time, its a bit of a personal quest. What I'd like to do is have an emissary of Gorum appear to challenge him to a one on one fight, and if he wins he will be granted the black blade (coincidentally the xp gained from the battle will also be enough to make him level 3)

The question I have is what creature do you guys think would be appropriate for this battle. The player will fight him one on one and will be level 2 at the time. I'd like the emissary to be supernatural in nature, not just some guy; I've considered a fighter 2-ghost but would prefer some outsider if possible. Additionally the monster would preferably be melee focuses as opposed to magic focus to go with the connection to Gorum.

Any suggestions are welcome


So I've been brainstorming lately about this spell. I'm not entirely sure how to implement it yet but I like the flavor of it being used by xenophobic villains or as a forbidden spell of great taboo.

Level:Cleric 7, Wizard/Sorcerer 8, Witch 8
Casting Time: 3 hours
Components: V S M(rare potion costing 200,000 gp)
Range: Touch
Target: 1 creature
Saving Throw: Will
Spell Resistance: yes
Description: Racial Cleese is cast using a lengthy ritual that involves the subject drinking the potion mentioned above. The spell can have four effects depending on the subject.

Half-Breeds (natural)
This category includes half-orcs and half-elves and other potential half breeds between two non-outsiders. Upon completion of the spell the subject is split into two people, one of each race they were a hybrid of. These two individuals both retain all of the originals memories skills and class levels. However they also have negative levels equal to halftheir class levels at creation rounding up. These negative levels may not be removed under any circumstances except those explained below.
1. If one of the two dies, the other's negative levels are removed. This will not happen if the dying one's soul is captured.
2. The two are fused together again. The refusing and it's effects are explained below.
3. Direct intervention of a god.
The two also have several unique properties. The two are extremely mentally connected and are able to sense each others emotions empathically at will. Each may be used as a focus to resurrect the other in place of a body. Doing so does reinstate the negative levels. The two resultants have very similar personalities to their original with some minor adjustments do to race, these adjustments are never enough to alter their alignments though.

Half-Breeds (outsider(also half-dragons))
This splits one individual into his outsider and mortal self. Both retain the memories of the original. The outsider half is made into an appropriate outside who's hit dice equals the original; it loses its class levels. The mortal half is identical to the original but without the half breed template. Neither receive negative levels. They do have the empathic bond as described above. The personalities may be changed by this, if the original alignment does not meet the outsiders preferred alignment then the outsider becomes the preferred alignment and the mortal's alignment shifts equally in the opposite direction.

Mixed-blood.
This refers to mortals who have outsider blood far back in their bloodline: aasimars, tieflings, sylph etc. Casting this spell on them causes their non mortal blood to be extracted, leaving them as their base race, normally human. The extracted essence takes the firm of a crystal. The new mortal may lose their bloodline powers if a sorceror that relies on their outsider blood.

Ancient Heritage
This includes most sorcerers and humans with the racial heritage feat. As above the mixed blood is extracted into a crystal. Sorcerers lose their bloodline abilities and the racial heritage feat is removed.

Refusion
Casting Time: 3 hours
Components: V S
Range: Touch
Target: see text
Saving Throw: Will
Spell Resistance: yes

This spell reverses the racial cleansing spell.

Half-breeds (non outsiders )
This requires both parties be willing. The creatures are refused. The composite character has the memories of both. For skills it takes the highest ranking for each skill. The new creature also has all of the class levels of the original and any new ones learned by his constituents. It also gains negative levels equal to half the class levels gained by those constituents rounded up.

Half-Breeds ( outsider )
The two must be willing. The mortal regains the half breed template.

Mixed or ancient blood
The effect is simply reversed.


I have recently come into an old book from v3.5 called the spell compendium and have fallen in love with some of the spells found inside. That being said, it has caused me to think more seriously on the prospect of secret magic.

Basically the way I see it is that some spells are widely known and taught while others simply aren't due to difficulty or luck. I also notice that in the fluff found in rpg's is that these spells just aren't brought up.

What I would like to accomplish would be to have these spells be in the game, but for the most part either extremely rare or secret.

Here are some of the ideas I've come up with, I would like your oppinions on them.

1. All spells in the CRB are considered well known, they may be learned through interaction with other spell casters or by being learned about during level advancement, unless another rule overwrites this.

2. Spells in the advanced players guide are considered uncommon. They may still be found in most well to do cities, though in smaller cities they are harder to find. Additionally buying the spells may require a higher price, or friendly relations with the other spell caster. They may be learned in level advancement normally.

3. Other books, ultimate magic/combat, advance race/class guides, are all considered rare spells. These spells can rarely if ever be outright bought. They are usually kept secret and acquiring them from someone who has it requires the pc to be extraordinarily friendly with the mage in question. Additionally, unlike the above, there is no guarantee that even a very large town has a resident who owns the spell. These spells are harder to learn by leveling than the others. Learning it requires the PC to first actively attempt to create the spell ahead of time, this will require the PC to spend time tinkering to create it. I personally would like it so spells such as these are gained through quest interaction or finding in ancient archives or the like as opposed to merely bought or learned with a level update.

4. Spells in the spell compendium or third party spells are considered lost spells. These are the same as rare spells, except that no living creature knows of them. They can never be bought and those that do know them will almost never willingly give them up.

5. To account for the fact that this may lead PCs on a road of searching for spells as opposed to more traditionally profitable ventures, the PCs will be able to leverage this new knowledge for profit in risky ventures. The PC may allow someone to copy the spell and may charge for extremely high prices for it, up to ten times the suggested price for that spell, however they have a 1% cumulative chance each time of letting the spell become too well known and going down a level in rarity. They will also generally receive considerable prestige in the magical community. The players do run the risk of attracting unwanted attention though, such as evil mages trying to steal their spell, or fearful government officials/warlords/nobleman who may want to prevent the spell from being used.

6. Spells that are level 7 or above are considered one level higher in rarity. If a spell is already lost it stays lost, there is no level above it.

7. Spells that are part of the "lesser standard greater" groups operated differently. Lesser spells are actually rarer than the standard one by one step, this is due to the magical community looking down on these lesser immitations of more orthodox spells and trying to curb their use. Greater spells are considered lost in that the PC's must make them themselves from the standard spells; however, they are considered to have the standards rarity when trying to leverage it for money or prestige. Nothing really that impressive with making a spell slightly more powerful.

One potential problem is that of clerics. They are considered as having known their entire spell list, as such I don't see how I can have a spell be uncommon or lost for them. Any suggestions?


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My PC's have recently began the Emerald Spire Superdungeon and have decided to begin an investigation into Drurn's tannery.

About

Drurn is a half orc fighter2/expert2 who runs a tannery immediately outside the hell knight ran Fort Inevitable. He owns a dozen slaves, but has gotten into trouble with the hell knights before due to his poor treatment of them. He has also in secret beat a slave to death, but is still trying to get rid of the body.

In other news the North wall of Fort Inevitable has been haunted by a ghost for the past few days.

Fort Inevitable has a resistance movement called the Seven Foxes, one of which is a half-elf rogue 4 named Tsaerle, another , Kallon Poldmar, who is the leader of the seven foxes runs the town stables

My Additions So Far

1. The ghost on the North wall was the slave beaten to death by Drurn, he is also half orc. His name was Bagamul.

2. The Players have met Kallon Poldmar on a few occasions and suspect he is anti-slavery, but don't know the specifics.

3. The players also believe that Tsaerle is also working will Kallon to oppose the slavery, but she won't confirm her alliance with him, although she has directly stated her intent to aid the players' investigations in the hopes it will remove Drurn.

4. Drurn buys only orc or half orc slaves bought from orc tribes, he does this as he is one of the only people in town who can speak orc, and as these slaves normally only speak orc, he can buy them cheaply.

6. Kallon has subtly hinted that a good way to infiltrate the tannery will be to pose as hellknights.

5. The order of the gate in the hell knights all wear Robes of Uniformity and the players have gotten one drunk and stolen his, (however there are witnesses to the fact that they got him drunk and were the last ones seen with him) and Tsaerle has one as well, but won't share it.

6. The hell knights use magical seals on weapons to be able to locate them if one is stolen, it also allows them to see which weapon killed someone in the event of a murder. All of the players weapons are marked, new weapons are not marked it custom ordered though. The players have also acquired an enchanted shield from the hellknight they stole the robe from.

7. The nobleman Deldar Serragon has in the past bought up several of Drurn's slaves, including Bagamul. He bought them knowing that they would do incredibly simple work, so he didn't need to speak with them as simple gesturing sufficed. However, after several weeks of the orcs speaking to each other he forbade any orc-speak in his workshop. As such those orcs were forced to learn some common.

8. At one point Serragon sold Bagamul back to Drurn because Bagamul was too weak to be of use in the ironworks. Drurn was horrified to learn that Bagamul now knew some common, and was afraid that he might incriminate him for his frequent beatings and lack of food for the slaves. This was Drurn's motivation to kill Bagamul. Drurn is very nervous about the other slaves still in Serragon's employ and is trying to buy them back.

The Players

All of them are level one

1. Orc Brawler

Heavily opposes slavery and is the one leading the charge. Fights with shields(smashing boards)

2. Elf Witch

3. Half Elf Bladebound Magus

4. Human Gunslinger

5. Halfling Paladin

My Ideas

So the players left off after getting the robe off the hell knight mage in the fields outside of fort inevitable. First Tsaerle will tell them that people saw them with the hell knight when leaving the tavern, but not since. She warns them that if the hell knight is not back in his bunk by dawn with his items the hell knights will be after them. If players succeed are able to make a diplomacy check to get Tsaerle to provide further aid she will tell them that Abernad Royst has several 'blank' cloak of uniformity and with the use of the one the players have he can 'attune' one of his blank ones to make a copy, this requires the players to make a diplomacy check as well, pay 200 gold for materials. After this Abernad will take measurement and schematics of the robe, which will take an hour. He then hands the robe back before beginning work on the copy, the copy will be ready in one week.
Alternatively the player may simply try to complete the quest before midnight. They may also attempt the quest without impersonating hell knights.

Getting the copy

After acquiring the copy the players are free to approach Drurn at any time, and if asked Tsaerle will come as well. The players will only have access to the one cloak, as only one copy can be made from a single cloak. If the players decide to have the other not wearing the cloak disguise themselves as hell knight armigers they must pass a dc 15 disguise check, otherwise Drurn will be able to recognize them, as he has met the players before. They may also attempt a stealth check and disable device check both with a dc 15 check to enter in the back door while drurn is distracted out front. Drurn will be especially polite to those disguised as hell knights but focus very heavily on them, these players will generally not be able to sneak around the house without Drurn noticing. Those disguised as armigers will be ignored and may sneak about with a 4 point bonus to stealth as Drurn is distracted.

Players attempt before dawn

This functions the same as doing it with a copy, players will simply not be able to scope out his tannery beforehand, they also will still have the Hell Knights shield.

Player sneak in without hell knight robes

This will require a dc 15 disable device check on either the front or back door. It will also require a dc 20 check to sneak in at night, and a dc 25 to sneak in during the day.

Inside the house

The tannery has three floors, The ground floor is the main workspace for the tannery, Drurn will try to keep the PC's here as long as possible, however he will allow them up to his office if the players insist. A door leads down to the basement but Drurn will make several excuses about why the players can't go down there. If the players keep prodding Drurn will demand to see a warrant. If the players don't have one he'll kick them out and report a complaint to the hell knight head quarters. This will alert the hell knights that there are imposters running about.

Second Floor

The second floor contains two rooms, Drurn's bedroom and his study. In Drurns room the players will find a large bed with a dresser and several small comforts. They may also find a whip and a spiked chain. They are both hung on hooks near the door. If detect magic is used the players not that both of them are registered.

In drurns office players will find a large desk and a wastebin. If the players are able to search the desk they'll find several letters. First they'll find several letters detailing Drurn's dealing with Serragon, from which they learn that several of Drurn's slaves still work for Serragon, but negotiation are closing up that allow drurn to buy them back. They also find receipts for Drurn's monthly purchases of feed for the slaves, a dc 10 heal check lets a player be certain that it isn't enough food for twelve adult orcs.

Basement

The basement has two rooms, a storage area and the slave pen. The storage area contains several large piles of cow hide, both tanned and not yet tanned. They will also find several barrel of tannin, one of which is marked "Bad do not open" in orcish, this is the barrel that Bagamul's corpse is stashed in.

The slave pen has the slaves chained down to four three leveled bunk beds. Some will be asleep, others will be awake. If the players enter the rooms with weapons drawn or come in in a large group, the slaves will begin shouting, alerting Drurn. The slaves are all locked into their beds, a dc 10 disable device check must be used to unlock them, but a trap is also inside the lock it must be removed as well or the slaves will all be doused with concentrated tannin, and will begin shouting. The trap can be spotted with a perception dc of 15, and be disabled with a disable device check of 15, a nat 1 sets off the trap. The key for the trap is found in Drurn's bedroom. The slaves may attempt to aid the players, they will tell them about the trap and where to find the key, they may also mention the affair between Drurn and Serragon. They only speak orc though.

Possible Outcomes

*Body found : The players may leave the body somewhere the hell knights will find it. They will find that Bagamul was murdered with Drurn's spiked chain. he will be executed the next day. His slaves and tannery will be put up for auction. The slaves will be bought up by Kallon and he will "sell them off at a profit elsewhere."

*Receipt found : If the receipt is found the players may give it to Tsaerle who'll use her connections to have the feed supplier to accuse Drurn of underfeeding his slaves, this will cause the hell knights to investigate his slaves, and find Bagamul's corpse. The rest will follow as above.

*Serragon's Ironworks : The players may go to the ironworks to meet Drurn's ex-slaves. The slaves are hesitant to incriminate Drurn as they worry that no-one will listen to them. They also worry that if Drurn finds out about them trying to accuse him he'll beat their friends in retaliation. If the players convince them that the hell knights will protect their friends from drurn, or tell them that Drurn killed Bagamul, they will decide to help. This will play out similarly to the above.

*Slaves Freed : If Drurn's slaves are freed directly Drurn will attempt to buy new ones, but the slaves working at Serragan's ironworks will decide to incriminate him as thier friends are safe. Drurn will be execute if Bagamul is found, if not imprisoned permanently. The hell knights will be on the look out for people freeing slaves.

*Drurn Killed : It is very likely that Drurn may be killed as the orc party member is very violent and may lash out. I've thought up several outcomes.

1. Killed by party with registered weapons: The party will soon be hunted down by the hell knights, if found they will be imprisoned and likely put to death.

2. Killed by Tsaerle: Tsaerle may kill Drurn, she has unregistered weapons. Investigations will occur, but the perpetrator will not be found from this alone. Tsaerle will find this very distasteful and will leave immediately and provide no further help.

3. Killed with unregistered weapons: Same as above, but Tsaerle will not leave, and will provide help if asked.

4. Killed with stolen shield: Same as above, the robbed hell knight will be executed for allowing his shield to be stolen. The hell knights will conclude he didn't kill drurn however and will be on the lookout for the players as they were the last ones seen with him. This will not necessarily lead to their arrests.

5. Killed with whip or spiked chain: This is the same as killed with unregistered weapons.

In the event of his death the players may free the slaves, in which case the freed slaves ending occurs, except that the hell knights will be extremely thorough in their search for the slave free-er. This will potentially lead to the demise of the seven foxes if the players don't intervene.

If the slaves aren't freed, Drurn's body will be found the next day. The slaves will be put on auction and bought by Kallon.

Rewards

200 XP

additional 300 XP if Drurn is not killed

Seven Foxes

If the players are able to complete the quest without killing Drurn or incriminating themselves, the party will be officially introduced to the seven foxes by Tsaerle. This will allow for further sidequests.


Robe of uniformity
60,000 gp
moderate transmutation* see description
A robe of uniformity appears as a very baggy robe large gloves boots and a metal mask, the cloak and mask can have any appearance the creator wishes, although the default is a red cloak and a mask depicting an androgynous human.

The effects of the cloak happen when the wearer has both the mask on and the robe's hood up. At this point the wearer immediately takes up the physical stature the creator intended. However if that involves a change in size category the character will appear that size but gain experience no change in ability scores. Similarly the user will have their weapons appear to be of the size appropriate for their visage, but they will do the damage based on their true size. Large or larger creature may not use a cloak of uniformity.

Default
Indeterminate gender
Indeterminate race
5 foot 8 inches
medium build.

The robe will also appear constrict to seeming skin tight upon the wearer, hiding all armor and anything the user is carrying on his person. The items are treated as being in an extradimensional space while the robe's power is in effect. The wearer may retrieve their items with the usual amount of time required, but will appear to produce the item from thin air.
In addition the wearer's voice changes to what the creator intended, default is an androgynous voice lacking any inflection or accent. The wearer also ceases to produce any scent, although the scent of things on the wearer are not negated.
People wearing robes from the same "set" are completely indistinguishable by the five mundane senses, and are treated as under a nondetection spell as well. Viewing a user with truesight will show the user's true physique and true voice, though the mask and robe will still cover him.
People wearing robes from the same set can distinguish between one another, although this does not allow them to see the other's true physique or recognize them outside of the robe.

Building cost
CL: 5
GP: 30,000
spells; alter self, vocal alteration, nondetection.

What do you guys think of my magic item. I'd like some balancing help if you don't mind.


I made a custom made character sheet in word, and would like some feedback on it.


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I was having this idea regarding the Druids' secret language and had this idea for a possible house rule going off of it.
It starts by giving all druids the constant extraordinary ability to speak with animals.
Following this the "druidic language" would be interpreted to be not actually a true language at all, but in fact the druids communicating in the natural humanoid calls(i.e. a dog's would be barking howling and whining. This would be the human equivalent used before language was developed,it would probably sound like some form of moaning)
This would also mean anyone who uses speak with animals would be able to understand it.
What do you guys think about my idea?


I was having this idea regarding the Druids' secret language and had this idea for a possible house rule going off of it.

It starts by giving all druids the constant extraordinary ability to speak with animals.

Following this the "druidic language" would be interpreted to be not actually a true language at all, but in fact the druids communicating in the natural humanoid calls(i.e. a dog's would be barking howling and whining. This would be the human equivalent used before language was developed,it would probably sound like some form of moaning)

This would also mean anyone who uses speak with animals would be able to understand it.

What do you guys think about my idea?


I have an idea for a new item in my game and would like some help balancing it.
Medical syringe
25 gp
These may be used to inject potions, poisons, or infused extracts; filling a syringe is a full round action.
To successfully inject the injector must make a DC 10 heal check and a DC 10 dexterity check. Failing either cancels the injection. Failing the dexterity check has a 30% chance to break the needle off inside the injectee, causing 1 point bleed damage for 3 rounds and increasing the chance of infection from a dirty needle to 90%. The injector can purposely break the needle after the injection if desired. Injecting into a willing target requires both the injector and injectee to stand, sit, or lay still; otherwise the dexterity check increases to DC 20. This provoke an attack of opportunity for both parties. Injecting into an unwilling target requires the targetto be grappled, flat footed, or otherwise lose there dexterity bonus. An injection is a full round action.
Once a needle is used it becomes a dirty needle and needs to be sanitized before used on anyone but the original injectee. If it isn't sanitized the second injectee has a 30% chance to be infected with any disease affecting the earlier users of the needle (roll for each disease, saves apply ad always. If the original users had no disease the new user may still be infected with ( I need help picking a few weak but still problematic and common diseases.) A needle can be sanitized with an alchemists lab taking 2 full rounds. Alternatively fire or strong alcohol may be used but this takes 3 full rounds and has a 20% chance to fail.
When someone is injected the person is affected by the infusion, potion, or poison as normal in most instances; however exceptionally talented healers can perform extremely accurate injections into specific veins and arteries creating stronger effects. When using a potion or infusion and scoring a 30 or higher on the heal check the potion or infusion is treated as if effected by the maximized metamagic feat as applies. When using a poison the DC increases by 1 for every 5 above 20 for the heal check.
I like what I've come up with but don't know if it's properly balanced and would like your opinions on balancing or any other suggestions.


I have an idea for a new item in my game and would like some help balancing it.

Medical syringe
25 gp
These may be used to inject potions, poisons, or infused extracts; filling a syringe is a full round action.
To successfully inject the injector must make a DC 10 heal check and a DC 10 dexterity check. Failing either cancels the injection. Failing the dexterity check has a 30% chance to break the needle off inside the injectee, causing 1 point bleed damage for 3 rounds and increasing the chance of infection from a dirty needle to 90%. The injector can purposely break the needle after the injection if desired. Injecting into a willing target requires both the injector and injectee to stand, sit, or lay still; otherwise the dexterity check increases to DC 20. This provoke an attack of opportunity for both parties. Injecting into an unwilling target requires the targetto be grappled, flat footed, or otherwise lose there dexterity bonus. An injection is a full round action.

Once a needle is used it becomes a dirty needle and needs to be sanitized before used on anyone but the original injectee. If it isn't sanitized the second injectee has a 30% chance to be infected with any disease affecting the earlier users of the needle (roll for each disease, saves apply ad always. If the original users had no disease the new user may still be infected with ( I need help picking a few weak but still problematic and common diseases.) A needle can be sanitized with an alchemists lab taking 2 full rounds. Alternatively fire or strong alcohol may be used but this takes 3 full rounds and has a 20% chance to fail.

When someone is injected the person is affected by the infusion, potion, or poison as normal in most instances; however exceptionally talented healers can perform extremely accurate injections into specific veins and arteries creating stronger effects. When using a potion or infusion and scoring a 30 or higher on the heal check the potion or infusion is treated as if effected by the empowered or maximized metamagic feats as applies but not both. When using a poison the DC increases by 1 for every 5 above 20 for the heal check.

I like what I've come up with but don't know if it's properly balanced and would like your opinions on balancing or any other suggestions.


First off I'd just like to inform everyone that this is in fact my first campaign and as such I lack any first hand experience.

On to my problem, my campaign has gotten to the point where my pc's are fighting against primarily a secluded cult of radical Luddite druids and the animals that they have magically charmed to attack the nearby towns. The main problem I have encountered is a lack of suitable wealth accumulation for the players. The druids abscond from any material possession (in fact they don't even where clothing, they use a magical lotion to cause grass and fungus to grow from their skin to allow for a substitute for clothing. Some of the higher ups use a magical mushroom with rock hard chitin as a form of armor) and as do not carry anything and attack solely through magic or natural attacks. The animals do not fair much better. What are some viable ways to ensure the players are properly wealthy at their levels as the campaign progresses. I have put a few of my ideas below but are not very satisfied that they are sustainable.

Some of my ideas
1. The players would be receiving extra payment for any pelts they obtain as a bounty against the rabid animals. I dislike this one as later one I will have to pay players upwards of thousands of gp per pelt, which feels unrealistic.
2. Players will be payed for the heads of any druid gained. This however makes the employers seem bloodthirsty which is a little out of place with my current campaign.
3. Players would merely be paid at the end of each mission for a job well done. This one seems boring however.
4. The players would find items from the druids' victims. This would be confusing as to how druids weak enough to fall to the players could defeat warriors who would have items more powerful than the pc's.

If you guys have any suggestions, they would be greatly appreciated.