Pahmet Monk

Debnor's page

Organized Play Member. 51 posts (1,415 including aliases). No reviews. 2 lists. 1 wishlist. 1 Organized Play character. 2 aliases.




The flavor text in the first sentence for the Robust Recovery feat (Core p. 266) implies that only you can be the patient affected, and that's how my GM is ruling the feat works. But I think the intent is that anytime I Treat Disease or Poison on anyone, that patient gets the benefit. I believe that if they'd meant it only applied to me, they'd say "you," not "the patient." (In addition, of course, if someone else does so on me, I still get the benefit.)

Can anyone help? Here's the wording:

Robust Recovery -- Feat 2
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.


It's clear that someone with a minion gets effectively 2 actions/turn, while the minion gets 2. If the familiar is independent, the "master" can get 3 actions/turn, while the familiar takes 1. Total in each case: 4. (I don't know about animal companions, but I believe it's the same.)

So what about Summoners & Eidolons? I think that you can do any of the following forms of action economy, but my players(!) think the pair can get only 2 or 3, potentially. (Act Together (AT), in short, is very poorly worded.) I'm sorry to write all this out, but it's gotten contentious.

Summoner: 1 (AT) + 1 + 1; Eidolon: 1 (AT)
Summoner: 1 (AT) + 2; Eidolon: 1 (AT)
Summoner: 2 (AT) + 1; Eidolon: 1 (AT)
Summoner: 3 (AT); Eidolon: 1 (AT)
Summoner: 1 (AT) + 1; Eidolon: 2 (AT)
Summoner: 1 (AT); Eidolon: 3 (AT)

I further believe that you cannot get something like this, since the action pool starts out with the summoner:
Summoner: 2 (AT); Eidolon: 1 (AT) + 1

You certainly cannot get this anyway possible:
Summoner: 2 (AT); Eidolon: 2 (????)

Is there something wrong or missing with my understanding?


The game I play in now is "taking a break" (yeah, right). The GM is starting up a new 1st-level campaign. And this is my first time actually building a character rather than just throwing something together for fun. So I’m nervous. And yeah, I asked about this when he first brought it up last March. I’ve reviewed what people recommended & the "Channeling the Cosmos" guide, and I'm building my PC for real now. Please review what I’ve got, and make cts.

NOTE: The GM severely restricts the material available to us. No material that’s in a splatbook or 3rd-party. Period. Material that’s actually on the PRD is a maybe. So if you make recs, please give me links to Paizo’s site, not the d20SRD. It will save us bandwidth on great ideas I can’t use.

Lore Oracle, Spirit Guide archetype, 1st Level
Ariel’s background is fairly solidified, and I want my build choices to make sense for RP as well as mechanics. I have a varied role in mind for her: tank, healer, and knowledge base.

Ariel's Background:
Ariel is the daughter of a noblewoman and a stealth-cleric of a NE homebrew deity, known as the Ill Wind, the Gatherer of Spirits, the Whisperer of Secrets. Unfortunately, her mother died in childbirth, and she was raised by a wet-nurse & nanny. Even more unfortunately, it wasn’t a natural childbirth death, no, her father used that time of great power to sacrifice her mother to his god and dedicate his new child to that god. He also asked for a boon of the death of the current mayor, and in fact was able to succeed him. So Ariel was raised as the off-spring of a noble family (through a mother who was deceased) and the town mayor. As she entered adulthood, she discovered the secret door to her father’s sanctum in the cellar. Horrified, she burned the house to the ground and fled town. Her father may well confront her later…

Unbeknownst to my father, her mother’s family has angelic blood running in it, although it hadn’t surfaced in a while. And Ariel was born a human-scion aasimar, as revealed by her solid violet eyes (no whites, but yes a pupil). So she will be conflicted between her angelic nature and the evil deity she was dedicated to and still gets her Lore Oracle magic from. The LG goddess of crops, home, fertility, and childbirth was of course outraged by the sacrifice, and also will be interested in guiding her life. Although the GM wants more of a fairy-tale atmosphere, he says, so it sounds like the gods will be more subtle than overt. I’ll have to see how this works out in play.

I do want to specify that the world abounds with spirits; I have to talk to the GM about this, but I think he’ll accept it as keeping with the world he’s putting together. Most spirits of course don’t bother ordinary folk – but they’ve noticed Ariel, and follow her, and she can notice them. As much as possible, I want to fluff special abilities as gifts from spirits. When she gets Lore Keeper and makes a high-DC Knowledge check, I want to fluff it as a spirit whispering the info into her ear, as an example. She’s starting with Side-Step Secret, and again, her incredible ability to dodge blows (given her lacrimose Dex) will be followed with a whispered “Thank-you!” to a spirit. (I hope. The RP potential is so high here! I just hope I’m up to it.) At third level, she’ll be able to bond with a spirit for the day, who will give her even more potent abilities. Of course, not all of the spirits who follow her are helpful; she has the Haunted curse!


For those of you who prefer standard form, here are the choices I’m making right now. The discussion of how I got to this will follow.

Ariel's Stat Block:
Aasimar Spirit Guide (Lore) Oracle 1
NG Medium outsider (native) & humanoid (human)

Init +0 or +2; Senses Darkvision 60 ft.; Perception +3 (only +1 vs. surprise)--the Init bonus depends crucially on a trait.

DEFENSE
AC 18, touch 14, flat-footed 14 (Armor +4, Cha +4) – OK for a 1st level tank, I hope.
AC w/ Shield of Faith 20, touch 16, flat-footed 16 (Armor +4, Cha +4, Deflection +2) – Now we’re looking at a tank, I trust.

HP 10 (1d8+2)

Saves Fort +2, Reflex +4 (based on Cha, but only +2 for traps), Will +5.
Special +2 racial bonus on saves vs. death effects, energy drain, negative energy, & necromancy spells or SLAs.

Defensive Abilities Negative energy resistance 5; no HP loss w/ negative level

OFFENSE
Speed 30 ft.

Melee Scimitar +3 (1d6+4/18–20 2H) or (+3 1H) – solid for a 3/4 BAB class, I hope.
Ranged +0 – she’s got to avoid ranged attacks, and she doesn't drop things well, so I didn’t equip her for one.

STATISTICS
Ability Scores Str 16, Dex 10, Con 15, Int 14, Wis 16, Cha 18.

BAB +0; CMB +3; CMD 13 – her CMB isn’t bad for a 3/4 BAB class, I hope; is her CMD right? I applied her Dex mod, not her Cha mod. This goes up by +2 with Shield of Faith active.

Feat Martial Weapon Proficiency (scimitar) – unless you all talk me into something else.

Skills Diplomacy +8, Heal +7, Knowledge (nobility) +6 & (religion) +6, Profession (noblewoman) +7, Sense Motive +8, Spellcraft +6. Untrained: Perception +3 (only +1 vs. surprise).
All trained skills are class skills. Sense Motive includes a +1 trait bonus. (She’ll also get a +2 trait bonus after she invests a rank in Linguistics, which will grant her 2 languages.) Ariel gets 6 skill ranks/level, +1 FCB for the first three levels. (Starting at 4th level, she’ll be taking the human FCB bonus of getting an extra spell known.) I know that a lot of people prefer +1 HP at first, but I looooove skill pts. And she has a LOT of Knowledges as class skills to drop at least one point in.

Languages Common, Draconic, Sylvan

SLA (CL 1st, concentration +?): 1/day – Daylight —Concentration depends crucially on traits.

SQ Haunted: Spirits follow you wherever you go: some help you, some cause strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises), and some do what they can to harm you in a mischievous way. Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

Revelation Side-Step Secret (su): The spirits around you help defend you in combat, prodding you to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity. [Lore oracle feature, refluffed]

Gear Masterwork chain shirt (250 gp/25 lbs); masterwork scimitar (315 gp/4 lbs); courtier’s outfit (20 gp/6 lbs); furs (12 gp/5 lbs); jewelry (currently a 100 gp amethyst pendant on a 100 gp gold necklace, and small 50 gp gold earrings); miscellania: belt pouch, blanket, grooming kit, weapon cord (2.8 gp/13.5 lbs); 2 sp in change after inn charges -- a light load of 76 lbs or less. I equipped her based on the Rich Parent trait.

Spells/Day 1st-level: 3 + 1 due to high Cha

Cantrips Known (4 + 2 from curse)
>> Detect Magic, Ghost Sound, Guidance, Spark, Stabilize, & Mage Hand

1st-Level Spells Known (2 + 1 Cure)
>> Cure Light Wounds, Deathwatch, & Shield of Faith


Now for how I got the stat block above.

Ability Scores
We roll stats, and I did incredibly well. I rolled a 16, 16, 15, 14, 14, 10 – equivalent to a 37-pt buy!!! (I admit, I think we use the same rules as Lady-J’s table does. This is still the best array I’ve rolled.) Aasimars get +2 Wis & Cha, and no penalties, so I distributed the results as follows…

Str 16, Dex 10, Con 15, Int 14, Wis 16 (14+2), Cha 18 (16+2). --Who needs Dex? Not a loracle! Her ability pt at 4th will go to Con, for a free Toughness.

Feat
Ariel gets only one at first. Given that I want her in melee and she only gets simple weapon proficiency, I’m going for…
Martial Weapon Proficiency (scimitar)
The 3rd level feat will be Extra Revelation, likely to get Lore Keeper, since Spirit Guides don’t get revelations for a long time after first level.

Traits

Racial Traits:
+2 Wisdom, +2 Charisma

Scion of Humanity outsider (native) & humanoid (human) [alternate racial; no Celestial language] —I definitely want the human FCB for oracle.

Darkvision 60 ft. [racial]

Deathless Spirit Negative energy resistance 5 (no HP loss w/ negative level), plus a +2 racial bonus on saving throws against death effects, energy drain, negative energy, & necromancy spells or SLAs. [alternate racial] —the normal trait gives acid, cold, & electricity resistance 5, and a guide recommends Exalted Resistance instead, for SR 5+level vs. evil; I’m open to opinions.

Truespeaker +2 on Linguistics & Sense Motive, and 2 languages/rank in Linguistics. [alternative racial] —this will save me a lot of skill ranks; I normally do buy languages.

SLA 1/day -- Daylight, CL is character level [racial] —I didn’t see an alternative that looked compelling, but I’m open to opinions.

Oracle Class Features:
No, they’re not traits, but you gotta know about them ahead of looking at the other traits.

Curse Haunted: Spirits follow you wherever you go: some help you, some cause strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises), and some do what they can to harm you in a mischievous way. Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add these spells to your list of spells known: Ghost Sound & Mage Hand; at 5th, Levitate & Minor Image; at 10th, Telekinesis; at 15th, Reverse Gravity. [Oracle class “feature”, refluffed slightly] —this is too much a “gimmee” for this character to go with any of the others in the APG.

Revelation Side-Step Secret (su): The spirits around you help defend you in combat, prodding you to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity. [Lore oracle feature, refluffed]—I want Lore Keeper, too, but it will wait. This is the one that lets me dump Dex.

Drawback & Character Traits
Spirit-Sighted You often pay such attention to the spirits around you that you are surprised by the material world. You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards. [drawback, refluffed; the original is Sentimental] I’ve refluffed this, so it looks incredibly apt. Although it is at odds with some other features & trait options.

The alternative would be Meticulous (-2 to untrained skills).

Rich Parents You were born into the minor nobility, and even though you have been forced to turn to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp. [social] — At the start of the game, Ariel really needs to look like the pampered daughter of minor nobility. (I'm assuming the courtier’s outfit would cost her only 20 gp net.) My big question is: have I missed anything? I mean, something she’d have actually possessed before fleeing her burning home. OK, she bought a common backpack on the road to hold her clothes while she’s in armor, but that was a clear necessity. She won’t be used to traveling out of town, much less adventuring, when she arrives in the city where the game is beginning! Note: Yes, the obvious hole is a ranged weapon. I’m afraid of the Haunted penalty (from her curse), and given her lacrimose Dex, she’ll stick to her scimitar & her spells.

Now I have to choose one from each of the following pairs of traits. Again, she wants to tank, heal & know things...

Armor Expert You have worn armor as long as you can remember, simply as part of your upbringing as a noble. Your childhood armor encumbered you as much as real armor, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. [combat, slightly refluffed] —I’d say it was necessary given that tanks wear armor, and she can’t use Cha for Dex-based skills; this would indeed take the penalty to 0 for her masterwork chain shirt, giving her a whopping skill bonus of +0, untrained. This trait is also great for RP. The thing is, she’s not supposed to be the graceful acrobat & slippery sneak of the group. So I’m less excited about this one than the next.
OR
Reactionary You were bullied often as a child because of your odd, violet eyes, but never quite developed an offensive response. Instead, you have learned to let helpful spirits warn you of an impending attack. You gain a +2 trait bonus on initiative checks. [combat, refluffed] —I’d say it was necessary given that she can’t use Cha for Init, but it flies in the face of the drawback I chose. Of course, I’ve fluffed it that some spirits are helpful and others not…

Focused Mind You read voraciously as a child, partly as a retreat from a home life that was subtly horrifying. You learned to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. [magic, refluffed] —This fits the RP, and has been called a good buy.
OR
Magical Lineage Angelic blood runs in your veins, and yet you were committed at birth to an evil deity. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. [magic, refluffed] —which spell? For a sorcerer/wizard, this trait has been called so essential I ban it from my game. But is it “essential” for a loracle bent on tanking, healing, and knowing things? [/spoiler]

Spells
SLA (CL 1st): 1/day – Daylight

Cantrips Known (4 + 2 from curse)
>> Detect Magic, Ghost Sound, Guidance, Spark, Stabilize, & Mage Hand

1st-Level Spells Known (2 + 1 Cure)
>> Cure Light Wounds, Deathwatch, & Shield of Faith
I’m especially curious if you all have recs on spell choices.

Sooo, whew! How’d I do in general? Which of the traits should I pick? Are there better spells? How would you improve the build?


1 person marked this as a favorite.

I'm introducing a new player race, dogfolk, to my campaign, and I'd like a good look-see. (PEACHing, maybe? I don't know what that means.) The party will be encountering members of this race very soon, so I will appreciate all the help I can get on making the race balanced, flavorful, and fun.

The idea is that there's a lot of variety in possible traits, to reflect how many different breeds of dogs there are. I'm hoping that the alternate racial traits see serious use, for instance.

I've got the write-up on DropBox, as the Dogfolk Word doc.


1 person marked this as a favorite.

I have a player who is itching to play Albert from The Count of Monte Cristo. The son of a true villain, who believed in his father and challenged the man his father had wronged to a duel. After his father's dastardy was revealed, this character dragged himself off to a temple of Sarenrae and became Her paladin. Luckily, we're not far from Nybor, the location of what I said was the only temple to Sarenrae in Varisia. He'll be coming in at 4th level.

Unfortunately, that's my sense of this huge story he's dying to tell. Well, I can also tell you that it closely involves who deserves a noble title, and who is a traitor. There's slavery, too. I'm confident that it's not a Varisian story. So I've been perusing the Inner Sea World Guide, and it sure looks like Galt and one of the River Kingdoms are where the player would want to set his backstory. But that's many, many leagues from Varisia!

I had first thought of Cheliax. The civil war & takeover by the House of Thrune seem like it should lend itself to at least part of the story. And it definitely has nobles and slavery. Unfortunately, Thrune has been in charge for 70 years (it's 4710)! So any shenanigans that the PC's father had gotten up to would have been within a diabolical order, not in response to turmoil.

I admit, it's a home game, so I can make changes if I want. Maybe I'm best off altering Molthune to be run by outcast noble houses from Cheliax. (That's what I thought it was, before I read up.) Or maybe there's a better alternative yet.

I'm hoping that someone who knows the novel can help me come up with good locales near Varisia for its key events & characters.


I've got a player in my game who has been playing a fairly anemic gnome druid. (He has the weather domain, and a Str 10 & Cha 12, as examples of choices that have proven underwhelming in play.) Part of it is that he's had some rotten dice rolls, a problem for any character class. Part is that we've got a hunter in the party who's been treading on his toes a lot. He's been waiting for his spells to get more powerful at 5th level. (They've just hit 4th.) And maybe that's the answer.

I've told him I'd let him rearrange his stats, pick a different domain, whatever. We talked about it again tonight. He's now saying that he'd rather just retire the character and bring in a new one. Which also is fine. Except...

What he wants to do, strongly, is to play a paladin! A paladin of Sarenrae, if it matters.

When we started, I told the group I wasn't comfortable GMing a paladin PC. I DO NOT want to be posting the next "Should the Paladin Fall?" thread!

But now I'm considering it... This is a very good friend, and it's what he wants to play... And the party's fighters, a magus and a hunter/tiger combo, tend to be glass cannons...

Reasons for angst:
I tend to play CG characters myself, which may be part of it. As I've played characters, I haven't understood the concept of restricting myself from doing good because of pesky rules or laws. Okay, once I tried playing a chained monk, and retired her out of boredom.

Furthermore, playing a CG PC led to a fair amount of interpersonal conflict with the player of an LG character in one game years ago. I'm now telling myself that a paladin player doesn't have to be a prig. No, really not.

I remember playing with a paladin in a group, also years ago. We once had to convince the character to go somewhere else and ignore us for a while. (I've forgotten what we were planning, mind you, but I remember the pally.) We were acting for the good, but whatever it was was clearly unlawful, and he felt he'd have to prevent us if he knew. I hate that kind of gaming a code. And that kind of external decision-making imposed on the player of the paladin. (He felt it was a good thing for us to do, but he couldn't help because then he'd lose class features.) What would I do if I had been his GM, I'm now asking myself.


I suppose I'm writing to gain reassurance to let this player go ahead...


I started a thread and got very little commentary, so I'm starting over. I did use the chance to think through what I wanted and what I thought it would cost, so at least I now have a concrete (err, gold) proposal to offer up. Does anyone please have suggestions as to the write-up? The party is getting the details on these tomorrow night!
...

Rings of Juxtaposition
Price 1,200; Aura moderate abjuration; CL 9th; Weight

These gold rings are typically forged in sets of two to six rings, as indicated by engravings unique to each set. Spells of up to 4th level with a range of Touch may be cast upon a target at Close range, provided that the caster has line of effect to the target and both are wearing Rings of Juxtaposition from the same set. This does not affect the time that it takes to cast the spell or touch the target. Your Ring of Juxtaposition will not function until you have worn it for at least 24 hours, and will not affect spells cast from spell-trigger items.

CONSTRUCTION REQUIREMENTS
Cost 600 gp
Forge Ring, Reach Spell


I just gifted my PCs in my Jade Regent game with a set of 6 Rings of Juxtaposition that would allow anyone wearing any ring in the set to cast a Touch spell on anyone else currently wearing another. My NPC gave them out at the end of the session. Now I get to think about the nitty-gritty. (Ouch! They finished up faster than I was ready for!)

I obviously am thinking of a different form of the

Ultimate Equipment under Rods wrote:

Reach Metamagic Rod Lesser reach metamagic rod 3,000 gp; Reach metamagic rod 11,000 gp; Greater reach metamagic rod 24,500 gp

The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Details I need to think about in setting limits on the gift & determining its value:

(A) The rod only applying to spells of a certain level vs. likely the same for the rings.
-- But what should the maximum spell level for the rings be?

(B) The rod granting 3 uses per day vs. most rings granting unlimited uses.
-- Do I need to impose a use limit on my Rings of Juxtaposition?
-- If so, is it for each caster, each target, or the set as a whole?

(C) The rod allowing any one-step increase vs. the rings granting step(s) up from Touch only.
-- Do the caster & target rings have to be in close range of each other (a one-step increase)?
-- How much more would it cost to permit medium range?
-- Is "close" or "medium" range defined for the caster or for the 7th-level ring-forger? (Is it set at 40 or 170 ft?)

(D) The rod affecting any type of spell vs. the rings affecting only (we hope) harmless spells. (See E.)
-- Do I need an attunement period to reduce shenanigans?
-- Would 1 hour do it?

(E) The rod affecting any target vs. the caster's ring affecting only up to 5 other ring-wearing targets.
-- Can a spell allowing multiple touches be delivered to one target via actual touch and another via ring?
-- Will delivering two charges of the spell to two different, ring-wearing targets take two actions?

(F) The rod occupying a hand vs. the rings occupying a ring slot.

(G) The rod not applying to spells cast from a wand or staff vs. I'd assume the same for the rings.
-- Or would the rings work differently?

(H) Whatever I'm overlooking.


I have a friend who talked about homebrewing a Pathfinderization of the Lankhmar setting from AD&D. I blanched, thinking of the work involved. And then it occurred to me that someone here might have done at least a basic job for her! Obviously, this would not be for publication in this or any lifetime.

Does anyone know of anything?


This is embarrassing, but I have a (still WIP) 5-page Word doc describing a new race. I want to post the doc and link it, rather than trying to post it internally on Homebrew.

OTOH, I'm suspicious of google security. (Facebook, too.) So I don't have an account. I can't spend a lot on this, either. Does anyone have any recommendations?


I'm doing a homebrew multiple-breed dogfolk race, and the question has come up of how essential Low-Light Vision would be for them. For current-day Golarion, I'm thinking "not" for most breeds. They live with and work with diurnal humans, so they need other canine strengths more.

Buuuut, I'm also thinking that the Azlanti would have created & enslaved the ur-breed, and Thassilonians would have brought them to Avistan. Unless someone has a more recent suggestion for their origin, they would have been freed by Earthfall, hard-scrabbling their way through the thousand-year Age of Darkness. That would have shaped a race this malleable. A lot.

So I started wondering just how dark the Age of Darkness actually was. I did find this:

James Jacobs wrote:
And as for the "Thousand years of darkness" caused by Earthfall, there's a bit of metaphor going on there. The "darkness" itself lasted for a relatively short time; probably only a few years, in fact, but the ice age/mayhem caused by that certainly caused a darkness of civilization and hope. THAT'S the darkness part that lasted for 1000 years.

So what are we talking about? After the few years of darkness, I mean. Definitely ice-age climate & weather. But for light vs. darkness...

-- Day/night cycles very much like what Golarion has now?
-- Or days that are dim because of ash still in the air, and total darkness at night due to occluded stars/moon? (In that case, low-light would be of greater use in the day than at night!)
-- Or shorter days & longer nights than we have now? (Somehow. It would reward low-light tremendously.)

I don't need a whole sourcebook, but I hope you have a paragraph. Please.


What I'm considering is saying that...
Any creature with natural weapons counts as having Improved Unarmed Strike, strictly for purposes of meeting feat prerequisites.

This is intended to benefit monsters. But it would certainly also apply to the tiger my hunter has as an animal companion, and would apply to the druid when wild-shaped. (I doubt that he'd find it worth taking feats with IUS as a prereq, since they'd only work while wild-shaped, but I could be wrong.) Of course, I might end up with a PC who has natural weapons all of the time.

Still, it's just for prereqs.

It doesn't sound all that game-shattering to me, but... I could be deaf. Does anyone hear splintering noises?


I decided NOT to hijack another thread over on rules, so here I am. But I'm responding to a thread over on Rules.

Full quote:
Stephen Ede wrote:
bitter lily wrote:
Stephen Ede wrote:

The Monster ability "Grab" IS generally useless unless you have several Grapple Feats/abilities to go with it.

But yes, the ruling that you are threatening for flanking the creature that grapples you makes Grab go from generally useless (slow suicide) to a complete death sentence (fast suicide).

Newbie GM question:

What feats or abilities would you recommend?

(I'm now running a lot of monsters with Grab, and it LOOKS spiffy... I suppose that's in a party without precision damage, though.)

Keeping in mind that I consider the Grab ability counts as Improved Grapple for anything that requires Improved Grapple as a prereq then at least some of the following feats are needed.

Greater Grapple
Grabbing Style
Grabbing Master
Rapid Grappler

There are several others but have to go.
Will do another mail later with the full list.
There about 4 other feats.
Basically it's about using Swift/Immediate, Move and Standard actions + constriction to do damage. And if possible remove the penalties for been in Grapple/Pin. Also to retain the ability to get AOOs
A couple of Class levels in Monk or Brawler is one way of handling it because those 2 Classes have the bonus Class abilities needed to make Grapple work.

Otherwise the Monster Grapples.
The Grappled target makes a full attack.
The rest of his party makes a full attack against the monster's reduced AC and then the Monster gets to make a single attack vs the grappled creature...assuming it's still alive.
And off course the Monster gets no AOOs because it has the grappled condition.

Thanks, Stephen! But I'm confused by some of your recs for monsters with grab.

Greater Grapple -- assuming that Grab = Improved Grapple.
I'm actually thinking that Grab = Improved & Greater Grapple, since Grab gives you the +4 bonus outright that the two feats provide, and what's actually a better ability to automatically damage the grapplee while also doing things like pinning them or moving with them. Or do I have something wrong here?

Rapid Grappler similarly confuses me. A swift action to make a grapple check on who? Is this how you'd grapple two foes? Obviously, a monster who grapples with its Bite isn't going to be able to take this feat! But one that grapples with two tentacles wants to be able to grapple with each one, each turn.

Grabbing Style sadly requires one of those class features from one or two levels in monk or brawler. Again, does the -4 penalty from using only one empty hand actually apply to a monster? Now, not losing your Dex bonus to AC while pinning a target could be important to some critters. What about monsters who do take the CMB penalty to not gain the grappled condition while grappling a foe? Do they also not lose their Dex bonus to AC while pinning a target?

The other feats in the Grabbing Style chain are so expensive that I think I'll bow out of seriously considering them. At least for the time being, until I get a much more advanced party to throw monsters at!

Maybe... Maybe you are just interpreting Grab more restrictively than I do. Maybe I'm naively interpreting it less restrictively than RAW. But when I look at a Giant Octopus, I see a critter that without any further feats should be able to make a full attack action of a bite at +13 (1d8+5 plus poison), and each of 8 tentacles at +11 (1d4+2 plus grab), meaning that each tentacle can slam into a separate target and grab them -- or maintain a grapple on them -- each turn. I guess the prob here is that maintaining a grapple is a standard action, not a full attack action. In which case, the giant octopus has to take a hefty -20 CMB on those grapples to get the full attack option, resulting in a -1 CMB applied to the dice. < Wince >

And if it needs two tentacles free to pull off each grab without a -4 penalty... But no, I just don't see that!

But it still looks like what I want is a simple monster feat to buy up the critter's CMB for grapples.

Help in sorting this out from the community would be appreciated -- along with further commentary from you, Stephen.


1 person marked this as a favorite.

I'm trying to come up with a monster that doesn't exist in the Bestiary index. At lowish levels. I've got a draft, but something needs fixing...

Drawn Curtain:
Ferny Bloodsucker -- CR 6
This appears to be an odd garden of moss, ferns, and spongy growths.

XP 2,400
N Gargantuan plant
Init –2; Senses low-light vision; Perception +9

< Defense >
AC 13, touch 4, flat-footed 13 (–2 Dex, +9 natural, –4 size)
HP 59 (7d8+28); fast healing 5
Fort +9, Ref +3, Will +5
CMD 29 (can't be tripped)
DR 5/magic; Immunities amorphous, plant traits

< Offense >
Speed 5 ft
Melee 4 tentacles +17 (1d8+12 B)
CMB +21 (+4 on grapples; 2 tentacles necessary)
Space 20 ft (5 ft tall); Reach 10 ft
Special Attacks blood drain (1d2 Con) + distraction (DC 17)

< Statistics >
Str 34, Dex 6, Con 18, Int 3, Wis 8, Cha 3
Base Atk +5; CMB +21; CMD 29
Feats Improved Grapple [and 3 more]
Skills Perception +9
Languages [any one] (cannot speak)

< Special Abilities >

  • Amorphous (Ex) Immune to critical hits, flanking, or additional damage from precision-based attacks.
  • Blood Drain (Ex) Drains blood at the end of its turn if it grapples a foe -- inflicting 1d2 Con damage and causing targets that fail a DC 17 Fortitude check to be nauseated for 1 round (Distraction).
  • Plant traits (Ex) Immune to mind-affecting effects, paralysis, poison, polymorph, sleep effects, & stunning.

< Explanation & Questions >
What I want is a monster that can easily be avoided or run away from -- unless you happen to need to get to the other side of its room, when it should become a nasty hazard.

The AC is really low, but then it's got other defenses. Hopefully it balances out correctly?? The Con is lower than base for the size, too, which leads to lower HP, in deference to the fast healing 5.

I want the high CMB & CMD, but the melee attack bonus & damage (even after arbitrarily reducing the size of the tentacles one step) are way too high. (And given that there are no other melee/ranged attacks, tentacles do apparently count as primary.) What to do?

At least without a grab ability the ferny bloodsucker has to pick between slamming and draining for each pair of tentacles. Yes, I want my monster to be able to grapple two foes, but is blood-draining and nauseating them both too OP?

I'm picturing medium-size characters or smaller as moving among the foliage of this creature, just as they would hack their way through foliage in general. What do I need to allow this?

Thanks for your help!


I have questions on a spell I really, truly want to give a foe that my party will encounter:

Spell Description:
Core under Ghoul Touch wrote:

Ghoul Touch

School necromancy; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (cloth from a ghoul or earth from a ghoul's lair)
Range touch
Target living humanoid touched
Duration 1d6+2 rounds
Saving Throw Fortitude negates; Spell Resistance yes

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.

(Question 1) What does Fortitude negate here?

(1a) Maybe the target gets a Fort save to not be paralyzed, besides getting their touch AC against the attack roll. Naturally, everyone in a 10-foot radius also gets their Fort save to not be sickened.

(1b) Or maybe the target is directly paralyzed upon the touch succeeding -- and the Fort save only negates everyone else's sickening. After all, normally targets of a successful melee touch attack don't also get the chance to save against the effect.

(Question 2) How long does the stench last?

(2a) According to the Core rules on Magic, a spread normally is a burst effect that goes around corners -- meaning, it is instantaneous. If they'd wanted to give the stench a duration, they properly should have called it an emanation. So technically, I should say that the stench floods the area and then clears, instantly.

(2b) However, in this case, the cause of the sickening stench has a duration: the target of the spell goes on being paralyzed for 1d6+2 rounds. And Entangle is an example of a spell that clearly has a lasting "spread." So I'm thinking that this spread actually has the same duration as the paralysis. Presumably, leaving the AoE effectively ends a character's sickened condition.

(Question 3) How do I adjudicate the stench?

(3a) I could say that you get one chance to save, and either you're sickened for the duration of the paralysis, or the sickening is negated. Obviously, that includes everyone but the caster who is in the spread on the round when the target is first paralyzed. It would presumably also include creatures who enter it on later rounds, if the stench lasts. So anyone who encounters the stench makes one Fort save, save-or-suck. But while this is normally how spell effects are adjudicated, the spell description doesn't actually specify that characters are immune if they save.

(Bonus question, given this adjudication) If the caster casts the spell again, on a different target nearby (as she is highly likely to do), does everyone have to make new Fort saves?

(3b) The stench is specifically called out as a poison effect. Admittedly, the rules on inhaled poisons in Ultimate Equipment only make sense if the spread lasts for the spell's duration. I just think it's reasonable to say that you make a Fort save at the beginning of every round that you're in the spread. And every time you fail a save, the DC for the next one goes up by +2. (Although the duration is still that of the paralysis.) OTOH, if you succeed in your save, the sickening is negated for that round and the DC resets for the next one. With this ruling, you go on with making saves every round for the entire duration of the poison.

{<groan!> (Added question 4) How do I define the "10-foot-radius spread?" (See the AoE diagrams here; I'm looking at a big difference -- and more if the target is enlarged!

(4a) I use the 10-foot radius diagram in gray (toward the top of the page); it spreads out from any one corner of the paralyzed target's square (my choice).

(4b) I use the diagram for a 10-foot effect "centered on you" -- except that in this case, it's centered on the target, not caster. (d20 gives it as the "Reach" diagram toward the bottom of the page, in this case for a 10-foot reach.) Honestly, this is what makes the most sense to me.}

Normally, when I look at a spell or item this problematic, I just skip right over it. But Ghoul Touch is soooo nasty, and so well suited not just to this foe but likely others in the future! So I'd really appreciate some help on handling the spell.


1 person marked this as a favorite.

I've put together the concept of a unique item to be offered the PCs as loot, based largely on inspiration from folks in the Jade Regent thread. My version, however, calls for chapters of magnificently bombastic arcane or philosophical meanderings, each followed by utterly absurd metaphysical exercises. (Except that the final chapter consists only of blank pages.) The players will get the following explanation:

GM wrote:
Despite the absurdity of the prose, you each do feel drawn to read a different, specific chapter -- other than the final one on Universal. Please choose a unique chapter now. Let me know if you do study your chapter; it will take 24 hours in increments of 4 to 8 hours a day to master the material. And if you ever choose to read a second chapter, by all means let me know!

Top Secret Key to the Book, for non-players only:
PCs who study a chapter will gain a bonus feat of their choice, from within a specific category related in concept to the school of magic that the chapter theoretically concerns. In other words, each chapter's category of feats should benefit a PC of any class. (Even if some would be of greater benefit to a given character than others.) The feat chosen may not have another feat as a prerequisite and the character must meet all prerequisites by their next level-up at latest.

Fine Print: The GM rules on whether a particular feat fits a chapter’s category and may rule out some feats arbitrarily, specifically including metamagic feats that boost the spell level by more than 1. PCs who try to study an unread chapter after even starting on a different one must make a Will DC 30 save or find themselves permanently drained of one level--while not benefiting from a second bonus feat. (Restoration will restore the level, as usual.)

Feat categories:
Abjuration ------ Defense
Conjuration ----- Skill Focus for 1 physical skill (any Dex or Str)
Divination ------- Skill Focus for 1 knowledge skill (any Int)
Enchantment --- Skill Focus for 1 interaction skill (any Cha or Wis)
Evocation ------- Class ability
Illusion ---------- Dice roll bonus or reroll (no saves or skill bonuses)
Necromancy ----- Damage (melee, ranged, or spell)
Transmutation -- Statistics (a save, movement, etc)
Universal -------- N/A (This will eventually offer an advanced bonus feat in the same category as the first.)

I'd appreciate, first of all, SPOILERED comments on the feat categories I've got. (The players shouldn't know what the chapters will teach until the PCs have all chosen a chapter.)

Secondly, I don't know what the book will radiate: Strong Universal???

I also would like some help on meeting the high (or low, depending on your point of view!) standard of "magnificently bombastic arcane or philosophical meanderings." Fortunately, I'm only writing two snippets from the Prologue, and the diverse chapter titles. I believe I could put these in the clear, but I'm spoilering them anyway, just to save on screen space. I'm really wordy, but this is bombastic, remember? :)

Wordsmith forge:
The prologue reads, in part, “The deepest mysteries of magic are subjacent to the elven soul at its basest roots -- indeed, not just the elven soul, but the sentient soul. One need not cast magic in its conspicuous form -- its many forms, that is, each a distinct fragment divorced from the solitary all -- to be able to work it upon the world. For the proof of that, one need only watch an innocent child at play, creating a unique world never to be glimpsed again, yet discovered in the depths of a simple toy; or else listen to a couple quarreling bitterly, lacerating both of their worlds with pain and shame, even as they seek greater weapons in the merest mist of words with which to ravage the other; or in fact witness this very philosopher as he humbly pens this brief and inadequate treatise.…” [A margin note reads, ‘This copy has been penned by a far humbler translator, who merely transmits the magic of the lost ages, and is responsible for none of it.’ Despite both claims, of course, the copy detects as quite magical.]

“… Nonetheless, to expose what is subjacent to the soul is to bend it ever so slightly, to twist it toward a greater light, certainly, but still, to create in that soul a specific helix that abounds with power. Returning to gain more power is ever so attractive, undoubtedly, but nonetheless a danger that the humble author, who has pondered these mysteries so deeply, who has delved into them with abandon, who has stripped his soul bare in order to explore the veriest roots of being in the solitary all, must warn the gentle reader against. He must beg the reader, above all, no matter how his prose moves the reader to explore the full volume of his research, not to read more than the tiniest whole contained within that volume, being a single chapter. Indeed, the humble philosopher who will act as the reader’s guide in exploring what is subjacent to his soul has provided a full treatise only in the hopes that his poor research will draw the attention of many readers, each of whom will undoubtedly be directed by his inner being to the mystery most pertinent to that reader’s deepest need, his greatest drive, the thirstiest sink in the basest roots of his being. It must be said, in short, that reading more than a single chapter of this book -- most fortunately, not including this very prologue that falls upon the reader’s eye at the moment of reading this warning -- is to be considered a danger to one’s sanity. Even so, the author of this work must beg the reader to persist in plunging into the solitary all for the space of that one chapter that will offer that reader the best glimpse of true magic, if only to contrast it with the shabby trappings of it found all too often in this world.”

Proposed chapter titles:

  • On stepping subjacent, not aside: Abjuration
  • On finding the plenitude in the solitary all: Conjuration
  • On envisioning what is ere it becomes: Divination
  • On how the solitary all is subjacent to all: Enchantment
  • On when the meaning of ‘is’ is too fleeting for being: Evocation
  • On when what is is what is not: Illusion
  • On detaching another from the solitary all: Necromancy
  • On seeing your subjacent face in the glass: Transmutation
  • On finding all in the solitary, and the solitary in all: Universal (blank)

I especially would like help on the chapter titles.


Thanks so much for making this item even more memorable!


1 person marked this as a favorite.

OK, maybe it's not an artifact. But the magic item I need is mucho powerful, and I'm not going to worry about its cost. These 6th-level PCs won't be stupid enough to contest with an admittedly minor goddess -- but still, a goddess -- over its possession. However, I do need to stat the thing out, because the PCs will undoubtedly find it -- and PCs do the darnedest things!

Authorized Personnel Only:
The typical purpose for my magic item is terribly drab: it's a privy. As such, it's got a shaft that extends from a fairly simple seat down below the floor. The way I'm conceptualizing it now, when you look into it, you see only an empty "plate" formed of green energy, about 11 feet down. This is a permanent, horizontal-only emanation of Disintegration! However, the shaft keeps going past it, and ends in a more normal bottom some feet below -- resting on bedrock, which is 20 feet below the floor of the house. (In essence, I'm thinking of this object as a 22-foot-high canister standing vertically, with a hole in the top for a seat, and an energy plate of Disintegration bisecting it.) If it makes more sense for the Disintegration effect to be closer to the seat, I can work with that, but the height of the canister is pretty much set. I do recognize that as it stands, someone gets to flush the sides of the thing out with a Create Water spell or something every so often, or they will get smelly. And I want those sides to be very, very sturdy. (The house with the indoor privy is resting on 20 feet of snow, but there's creatures around that can burrow in snow.)

Now, I keep throwing the word "Disintegration" around, but I know it's not really the same effect. The spell has to go up against a specified target, while I'm conceptualizing this plate as destroying anything that touches it. The spell is a ray; even if you could make it permanent, it would still be a ray. Obviously, I want a 2D, circular plate; no matter how many rays you stacked side by side, liquids would still slip through the cracks to get stinky. (I'd say plane, but that implies infinite dimensions to me.)

Maybe there's a better word for the effect I want?

As it stands, this is probably best described as a magical trap, never mind what conniptions it took to create it. Let's say that spotting that the "bottom" looks like energy takes a DC 15 Perception check, while interpreting what you see as a Disintegration effect takes a DC 20 Spellcraft check. That is trivially confirmed, though, with any bit of rubbish thrown in. Avoiding it is trivial, too -- just don't climb in! But the DC for dispelling the effect is "Mythic." And I'm pretty much done -- except for describing disabling it.

Now I could say, "you can't." Except that the space below the Disintegration plate makes for a hauntingly powerful cache for a buried treasure! And the party is in fact searching for a mystic artifact that the (non-Mythic) creature currently using the magical privy has stolen and wants to secrete away...

So what? Do I just put in a boring On/Off switch, and set a DC to spot it? Can permanent spells be given an On/Off switch? (I'm betting not.) Or instead do you have to tunnel through 20 feet of snow to find a door into the bottom area? Or what?


Anyone who is NOT playing in my game is authorized, of course. :) I'll very much appreciate it if I can get a collaborator or three on this!


Being a novice GM, I just threw at my APL-4 party what may be the nastiest critter they have faced yet: a CR 2 swarm of rats. Now, it's not as bad as a swarm of spiders, granted. But it's nowhere near a "just to soften them up" encounter, especially since they're making Fort saves to avoid being sickened. (They did a great job on that one; the precautions they took mean that they will succeed on anything but a nat-1. Unfortunately, there have been two nat-1's in just the first round of combat!) Well, we ended for the night after the first round of combat, leaving me with a swarm of questions. {And reviewing the Rules back-history didn't help all that much, sadly.}

Let's start with the link to the Bestiary notes on the Swarm subtype; "Swarm" is near the bottom of the page.

Bestiary under Creature Types wrote:

A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up ....

A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

~~~~

1: Weapon Damage Is any damage inflicted by a Frost Longsword halved? (That is, both the slashing part and the 1d6 cold part?) I admit, my party doesn't have one of those yet, but the answer has implications. And I'm bound to throw more swarms their way... so I'd really like to know if a weapon enchanted to add energy damage does any damage at all to a spider swarm, for instance.

The world seems to be a simpler place if "weapon damage" explicitly refers to bludgeoning, piercing, or slashing damage (and not energy damage). Then a Frost Longsword would indeed do only half of its total slashing damage but all of the 1d6 cold vs. a rat swarm, and 1d6 cold (only) vs. a spider swarm.

~~~~

2: AC The Rat Swarm listed in the Bestiary has an AC of "AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)." I'm incredulous! Shouldn't that be
... AC 10, touch 10, flat-footed 8 (+2 Dex, -2 size)?

Examples:
As it is, if my PC is throwing a splash weapon flask at a Large swarm, it can easily dodge! (Look, they're low level. This is a frikkin' CR 2 monster!) I just don't see how an entire army of rats, maddened enough to swarm, would effectively dodge a flung flask. Most of the specific rats would dodge the actual flask, sure. (One little rat might be done to death by the bottle the alchemist's fire is delivered in. Poor Short-tooth, we knew you well. No actual HP damage to the swarm, however.) But then the fire explodes, and envelops all of Short-tooth's short-sighted friends, who thought they were safe split-seconds earlier by simply moving one short inch to dodge the flask. That is, the swarm wouldn't dodge a thing.

With the AC that looks right to me, it's still tougher than hitting a tile on the floor, which has no Dex, and therefore an AC of 5. But if a PC tries to hit a tile on the floor, they have to go for a grid intersection. Oh, I know! They can go for the one in the middle of the swarm! No, the swarm still only takes 1 HP damage? Really? Times 50% more for... 1 total lousy point?

When we ended tonight, the party druid was up on a table, waving around a lit torch, smacking the rats coming at him. He's a gnome, so he's doing only 1d2 B +1 fire. But... it's an improvised weapon & he has a low STR, giving him at best a -2 to hit an AC of 14. Is it really that easy to miss the dozens of rats that are on the table with him? Again, I'd think -2 vs. AC 10 would reflect his dire straits quite well enough!

~~~~

3: AoE I touched on splash weapon attacks in my examples re: AC above. Let me summarize my current understanding, to be sure I have it right. If someone targets a swarm as a creature with a splash attack, and hits, it takes 150% of (typically) 1d6 damage. The attacker gets to specify which square of the creature they're aiming for, and anyone other than the swarm who is adjacent to that square takes 1 pt of splash damage. Since the swarm was the primary target, it takes no secondary damage. Similarly, if the attacker targets a grid intersection, the swarm can take no more than 1 pt of splash damage.

In terms of an AoE spell like Burning Hands, I suspect that the swarm again counts as only one target, no matter how many of its squares are affected, albeit for 150% of the damage rolled. However, I'm not so sure of myself here. Is this right?

~~~~

4: Dispersal What the bleep happens after they finally disperse these horrors? Apparently, hundreds of rats go streaming into the wall & floor cracks out from which they came. Can the swarm re-form later? Should it, given some time? Or is "break up" a different way of saying that the party has put an end to the threat for good?

~~~~

This is it for tonight, at least! Goodnight, and thank you for your help.


My husband Debnor & I are starting in a brand-new campaign, 1st-level, limited to basic PRD books only. To give you an idea of the restrictions, when I asked about race, the GM said, "Nothing funny." "So only Core races?" I asked. "Well, I wouldn't mind aasimars or tieflings," he answered. So I promptly began thinking about aasimars, and Debnor (I could tell by the look on his face, too!) promptly began considering tieflings. As you can see, however, 3rd-party races are beyond the pale. I don't know about catfolk & other featured ARG races...

We have a wizard & a dwarf ranger (weapon-style TBA), our two characters, and up to two more TBA.

I'm thinking of a lore oracle with the spirit guide archetype. I do very poorly at last-minute spell selection, but adore spontaneous casters, so spirit guide oracle might be the best mix of prepared vs. spontaneous for me at this point. (Someday I'll be ready for arcanist...) And I love the potential of a lore oracle for a mix of utility.

Of course, the archetype means that I only get one (!) revelation before 11th level, most likely Lore Keeper.

If Melee Touch attacks for spells count as light weapons (do they?), I'll go for Weapon Finesse at 1st level. Then I can keep Str near 10, focus on Dex, and get decent spell attacks in whether melee or ranged. Of course, I'll want an even higher focus on Cha. (I expect we'll roll for stats.) What would be good stat priorities if melee touches don't count?

Aasimars:
This is the racial package I've built, and it actually looks decent. Is there a different race I should be considering?? Can anyone confirm that the Humanoid (human) type/subtype gives me the right to grab the (far superior) human FCB for oracle?

+2 Wis, +2 Cha
Scion of Humanity: Outsider (native) & Humanoid (human)
Medium Size & Normal Speed 30 ft.
Darkvision 60 ft.
Truespeaker: +2 on Linguistics & Sense Motive; 2 languages/pt in Linguistics
SLA: Daylight 1x/day; CL = class level <=== actually HD, right?
Deathless Spirit: bonuses vs. neg. energy, death effects, etc.
Language: Common & regional human??. Choose bonus languages from: Celestial??, Draconic, Dwarven, Elven, Gnome, Halfling, & Sylvan.

If we need a roguish sort, Debnor is looking at an empiricist investigator. If he can get the GM's permission, he's looking at sylph or ratfolk; otherwise elf. He says he's never been a fan of poison use, anyway, so giving that up isn't a big loss. And empiricist lets him focus mostly on building up Int, and secondarily Dex. He'll also want good Dex-to-damage somehow. (Dervish dancing will not be an option with this GM!)

If we don't, he would want to play a whip-wielding, no-archetype magus as controller. Or he may take a look at hexcrafter. For race, he likes a tiefling with a prehensile tail. (Metamagic rods!)

We'd both like suggestions and comments!


1 person marked this as a favorite.

I have a gnome PC in a game I'm running. He wanted a hat made with "eyeballs" on it. The shop owner agreed to "embroider" eyes, and he left saying he didn't really want that, he wanted something odd. I mean, he's a gnome, with a really off sense of humor.

Out of game, I wanted to make the player happy, so the shop owner ran over to the local wizard and got Silent Image cast on the hat, continuous use. Never mind that I now know she makes Masterwork stuff, which she hadn't charged for. I suppose she was simply a bit naive about that; I'd stressed how well-made her goods were in narrative description. The image in question is a pair of animated eyes on the hat ribbon. The eyes can close; wink; look far left or right; look straight ahead; look cross-eyed -- all at random. (The wearer has no control, and gets no benefit in terms of his vision -- although I'd be willing to let something like Dark Vision be added later, for normal cost.) The hat does take up the Head slot.

Now: how much does this cost? By the formula in the book, I think it's 4,000 gp plus the cost of the item (already paid for). It's a 1st-level spell, but continuous use. (I'm assuming that a spell with a duration of "Concentration" makes it cost double rather than quadruple.)

For a pure joke item, that's absurd! So how low should I cut it? 1,000 gp? 400? Say she did the spell for free?


1 person marked this as a favorite.

I know, there are no stupid questions except for those you don't ask. Well, the party has almost gotten to 4th level, and I haven't asked these until now, so I think they qualify. The thing is, I recently realized that we were doing something wrong w/ a different feature for a player's hunter class. And then someone else created a thread about Magic Items for animal companions. So I thought, gee, maybe I should verify a few things about the tiger in my game. And then explore further.

So first, would someone please check my math, assuming no feats, items, or other ways of adding to the base stats? The hunter has spells and a special feature for augmenting her companion, but again, we'll ignore that.

Bright Eyes:
A companion to a 3rd-level Hunter (effective Druid) gets 3 HD, +2 BAB, +3/ +3/ +1 base saves, 3 skill pts (!), 2 feats, +2 NA, +1 Str & Dex, and 2 bonus tricks, along with Link, Share Spells & Evasion.
In a more typical order, that's +2 NA, 3 HD, +3/ +3/ +1 base saves; +1 Str & Dex, +2 BAB, 3 skill pts (!), 2 feats, and 2 bonus tricks, along with Link, Share Spells & Evasion.

As a medium-sized tiger, Bright Eyes started with (reordered)...
Special Qualities low-light vision, scent;
AC +1 natural armor;
Speed 40 ft.;
Attack bite (1d6), 2 claws (1d4); Special Attacks rake (1d4);
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10.

So adding those together, I get...

Bright Eyes (tiger)
N Medium animal
Init +4; Senses low-light vision, scent
AC 17, touch 14, flat-ftd 13 (+4 Dex, +3 NA)
HP 3d8+3
Fort +4, Ref +7, Will +3
Speed 40 ft.
Melee: bite +4 (1d6+2), 2 claws +4 (1d4+2);
Special Attack rake +4 (1d4+2)
Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
BAB +2; CMB +4; CMD 18
3 or 6 Skill ranks; 2 feats; 8 tricks
SQ link, share spells, evasion.

Well, maybe I'd best verify a couple of other things. First, that all possible other sources of NA stack with each other & with what she has now, unlike for other components of AC.

Second, I want to verify that the following rule is acknowledging that while the kitty only has a +2 BAB, she gets her full suite of natural weapons now. However, when she gets to +6 BAB, she won't get a second iteration of them at -5.

Core under Druid wrote:
BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Now for the more substantive questions.

Rake: If the tiger starts the round in a grapple, she can use her rake -- but is that in addition to the full suite of natural weapons? What if she decides to go for a pin instead of those ordinary attacks?

Skills: We almost had the poor beastie drown at 1st level, swimming a torpid swamp river, because she hadn't had enough skill ranks to put one into Swim. (I decided that instead she made it to the wrong bank.) Should she indeed have only 3 skill ranks? Or 3 plus 1 per level, for a total of 6 skill ranks now? Even the latter seems abnormally low for a lithe, perceptive, stealthy tiger. I'm scrambling with a homebrew solution, but I'd love to hear we understood it wrong.

Tricks: We started out with the player having essentially telepathic control of her companion; the tiger was doing some very complex actions to help her friend. Essentially, she was acting as a fully-intelligent cohort. (Novice GM, what can I say?) I've figured out finally that no, that doesn't work. I'm playing the tiger now, to facilitate a simple level of communication.

But the player is going to kick and scream if I tell her she has to limit herself to 8 specific commands. That if "Flank" isn't on the list, but she wants Bright Eyes to flank a known party member, it's a DC 25 Handle Animal check (27 if wounded). The hunter isn't a Cha-based character; I'm pretty sure her skill bonus is +10 right now, counting the Druid's +4 bonus. And this isn't just a trained circus tiger; it's a character who is devoted to her elven companion, who is following commands not out of a desire for treats, but out of love. RAW, is there really no mitigation for the Handle Animal rules for animal companions, other than the bonus tricks?

Does it make a difference if the hunter or another PC uses Speak with Animals? For that matter, will this get better at 11th level, when the elf & tiger can speak to each other at will?

Bonus question: Looking ahead, at 7th level the kitten will finally grow into a cougar (err, tiger). We have:

Core under Druid wrote:
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).

Now I believe that some of these are additions and some replacements, confusingly. If I have it correctly, the tiger's size CHANGES to Large; her AC ADDS +2 NA; her attack dice CHANGE; her Ability Scores ADD pluses or minuses; and she ADDS two new Special Attacks and CHANGES the damage die on the third. I'd love confirmation of this!


Changelings get a trait based on what type of hag their mother is. Has anyone written one for winter hags?

pfd20srd based on Book of Heroic Races: Advanced Changelings (PFRPG) wrote:
Ice Climber (Winter Hag): The changeling gains a +5 racial bonus on Climb checks on icy or slippery surfaces.

isn't compelling for me.

I'm thinking of the following:
(2 RP) Cold-Affinity A changeling possesses a trait based on what type of hag her mother is; for winter hags, it’s
Cold Affinity —she gains +1 to the caster level of any spells with the cold descriptor that she casts, and +1 to the DC of any saving throws against such spells.

What do you think?


This is my first Pathfinder dungeon. :) The party is set to walk into a kobold lair tomorrow night, and I want to ask about some stuff.

Library of well-known rules (TL;DR):
Core under Combat wrote:

Cover To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

Partial Cover: If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion.

Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus.

Cover and Stealth Checks: You can use cover to make a Stealth check. Without cover, you usually need concealment (see below) to make a Stealth check.

Improved Cover: In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.

Concealment To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.

Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally—if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.

Concealment and Stealth Checks: You can use concealment to make a Stealth check. Without concealment, you usually need cover to make a Stealth check.

Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

Not for my players:
(A) These (3-foot-tall) kobolds want to ride long-medium Tatzylwyrms inside their lair. Is there a problem with making the complex only four feet high (ground to ceiling)?

(B) The inner walls are stone, ten feet thick. A guardroom is set up parallel to a long, five-foot wide hallway, with a series of arrow slits into it. How tall & how wide do these slits have to be? Is there any point in trying for a Perception DC on them from the hallway? (I believe arrow slits usually open up as the opening moves outward, so that you can aim an arrow left or right. In this case, I'm thinking of something more narrow, but I'm concerned that I'm giving intruders cover from the defenders!

What I'd like is for the defenders in the guardroom to have Improved Cover & (20%) Concealment from foes in the hallway, but for said foes to have no cover or concealment. I'm not likely to get that, I'm sure. What's the best deal I can get? If it helps, it's not too late to make the guardroom bigger so that the walls are only five feet thick there.

(C) The guardroom defenders can set off some traps manually (in other words, those devices don't trigger any other way). There's still going to be a Perception DC. What about a Disable Device one? (From the hallway, I mean.) What does this do to the trap's CR? (FYI, DD DC 30+ adds +3 to the CR over one with DD DC 20.)

Please spoiler your answers; my favorite player :) is prone to reading my threads.


I need help building my sorceress’s Spells Known – please, pretty please. I put her together on the “What looks like fun?” model of character building, and in that respect, the build has been successful. But she’s gotten to the exalted heights of 10th level (we’re leveling up to 11th right now, before the next game), and for the past few encounters, I’ve found that the world is windier up here. In short, SR has become a problem. Plus, I’ve been reading these boards now, and have figured out that actually planning a build can be helpful.

So here I am, trying to fix ten levels (eek!) of haphazard spell-picks, or at least plan the next two to four to balance them out. (Forgive my cynicism, but I’m well aware that campaigns often fall apart at windy heights, and we level slowly. Planning all the way to 20th level when reaching it is years away at best still seems unnecessary to me.)

Luckily, 11th is a great level to be reaching after coming to this realization – I get a spell of every level, 2nd through 5th. Only 1st is completely filled up, although I am getting my last 2nd and 3rd spell this level, not counting retraining. On retraining: my GM has no formal rules for it, but the sorcerer class description says I can swap out one spell every even level, so that’s what I can count on for 12th & 14th.

Specs:
I technically have only a few of the books on the PRD as sources, but I’ve had luck recently in pulling from other PRD books. So I’m willing to push the GM a little bit, to all the Advanced books and all the Ultimate books except Intrigue, besides Core. (Since Ultimate Intrigue isn’t actually on the PRD yet – waah! – but I got my husband a copy for Christmas, I can try running a spell from it past the GM. It might fly, maybe. Anything from splatbooks, for sure not. Psychic magic, for sure not. 3rd party, for absolutely sure not.)

OTOH, I have recently become aware that sorcerers can RAW learn spells from other arcane lists, with GM permission, if they come across them, and I have a bard in my party. Whether my GM will permit me to learn spells from him, I don’t know – but I’m willing to look at options now.

Finally, I’ve been avoiding Touch spells, preferring to strike from range. And some of the deficiencies in my spell list stem from my own difficulties (as a player) with spacial problems. I can manage a Fireball just fine – even better now that I have Selective Spell, of course. But I’ve avoided Pits & Clouds out of a sense of horror because they’re not dismissable. I’m pretty sure I’ll place a spell like that just where it helps the enemy and blocks my friends. Well, maybe it’s time I forced myself to practice with them. Dispel Magic may be the best 3rd-level pick as a result – but it looks like even then I’ll be forced to roll dice against myself!

I’m not looking for help right now on feats, equipment & so forth, just spells. I’m also not looking for advice on dips or other extreme power builds, just spells. But I sure can use your help on spells!

Let me introduce you to Varitsa:
She’s a half-orc Efreeti sorcerer, who’s been taking her FCB in a 1/2 pt of extra fire damage every level (for spells that do fire damage); she’s therefore up to +5. She’s been a good blaster, unless coming up against fire resistance. That has been mitigated recently with metamagic.

Initiative +2 (No bonuses.); Skilled instead of Dark Vision.

AC 22; Touch 15; Flat-ftd 20. (Includes Bracers of Armor +4; Amulet of Natural Armor +3; Ring of Deflection +2; Ioun Stone +1.)
HP 69. (I’ve rolled poorly.)
Fort 11; Ref 12; Will 13. (Includes Cloak of Resistance +3; +2 Luck bonus to all saves from Sacred Tattoos & Fate’s Favored trait; Lightning Reflexes – which helps with her Ring of Evasion.)
Fire Resistance 20 (Efreeti bloodline); Cold Resistance 30 (IF wearing ring – not normally equipped).

Speed 30 ft.
Attack bonus with rays is 7. (No bonuses.)

STR 13, DEX 14, CON 16, INT 14, WIS 12, CHA 24. (I rolled well; Headband of Alluring Charisma +4.)
BAB +5; CMB +5; CMD +19 (counting the Ring of Deflection but not the Ioun Stone).
Traits are the Fate’s Favored; Influence; Kin Bond (custom half-orc version w/ the party bard, her twin brother); Paranoid drawback.
Feats are Eschew Materials (bonus); Point-Blank Shot; Precise Shot; Craft Wondrous Items; Elemental Focus (fire); Lightning Reflexes (bonus); Selective Spell (9th-level feat taken at 10th); Quick Draw (taken now at 11th).
(My plan is for her to take Quicken Spell (13th); Empower Spell (bonus at 13th); Spell Perfection (15th); Spell Penetration (17th). The last is late, but I want Quick Draw now to get access to her metamagic rods.)

Equipment includes stuff named; Handy Haversack; Blazing Robe (+1 CL for fire spells); Circlet of Persuasion; Gloves of Elvenkind (concentration check to cast defensively @ +26); Rod of Extinguish Flame;
Metamagic rods (so far): Lesser Dazing; Elemental (acid & cold); Lesser Maximize; Merciful; Lesser Persistent; Piercing; Lesser Silent; Lesser Toppling; 8 are in Scabbard of Many Blades.

DCs 17 for cantrips through 22 for 5th level, plus 1 for fire spells; CL vs. SR +11, plus 1 for fire spells.

Varitsa’s current spells known:
Arcana Change descriptor & damage of any energy spell to fire.
Bloodline Powers Fire Ray (1d6 + 10 currently, incl. FCB, ranged touch, max 10x/day, SR: I believe “yes”); Fire Resistance 20; Efreeti Form (su, 11 rds (D), 1x/day, no flight).
Cantrips Acid Splash; Detect Magic; Light; Open/Close; Prestidigitation; Ray of Frost; Read Magic; Resistance; Spark (9)
1st Level Break; Burning Hands; Color Spray; Enlarge Person*; Grease; Magic Missile (6).
2nd Level Acid Arrow; Fiery Shuriken; Invisibility; Scorching Ray*; Rope Trick (5).
3rd Level Fireball*; Invisibility Sphere; Lightning Bolt; Slow (4).
4th Level Greater Invisibility; Stoneskin; Wall of Fire* (3).
5th Level Feeblemind (1); Persistent Image* @ 11th (2)
*Bloodline spells

Spells of interest so far:
(One of 2nd to 5th now at 11th level; plan through 14th, including swaps)
Mudball (1st, **SR N**): Conjure ball of sticky mud, ranged touch, to blind target; Refl ends.
Protection from Evil (1st, **SR N**): Multiple effects, see text.
Shield (1st, Personal): Gain +4 shield bonus to AC, force effect & negates Magic Missile.
~
Blistering Invective (Bard 2nd, SR fire y, demoralize n): AoE demoralize; 1d10+5 fire; may catch fire.
Dust of Twilight (2nd, **SR N**): Fort negs; fatigues creatures, 10' spread, & extinguishes all light.
Frost Fall (2nd, SR y): 5' radius burst, 2d6+staggered; +1d6 for 1 rd/2 CLs.
Stone Call (2nd, **SR N**): 40'-radius cylinder gets 2d6 bludg; difficult terrain for CL rds.
~
Dispel Magic (3rd, **SR N**): Eliminate 1 spell on target or counterspell.
Displacement (3rd, **SR harmless**): Grant person touched 50% miss chance for 1 rnd/lvl.
Pellet Blast (3rd, **SR N**): 5d8 piercing in 30' cone; material comps help vs. DR.
Stinking Cloud (3rd, **SR N**): 20' radius cloud of nauseated, CL rds.
~
Black Tentacles (4th, dismissable!, **SR N**): Grapple CL+5 as CMB for 1d6+4 in 20’ radius, dif terr, CL rds.
Dimension Door (4th, SR n & obj. y): Teleport w/in long range.
**Dragon's Breath** (4th, SR y): Cone or line & any element!
- Consider for perfection; double-check cost of dragon scales!
Enervation (4th, SR y): Ranged touch attack deals 1d4 negative levels; last 1 hr/CL.
Obsidian Flow (4th, **SR N**): 20' radius molten glass 1/2 CL d6 + entangled Ref (1/2/avoid); see text.
~
Cone of Cold (5th, SR y): 60 ft. cone burst (1d6, max 15d6).
Fire Snake (5th, SR y): Adjustable line (1d6, max 15d6)
- OR just use Selective Intensified Fireball (3rd+2; SR y).
Hungry Pit (5th, **SR N**): Create Pit max 100', +4d6/rnd, Climb DC 35.
Overland Flight (5th, personal): Fly for 1 hr/CL.
Transmute Rock to Mud (5th, **SR N**): Two 10’ cubes/lvl of natural rock to mud; 8d6 blud. possible.

Can you help me sort through this mess?


This subject came up in another thread, but didn't fit the topic. As Xuldarinar points out, the Core description of the Sorcerer class states the following:

Core under Sorcerer wrote:
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. [...] These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

This language certainly makes it look like sorcerers are indeed limited to arcane spells, but not necessarily to spells on the sorcerer/wizard list, given "study."

If so, each GM apparently has to decide what study means. Some possibilities:
>> Obtaining & consuming a scroll or page from a magus's spellbook, although that would make learning witch or alchemist spells difficult.
>> Having a witch/magus/whatever tutor the sorcerer for the costs of casting the spell.
>> Making notes instead of or in addition to these other means -- not to keep as a spellbook, but just jottings for learning the spell -- with a cost the same as what wizards incur in writing new spells into their spellbooks.
{> Researching the spell as a wizard would do, with the same costs (at least 1,000 gp per level of the spell).}

[EtA: Another quote from Core...

Core under Magic wrote:
Adding Spells to a Sorcerer's or Bard's Repertoire: A sorcerer or bard gains spells each time she attains a new level in her class and never gains spells any other way. [...] With permission from the GM, sorcerers and bards can also select the spells they gain from new and unusual spells that they come across while adventuring.

Here, it's not "study," it's "coming across" them. Still, I can see a GM wanting some sort of doodles about such a spell -- the "making notes" option I gave above or the research.}

I was dumbfounded when Xuldinar pointed out what should have been plain for me to see as someone who plays a sorcerer by preference. Despite the inherent table variation over what constitutes "study" or "come across," I don't see a reason RAW to bar a sorcerer from learning arcane spells that are not on the S/W list.

Anyone else?


Seriously, I'm whipping together a dungeon on the fly -- me & my big mouth, due to... reasons... my GMPC got captured by kobolds when I hadn't planned it. (The group knows they're getting an ad hoc adventure.)

So now I'm whipping together a small kobold lair; I have a basic layout done. But I want the chief to be able to see what's happening elsewhere in the lair. He's got sorcerers on tap and all, but presumably he's a martial.

There's got to be a magic spell that can be made permanent, or a magic item, that would create the functionality of a camera for a non-caster. Doesn't there?


(1) Have people used the Alternate Crafting rules from Unchained? What do you think?

(2) If you use those, what do you do with the Master Alchemist feat? I'm considering giving the same benefit to alchemical items as poisons -- you can make as many items at one time as your Int bonus for the proper gp cost but no extra time -- and say both use the Unchained rules w/out modification. What do you think?

(3) For potions & scrolls, does anybody cut creation time? What rules do you use? I'm thinking of simply saying "up to 1,000 gp per day" -- which amounts to 125 gp per hour of undistracted work. (Work in the field could be done here & there, for up to 4 hours/day, per Core -- but still only nets you 2 hours of progress, per Core.)

Example: I have 2 hours to kill (or maybe instead 4 hours in a distracted environment). By Core, I can brew one 1st-level potion, or scribe one 1st- or 2nd-level scroll. By this proposed rule, I could:
>> brew five 1st-level potions (5*50=250), or
>> scribe an amazing ten 1st-level scrolls (10*25=250), or
>> scribe one 2nd-level scroll & four 1sts (1*150 + 4*25 = 250), or
>> an appropriate mixture of brewing & scribing.

Does anyone have comments? Cautions?

(4) What about creation time for other magic items? Is there a positive benefit to saying, "Sure, you can get this made (or make it), and it will be ready by the time the adventure is over"?


I'm putting together a homebrew fairy-tale kind of world (this week!) for a game with my sister, who's coming in from out of town for the holiday. I want a world with "furry" PC races. Races like catfolk. (Except I'm calling them animal-kin races to distinguish my variants from Paizo's and others'.) This will be for a single adventure for 5th-level characters, although if it takes off, it could grow in scope. The PCs live in a land called Winter, with subarctic temperatures. And my adventure takes place near... the winter solstice, oddly enough. :)

To start with, all of my races have some SQ, and I'm not sure how to price these in RP. I also have some specific questions about them...

>> Change Shape (su; <source animal>, Beast Shape I or II). As per the Universal Monster Rules, except that changing to a shape two sizes smaller is permitted.

>> Beastspeech (su). Prerequisite: Animal-kin subtype; Benefit: Members of this race have the ability to converse with animals as if subject to a continual Speak with Animals spell. This ability includes conversing with other animal-kin in beast shape.

>> Winter-Bred (ex). Members of this race never make Constitution checks when dealing with cold ambient temperatures, but suffer -4 on such a check when dealing with hot ones. (In other words, I don't want my PCs to freeze to death. Those Con rolls in Core are nasty! I'm thinking this might even come in at 0 RP, since there's a stiff penalty should someone take this race out of their homeland.)

My final question on this topic concerns my last PC race, the Changeling. They're the offspring of a hag and an animal-kin (and now deceased) male. They'll get Winter-Bred, but not Beastspeech. And they don't actually have a "source" animal for Change Shape, for all that they look almost like their father's race. (Mismatched eyes & some sort of coloring give their parentage away.) I'm thinking of giving them:
>> Change Shape (su; <hag type>, Alter Self). (Lesser, 3 RP)

But then what do they get in exchange for Beastspeech?


My sister is visiting for almost two weeks... starting in 10 days. It just occurred to me that since she's finally expressing some interest in RPGs, I could run a mini-adventure for my husband Debnor & her.

The obvious thing to do would be to pick up a module, but no: I'm determined to do this one homebrew. I'll have questions as a result for that board, but I think you all here are the right ones to ask this basic question: What level would be best for a starting PC?

I don't think it's 1st, and in any case, the monsters I want this party to tackle are too high of a CR. I've established, with massive amounts of help from the GM’s Guide to Creating Challenging Encounters, that I need either three 5th-level PCs or two 6th-level ones.

Luckily, Debnor is a very experienced player, and would have no trouble running two PCs. I want "fun" furry races (including some homebrew), but otherwise everything will be out of the Core Rulebook. Not the Beginner's Box.

I'll be knocking Monks & Paladins clear out of the gameworld, and Clerics would be serving principles of nature rather than gods as such (it's got distant deities). Plus, I will strongly encourage {my sister} away from prepared casters like said Clerics, along with Druids & Wizards -- and I think even Bards or Fighters are too tough to play well if you don't know the book. If she follows my advice, she'd be looking at Barbarian, Ranger, or Rogue. Is Sorcerer so bad to add to this short list???

I want a nature-based tribal society, so classes like Shaman & Warpriest would normally be gimmees, and I'd love to throw Hunters in, too. {EtA: In fact, when I look at it, almost all the classes of the ACG would fit well -- Skald, Bloodrager... Just not Investigator or Swashbuckler. <sigh>} But I'm afraid to hand a complete newbie too many mechanics, too many sources. Even letting Debnor play something tribal but non-Core... I'm dubious.

Certainly, Core mechanics all the way, so there's no archetypes or FCB. Only Core feats & spells. Oh, one non-Core mechanic: I'll be using the Automatic Bonus Progression from Unchained; I think it will simplify picking starting equipment. Is this doable at 5th or 6th level, for a complete novice?


My 10th-level sorceress has a fair amount of money after our last haul or two, and she's in the biggest city around (a "metropolis"), which hosts a wizard's academy to boot. In short, I want her to do some shopping, but I need someone to come with and help in sorting out what metamagic rods to buy. Fun, right? :)

PC build details:
She is a 10th-level half-orc sorceress w/ an Efreeti bloodline, doing the obvious fire blaster build. (When I look at her build, I can see how unoptimized she is, for a design idea that isn't the most optimal blaster sorcerer build possible to begin with, but it doesn't really matter -- I'm having fun.) As a half-orc w/ an Efreeti bloodline she gets +1/2 CL bonus damage to spells that deal fire damage, and can change any energy-dealing spell on the fly to deal fire.

Str 13 / Dex 14 / Con 16 / Int 14 / Wis 12 / Cha 24* (we rolled dice)
(*including +4 enhancement from headband)

Traits (sadly not especially relevant):

  • Influence - social (a mistake)
  • Fate's Favored - faith for +1 to all Luck bonuses
  • mostly standard racial traits
  • Sacred Tattoo - racial for +1 luck on all saves, +2 w/ Fortune's Favored
  • Skilled - +1 skill rank per level
Feats:
She has the following --
  • Craft Wondrous Item
  • Elemental Focus (fire)
  • Point-Blank Shot
  • Precise Shot
  • Selective Spell
  • Lightning Reflexes (bonus feat; to aid Ring of Evasion)
& I'm planning on her getting these --
  • 2 feats to be determined - at 11th & 13th (at least one of the two has to be metamagic)
  • Empower Spell - bonus feat at 13th
  • Spell Perfection - at 15th
  • Spell Penetration - at 17th (I don't want this before Spell Perfection; I don't think +2 on a 1d20 roll is worth it, but +4 is)
  • 2 mystery feats - at 19th (one is a bonus feat; I'm not worrying about what these should be just yet)

Equipment:
I compared her gear to the Automatic Bonus Progression table. She has the Resistance +3 Cloak (and also gets +2 from Luck). I'm assuming that her +4 CHA headband is equivalent to two +2 items, one for physical & one for mental. (Although I'm making a note that a +4 physical would be good to get over the next couple of levels.) Likewise, I'm assuming that a +3 Amulet of Natural Armor is equivalent to Deflection +2 & Toughness (NA) +1. If not, I'm behind, although I'll be buying something that adds +2 Luck as well. Her Bracers of Armor +4 seem to be doing the job of Armor +2. (Her total AC will be 21 after her purchases.) She hasn't worried about weapons. Other odd items include a Ring of Evasion, a Ring of Cold Resistance +30 (plus she gets Fire Resistance 20 from her bloodline), a Rod of Flame Extinguishing, and a Handy Haversack.

A tour of the wizard's academy turned up the following magic items for sale:

  • 5K ~~ Scabbard of Many Blades (Slotless; to store my rods)
  • 5K ~~ Jingasa of the Fortunate Soldier (Head; for +1 Luck to AC, +1 more due to trait)
  • 11K ~ Blazing Robe (Body; for +1 CL for Fire spells) OR
  • 10K ~ Glove of Storing (Hands; to get one rod as free action)
    (She wants to buy the first two items, plus the robe unless I hear protests that the glove is better, and so she has set aside 21K from her treasure trove of 87K. She won't have time to craft anything before adventure is upon us, and somehow buying one more 10K item at full price is just too much extravagance! She'll get to the second item when she has a spare moment, sometime after Armageddon.)

My question to you in part is what feats to plan for 11th & 13th levels, so I can coordinate rod purchases around them.

Non-metamagic feats
The following possible feats have occurred to me and not gotten whittled off the list:

  • Arcane Blast (inefficient as all get-out, but no resistances apply)
  • Quick Draw (to draw rods from the Scabbard as a free action)
  • Again, I'm planning on Spell Penetration at 17th level, but am prepared to entertain vociferous arguments for not waiting.
    -- I'm also more than happy to hear suggestions for what ought to be on this list.
My BIG question is a simple strategic one, concerning the very expensive metamagic feats (especially, of course, Dazing or Quicken Spell). Am I better off taking the monetary hit on a very high-gp rod, in order to not take the level-adjustment hit when I cast? Or the other way around? (And yes, I realize that my Perfected Spell won't take the highest level-adjustment.) Or is the best answer "one of each"? {EtA: Finally, I'm aware that if I want multiple metamagic feats on a spell -- and I do -- only one can be from a rod. But which one?} At least one of the two slots I'm concerned about has to be metamagic, but maybe they both should be.

Metamagic Feats or Rods:
She currently has or will get the following:
  • Lesser Maximize Metamagic Rod (I've been loving it!)
  • Selective Spell (as feat)
  • Empower Spell (not yet, but as 13th level bonus feat)
She can spend up to 66K for the following (all available for our shopping pleasure):
  • 14K ~ Lesser Dazing Metamagic Rod
  • 11K ~ Ectoplasmic Metamagic Rod*
  • 11K ~ Elemental Metamagic Rod
  • 11K ~ Focused Metamagic Rod*
  • 5.5K ~ Merciful Metamagic Rod*
  • 9K ~~ Lesser Persistent Metamagic Rod
  • 11K ~ Piercing Metamagic Rod
  • 11K ~ Silent Metamagic Rod*
  • 11K ~ Still Metamagic Rod* (although I have to wonder if this is pointless)

    *I'm thinking of these as rod purchases for sure; they're awfully situational for a feat slot. The question then becomes priority. OTOH, I might want to avoid buying Dazing, Elemental, Persistent, or Piercing metamagic as rods at all, depending on what feats I plan to pick.

    Note that since she doesn't have a lot of commissioning time, she can't get any Quicken Rods at all right now. And the feat will clearly have to wait, as it likely won't be very useful till 13th level. So for Quicken Spell, it is purely a question of very important planning.

    Also, a better Maximize Rod isn't on this list, but I'll eventually want a regular Maximize rod, too. As I do the math, it just isn't worth the level adjustment as a feat.

Whew! I hope you all can help. I'm awash in possibilities here.


Another thread has focused my attention on the extraordinarily high cost of staves. I really want to understand the math here. It's incomprehensible to me, and now I'm responsible for a game world. I hope that someone can describe any kind of cost-effectiveness for staves.

First example) Staff of Life:
Let's look at a Staff of Life, book price over 109k gp. It has two capabilities (Heal & Raise Dead), so it's simple to work with. Furthermore, let's assume that it's being wielded by a 16th level caster, w/ a casting stat of at least 22, and some unrelated domain or mystery.

Any 16th-level wielder can cure up to a total of 1,500 HP between ten Heals. To get comparable curing from 11th-level scrolls, you'd need 14 Heal scrolls at a total cost of 23k -- an initial savings of very nearly 87k over the staff. Throw in 2 Raise Dead scrolls for over 12k and you've doubled its capabilities while still saving 74k!

The thing is, the wielder can recharge the staff "for free" -- by essentially casting one Heal a day for no immediate effect. During downtime, this really is free, but giving the party even one staff to recharge now means the GM has to allow for ten days of downtime between adventures. And in the field it can be bitterly expensive.

We can eliminate the warpriest class right away: that 6th-level slot is half of the allotment that a very wise 16th-level warpriest gets! (And with no higher-level spells yet.) Exorbitant.

But even our 22-WIS cleric likely regrets having to dedicate 1 out of only 4 6th-level slots to trying to keep the staff fresh. (Admittedly, he has a 6th-level domain spell & a handful of 7th- & 8th-level spells to turn to, as well.) As it turns out, 68 11th-level scrolls of Heal cost slightly more than the staff does & heal slightly less than 50 total staff charges @16th do. So after a whopping 40 opportunity-high-cost recharges (on top of the initial 10), our cleric can finally call his staff a financial bargain -- although there is still that opportunity cost for continuing to recharge it. Given that the cleric can buy the scrolls a bit at a time, but has to buy the staff all at once (whether buying it in the market or out of WBL loot), I think the scrolls win.

Our oracle, by contrast, has a luxurious allotment of 7 6th-level daily spell slots, along with a goodly number of 7th & 8th ones to turn to instead, so squandering one on a staff recharge is arguably cheap for her -- as long as she would naturally want to learn either Heal or Raise Dead. If she doesn't, you see, recharging this staff has now cost her a bitterly hoarded resource. Without spending other valuable resources on spells known (such as a feat or favored class bonus), she can never know more than 7 5th- & 6th-level spells combined! And then you realize that if she did learn Heal in order to recharge her staff... she can just cast Heal as the occasion arises. She doesn't need scrolls! So for Heals, the oracle's balance sheet shows a 109k savings over not buying a Staff of Life.

Now we get to using the staff for Raise Dead, with its 5k material component. Given that there isn't any obvious rule that you have to spend material components on recharges, a Staff of Life sure looks likely to be a bargain, for cleric & oracle alike. Now only 18 scrolls of Raise Dead top the cost of the Staff. Unfortunately, Raise Dead costs 5 charges, so that represents the 10 initial charges plus 80 re-charges. Oh, no, it's worse! And if you need 18 or more Raise Deads after you become high enough level to start recharging a Staff of Life, maybe something else should have changed????


How in all the world is any caster better off with the Staff of Life than native spells or scrolls?

That example was theoretical, asked because I'm starting to GM Pathfinder. The next one is rather dearer to my heart...

Second example) Staff of Illumination:
I play a 10th-lvel sorceress, and have had a 52k Staff of Illumination foisted off on me as my share of a big haul. I've resented the apportionment, even though I agree that (a) the staff will be highly useful against magical darkness & undead and (b) I'm the best party-member to wield it. Unfortunately, being able recharge this baby is going to have to wait six levels. (Although it will be cheap to swap a cantrip out when the time comes, to qualify.)

Now that I look at the 10th-level math, I'm thinking that I'm better off selling the staff and buying 5 scrolls of Daylight & 3 scrolls of Sunburst for a total cost of 11k. I'm getting double the staff's maximum function and still profiting almost 15k. But I don't think that I'd consider the staff a good deal even when I can recharge it at 16th level. Surely I'll have better things to do with an 8th-level spell slot!

Is there a school of wizardry that would consider a 52k Staff of Illumination worth using? (Given that wizards can write their own scrolls when they have downtime, it seems highly unlikely...)


I'd really like help in understanding the cost-effectiveness of staves.


To put it another way, if a class/archetype can (a) call itself a "scout" and (b) can steal things, what is it? I don't mean a thieving, no-good Sczarni turned scout (multi-class), I mean a solid choice who could get themselves hired for the job of "scout" but who can handle traps & locks.

I have to develop a 2nd-level NPC for my game TOMORROW, and it just occurred to me that I might not want to create a "scout" as a bow-using ranger. Especially since there's traps up ahead, and no one among the PCs who can deal with them!

Quick backstory, not for RotRL players:
This is highly non-canonical, anyway. My dude's father was a ranger & respected member of the elite scouting force for Magnimar, the Black Arrows. Dad didn't marry until he retired to Magnimar, so he died when the boy was only 8. Still, the lad hero-worshiped his father, and begged the Black Arrows to take him on when he got to 18. Out of respect for his father, they agreed to make him a "scout-cadet" and teach him their craft. He's gotten to second level with them. If I can't give him Disable Device in an honorable way, I'd rather leave it off his character sheet.

Much thanks for any help you can give!


Is there a generator or at least listing of cool names for businesses in a Varisian town?


I don't know if this is the right board...

I've been unable to print directly from the PRD. Maybe Paizo wants me to have to buy a pdf to print! But maybe there's a step I'm missing. If so, can you fill me in?

Yes, I know I can copy text paragraphs directly from the PRD and paste them into Word, but this doesn't help with the big tables in the class descriptions. I'm recommending precisely one base class to a newb GM/set of players from each of two books besides Core, no other material from those books at all, and I just realized that they might not be able to get printed copies of a handful of pages for personal use. Of material under the OGL.

On a related note: When I go to print from my pdf copies, I've been printing whole pages, including perhaps the tail end of the previous section. Is there a way to select material and print just that from pdf?

~~
Added: I'm truly grateful for Paizo's generosity in putting all of its OGL content onto the website. To any Paizo staff seeing this: Thank you! The good news is, I've bought lots of books (paper & pdf), and these new players are likely going to be paying customers for years to come. I think that is the point of seeding material on the website. I'm just wondering where the generosity ends.


Let's say that a kobold named... Jack... has been stuffed into the King's dungeon by the Royal Captain of the Guard. If it's an oubliette with a very solid trapdoor on the overhead opening, he doesn't have LoE to any squares outside of his cell, plain and simple.

But no, this dungeon features brick walls 4 inches thick (drawn by the GM on the grid lines), and a barred, iron door 30 inches wide and 5 feet high. The cells are 15 feet wide & 15 feet deep, and the door is smack in the middle of the middle square of the wall facing the corridor. Said corridor is ten feet wide. Jack regains consciousness to find that he has been stripped down to his undies, gagged, and has his hands tied behind his back. But he grins, because he is a kobold, and has an inherent 15-foot fire cone breath weapon. OK, so much for set-up...

First scenario: The bars in the door are strictly vertical and 8 inches apart. Jack is standing in the exact center of his cell, and breathes fire as the guard approaches the door, but is still in the corridor. If Jack had been hoping to cover 6 squares of corridor, he'll be disappointed; the cell's brick walls protect most of those squares. However, seeing as the vertical bars leave holes in the door measuring 2/3 x 5 feet, or over 3 square feet apiece, his breath shoots out the door and fully envelops the two corridor squares beyond it, crisping the guard at the door (assuming 2d6 can crisp him).

Second scenario: The door has the same vertical bars, but in addition, horizontal strips of iron have been forged onto them 9 inches apart. (Note that now the openings are 8" x 9" = half a square foot.) Again, Jack breathes fire from the center square as the guard approaches the door, and again, fails to penetrate the brick walls on each side of the central square. What about the center one now? Which of the following should a GM say?
(A) "The door isn't a solid barrier, your fire breath shoots into the two corridor squares beyond it."
(B) "The door doesn't have any openings at least a square foot in size, so your breath doesn't have line of effect past the wall of your cell."

I'll admit, I know what I think the answer ought to be, but I'd genuinely like to know if I'm picking (A) as a house rule or as RAW. Put it another way, I'm trying to understand Line of Effect better. Please help!

BIIG EDIT: I want to pick A -- changed now in the text -- not B! OOOPS


Deuce started a thread in Rules, and we uncovered an interesting factoid: You can use Raise Dead on someone with missing body parts just present or loosely attached. He turned that into an odd twist for a PC who'd died due to losing his... brain... and in the end, the party had to install a random brain(!) in the PC's corpse, raised dead, and the halfling rogue ended up with a half-elf Luckbringer's brain. Player's happy, GM's happy, good story.

Now I don't want to get into a rules rehash over whether Raise Dead really could raise someone with a brain other than their own tucked inside their skull. Or, the way I'm spinning it, whether it could raise someone (the brain) tucked into a body other than their own. I'm simply thinking that it's a cool backstory!

Let's say that the daughter of a noble (or king?) got caught up in politics over her level & was betrayed by someone she trusted. One de-braining later, and she's accepting a Raise Dead, not knowing that her brain has been put into the body of a monster of some kind. (I assume that the noble/royal body is being sequestered now that it has the brain of a monster... But that's not my story, or rather, dealing with that is my quest.)

So I'm trying to work out a new character idea, and I'd love suggestions.

The brain:
This is of course what determines my main role in the party and my class as I level up. If I replace my current PC, who's a blasty sorceress, I'd want to keep some artillery power but add healing ability -- our main healer these days is a bard.

I've been making eyes at Arcanist ever since I read the class description, so Arcanist/ White Mage could be an option. Arcane Spell Failure could be a problem, however, and my overall healing abilities would be limited. Being able to cycle arcane spells in to best defeat what I think we'll be facing, yet still cast as a spontaneous caster, is what attracts me.

But maybe instead I should turn to Oracle/ Life, Waves, or Wind. Oracles get to wear up to medium armor, which is a significant consideration for this character, as is the 3/4 BAB. If I really want all-out healer, of course, Life is the only way to go. Waves has a bit of a cold theme, though, and I've been reading about the effectiveness of Rimed Spell. It would give me a good excuse to stock up on blasty, cold spells (in contrast to my blasty, fire spells now). Or Wind... just because flying is fun. All of them would get all the Cure spells (on a spontaneous basis) automatically, and I'd be eligible to take lovely spells like Restoration regardless of Mystery. (I do wish there had been an Ice Mystery!) I'll probably pick the Wasting curse if I take Oracle.

Whether that of an arcanist, oracle, or some third class you all recommend (but not cleric, please), I'm presuming that my brain would carry with it the high-ish mental stats that I'd end up with post-surgery. And my "mental" skills -- those based on INT, WIS, & CHA -- from my first few levels in that class, before "treatment." I'll probably also want the human preferred class bonus to carry over; that is, I'll want this class to "win" as preferred class.

The party is 10th level right now, so I can aim to be at 7th or 8th in this class when I start play, counting time before & after de-braining. Alternatively, the character might come into a different campaign at maybe 2nd in this class.

So: recommendations?

The body:
The big question here is: what monster? It has to be a race allowed for PCs; it could of course be a half-orc, except that I'm playing one now. I'd prefer to lobby for something more exotic. However, if there's a level adjustment, it's best to assume that I'll have to carry it throughout my career, since the party levels up together. I can take into account at least some of the alternate racial traits -- but not, as I said, a preferred class bonus, and I'll have to pick and choose to avoid purely mental ones. I am expecting that my physical stats and the first level or two of physical skills (STR & DEX) from the class that the body took would carry over as "body memory," and other physical racial abilities would as well. Obviously, since I'm not rolling randomly, I'd like a "host" that would play well with my main class.

And that body is going to have built itself up taking a level or two in a martial class. The question is: which one? I'm thinking DEX-based, since I'll be using ranged-touch rather than melee-touch spells. This is going to count as a dip, just a level or two. Two levels of rogue get me 1d6 sneak attack & evasion, which should both count as "muscle memory." Plus a combat-oriented rogue talent, like perhaps Weapon Finesse. While I don't think of barbarian as exactly DEX-based, two levels of fighter would get me two combat feats (again, muscle memory) and a welcome boost to BAB. (Other than that, two levels of both fighter & rogue get me +2 to one save and -1 to the other, along with -1 to Will: a wash.)

I'm hoping you all can recommend a third option, or help me pick between rogue & fighter. (For the record, I don't think I can play brawler or monk effectively.)

At the moment the whole concept is not only nebulous, I have no idea if my GM, or any GM, will approve it. But it's teasing at me... So thanks for your help! (Oh, at this point, I don't need full builds, just guidelines.)


1 person marked this as a favorite.

A group I'm playing in just added the GM's 12-year-old daughter. She's doing okay, except that somehow she ended up with a fighter/wizard. (Her dad's old-school advice, I think, given some sort of preference on her part.) As I feared, it's beyond her capability! She's talking about switching to just fighter.

However, I've noticed Bloodrager in the ACG. It seems like it might be a magic-light option for a fighter/caster: something that would let her learn a few magic abilities at a time and play her character with greater confidence, yet still have a "magical" flavor to a front-line fighter.

What do you all think of Bloodrager for a beginner?

If it matters, she's currently playing an elf, and probably would keep that race. I have to admit, it doesn't seem the most elvish of classes...


I've been working to actually understand the rules for drawing AoE's, since I can't just "ask the GM" if I'm running LOL! And it sure looks to me like they did one of the templates wrong here, if you scroll down to find the dirty pictures. So I went to read old threads on this topic, but they're not helping. I hope someone can explain the template given for a 15-foot cone shooting straight "up" (ahead) -- without resorting to geometry! Or I'll be happy, actually, if someone can confirm my sense that they goofed.

The Rules:
Core under Magic wrote:

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area only touches the near edge of a square, however, anything within that square is unaffected by the spell.

With a slash representing the caster, pointing to the point of origination (pov), numbers showing where the effect falls, and blue "o"s to represent nearby uninvolved squares, this is the cone I understand:

o 3 o o o
o 2 4 o o
o 1 2 3 o
/ o o o o

Basically, the cone starts with 5-ft from the pov as 1, which can actually be drawn in any of three directions. Both 2s are straight line, and therefore another 5-ft, each leading to a 3 beyond it, also 5-ft. Or the cone could take a diagonal path through 1 & a second diagonal to the far side of "4," which therefore counts as 10-ft. In all three cases, it has reached its range of 15 feet and stops.

That was assuming the caster angled the spell to fire in the direction of 4. Now let's assume that the caster wants to fire straight ahead (up, on this grid). I'd draw the following. (Important: the slash shows the corner of origination, not the angle of the cone.)

o 3 3 o o
4 2 2 4 o
o 1 1 o o
o / o o o

It is still the case that the effect travels from a corner of the caster's square to a 1 -- but now there are two of them, both actually reflecting diagonal movement -- at 5-ft, as the first diagonal. If one continues straight up, it leads to the two 2's and 3's, all 5-ft. If instead one continues diagonally, one reaches the two 4's at 10-ft for a second diagonal. Again, end of range in all cases. This shape is, in fact, the one given for the 30-foot cone and precisely 15 feet shorter! (Forgive me if I don't type that one out! LOL)

Instead, Core gives the following cone for "straight up:"

o 3 3 3 o
o 2 2 2 o
o o 1 o o
o o ? o o

(Minus the benefit of numbers, of course!) The thing is, I cannot figure out what the pt. of origin is nor what paths they took from 1 to the various 2s to the various 3s that would be (a) legal and (b) eliminate any other possibilities. (For instance, if 1 isn't a diagonal, there should be a 3 on each end of the row of 2s, shouldn't there? "3" means a square orthogonally adjacent to a 2.)

Help, please please please!


A question came up in Saturday's game. Three goblins were in a row on the far edge of the AoE of a PC's Entangle spell, and failed their saves. In descriptive terms, their hobgoblin sergeant spent three turns behind them, cursing them out -- while he pulled one goblin at a time free of the ensnaring grass. What mechanics should I have used for this?

Giving the goblins a simple +2 for Aid Another on their own checks seemed way too little -- the creature aiding them was a size category larger, far stronger, and willing to be unkind in his methods!

I ended up giving the sergeant first a CMB check to safely grab hold of a minion as a standard action. This wasn't strictly speaking a grapple check -- it went up against the spell's DC, rather than the rescuee's (lower) CMD, and he was able to do it from an adjacent square outside the AoE. The question was simply whether he could grab hold of a non-resisting target in such a fashion that the grass that was entangling said target didn't ensnare his hands. Then, as a move action, he had to beat the spell's DC a second time, now with a Strength check. I called it a move action because that's what the spell asks for if you're trying to free yourself.

I could have perhaps also given him a free action to then drop his rescuee -- I did say he was willing to be unkind. Instead, each goblin scrambled out of the hobgoblin's hold on his own turn -- but with no check to end a grapple, as the sergeant wasn't resisting.

Well, in the end, the pitifully puny goblins failed miserably to win free on their own, round after round, so it was good for them that the burly hobgoblin succeeded in all 6 checks. Still, the sergeant's rescue efforts ate up three whole turns of his time. On the whole, I'm happy with how it came out, but I'm wondering if there's a better procedure. Since two PCs have the spell, I'm betting the question of rescue will come up again...

Furthermore, I may have blipped on something significant. Was I supposed to keep on giving my hapless goblins the "entangled" penalties even after they got free of the grass? Really?


I'm in the process of creating new dragons for Minkai, based of course on Japanese legends about dragons. For instance, minkaian dragons are three times as old at any given age category as a typical Inner Sea dragon. I've come up with the following SLAs. I'd love comments!

Special Abilities All minkaian dragons develop the following spell-like abilities as they age.

Change Shape:
All minkaian dragons become masters at shapeshifting as they grow older. These spell-like abilities last a lot longer than the normal spells (but like those spells are dismissable); however, normally each type of form (animal or humanoid) may only be assumed once per day. Minkaian dragons may never assume a larger size category than their own, but may fantastically shrink down to become a creature of up to 1 size category smaller than they were as wyrmlings! For animal shapes, they favor cows, dogs, eels, fish, rats, and especially snakes, but other animals are possible. Birds, foxes, and tigers – their typical enemies – are avoided. For humanoids, old men or beautiful women are preferred.

If a dragon’s age category has no caster level, halve the next age’s level for purposes of duration. (For instance, if young dragons become 1st level casters, very young ones would be level 1/2 and wyrmlings level 1/4.) Conversely, minkaian dragons develop permanent shapeshifting with enough age, although “permanent” is relative: after all, a dragon may and will at some point dismiss a form. (If a dragon starts a day with an assumed permanent form, that counts as the dragon’s use of that type of form for the day.) Note that a dragon with permanent shapeshifting becomes able to procreate in shapeshifted form with natural animals or humanoids, although a female dragon will abort her fetus if she changes form while pregnant. The resulting offspring is always a magical creature of an appropriate sort. (For instance, the offspring of a minkaian dragon & a horse or deer might be a kirin.)

The progression of minkaian dragon shapeshifting abilities --

  • Wyrmling – one form: snake form (own size to 1 less), duration 10 minutes/CL (D) once/day as if Beast Shape III.
  • Very young – more forms: any animal form (own size to wyrmling –1), duration 10 minutes/CL (D) once/day as if Beast Shape III.
  • Young – greater duration: any animal (own size to wyrmling –1), duration 1 hour/CL (D) once/day as if Beast Shape III.
  • Juvenile – new form: any animal (own size to wyrmling –1), duration 1 hour/CL (D) once/day as if Beast Shape III;
    specifically human form (medium), duration 10 minutes/CL (D) once/day as if Alter Self.
  • Young adult – greater duration: any animal (own size to wyrmling –1), duration 1 day/CL (D) once/day as if Beast Shape III;
    specifically human (medium), duration 1 hour/CL (D) once/day as if Alter Self.
  • Adult – more forms: any animal (own size to wyrmling –1), duration 1 day/CL (D) once/day as if Beast Shape III;
    any small or medium humanoid form, duration 1 hour/CL (D) once/day as if Alter Self.
  • Mature adult – greater duration: any animal (own size to wyrmling –1), duration 1 day/CL (D) once/day as if Beast Shape III;
    any small or medium humanoid, duration 1 day/CL (D) once/day as if Alter Self.
  • Old – more forms: any animal (own size to wyrmling –1), duration 1 day/CL (D) once/day as if modified Beast Shape III*;
    any humanoid (own size to wyrmling –1), duration 1 day/CL (D) once/day as if modified Alter Self*;
    * extrapolate size bonuses and penalties for forms outside the listed size options.
  • Very old – greater duration: any animal (own size to wyrmling –1), duration permanent (D) once/day as if modified Beast Shape III;
    any humanoid (own size to wyrmling –1), duration 1 day/CL (D) once/day as if modified Alter Self.
  • Ancient – greater duration: any animal (own size to wyrmling –1), duration permanent (D) once/day as if modified Beast Shape III;
    any humanoid (own size to wyrmling –1), duration permanent (D) once/day as if modified Alter Self.
  • Wyrms – flexible forms: any animal (own size to wyrmling –1), duration permanent (D) once/day as if modified Beast Shape III;
    any humanoid (own size to wyrmling –1), duration permanent (D) once/day as if modified Alter Self;
    may switch animal forms, or else humanoid forms, as a swift action, as if modified Adjustable Polymorph.
    Once the wyrm has ceased to be that type of creature, their ability to assume forms of that type has been used up for that day.
  • Great Wyrms – flexible forms & greater frequency:
    any animal (own size to wyrmling –1), duration permanent (D) & at will, as if modified Beast Shape III;
    any humanoid (own size to wyrmling –1), duration permanent (D) & at will, as if modified Alter Self;
    may alter their form multiple times as a swift action, as if applying Adjustable Polymorph to any form they possess – including an Elemental Body – switching back-and-forth between types at will.


I'm new to GMing Pathfinder, although not to playing it, and I'm being challenged by encounter design. Especially, given my party...

Party run-down:
  • One of my players optimizes any character he does, and is now playing a bladebound magus. At 3rd, so she just got her blade.
  • One is playing a 3rd-level hunter, complete with (still medium-sized) big cat.
  • Due to circs, that player just acquired a 1st-level NPC commoner who became a Heavens shaman worshiping Desna for her 2nd level.
  • The third main PC, a 3rd-level druid, hasn't really come into his own yet.
  • I'm letting that player bring another PC in, a 2nd-level Life oracle worshiping Sarenrae.

We're using a lot of extras: Hero Pts, Crit cards, Plot Twist cards.

I'm running an AP, so when it was only 3 PCs at 1st or 2nd level, I worried about the CR enough that I threw in a much higher-level NPC to go with them. I needn't have bothered; I ended up having the NPC hang back to "watch behind them" or some such thing, while the party creamed my theoretically At-APL bad-guys. Often without taking a hit. Even after I started routinely maxing out the NPCs' HP.

So now they've got five PCs -- I believe an APL-3 party on the face of it ((3+3+3+2+2)/5), but I'm thinking it's more like APL-5 because of the extra pcs, player abilities, the animal companion, and now, a significant healing presence. No more NPCs helping out, I assure you! :)

So my first question is: Am I right in planning for them as if they're APL-5? (As corroborating evidence, the three 3rd-level PCs just faced a max-HP cyclops (CR-5). They won--the bladebound critted and did 75 pts of damage in one round! But they got scared, first. The tiger got taken down to 1 HP, still in the black.)

~~~

My second question is how to design an encounter that will stress them without breaking them.

Example encounter --

hobgoblin-led attack by goblins:

  • The encounter starts when the PCs spot an enlarged hobgoblin off to the side, up a hill, away from "the main goblin attack" (proceeding off-stage). I looked at the Monster Codex's hobgoblin battlefield zealot for major inspiration, but made improvements. He should still be CR-2, unless I apply the advanced template to take him to CR-3 (but leaving off the +2 natural armor).
  • He's with the troupe's warchanter, a 1st-level goblin bard. Core says a goblin w/ a 1st-level PC class is CR-1/2.
  • Six goblin warriors are theoretically CR-3 (how, I don't know!), but I believe that it would take dozens to challenge my party in even the slightest way. Action economy would be all they had on their side -- rolling lots and lots of attacks trying to hit just once, and then for not a whole lot of damage. Granted, that warchanter might help them out -- if he survives the first round, that is. (I wrote him for a previous bout, back when it was just a party of 3 2nd-level PCs; he didn't.) I could be shocked, but my current plan calls them CR-1/2 together. (They're really there only for color.)
  • They are led by a hobgoblin sergeant, which I pretty much took from the Monster Codex as is, at CR-2.

My plan as I wrote it was to have all of them there off to the side. Is this too much? If I just add up the CR's, I get CR-5, at-APL if I've assessed the group correctly. APL+1 if I advance the zealot, which would be all right, because this is an isolated "while traveling" encounter. APL+Unbeatable, on the other hand, wouldn't feel so good!

When I posted this in a different thread, I described an option of splitting up the foes by having the sergeant come running up with his troupe of goblins after the PCs had defeated the advanced zealot. But one comment I got there (along with the advice to move this problem to a new thread :-) ) has me convinced that after dominating the fight against a CR-3 advanced zealot -- while the other PCs got to turn a CR-1/2 warchanter into mush -- the magus would have no problem whatsoever in taking out the CR-2 sergeant single-handedly, leaving the other 4 PCs & tiger the not-so-heroic job of mopping up 6 CR-1/3 goblins. Not a good choice!

What I'd love to see is the bladebound tackling the zealot (advanced, to keep her busy for a few rounds) while the rest of the party took on the other foes, and that all of the players felt that they had had a significant but survivable challenge. With comic relief from the goblins. I'm just fearful I've misjudged the party's abilities.

Of course, while I'm definitely hoping for help before I run this encounter on Friday, what I'm really hoping for are some guidelines and suggestions for giving my group a challenging, fun time in general.


In Golarion, I mean. RL, of course, it was, well, not exactly philosophers...

Constraining characters to one of nine alignments is a philosphical system worthy of the Greeks, isn't it? Seeing complex, multi-faceted personalities in terms of a 3x3 grid...

"But it's reality!" you protest. "Reflected in the Outer Planes!" Sure, it helps a lot if you can travel extra-planar. But I doubt that Asmodeus has mounted a massive "Lawful Evils welcome" sign at the gates of Hell. Someone had to get to know these various outer planes and then try to find a systemic way to describe them: philosophers -- or maybe theologians.

So whose? Does the grid go all the way back to the aboleths? Azlant? Thassilon? Or were they all groping with a complex reality that only a civilization post-Earthfall codified?

I'm running Jade Regent, and looking at changing the alignment system for a different, Japanese-feeling Minkai. The effort has made me curious what name to use for the Inner Sea understanding, which seems reflective of western & specifically Christian notions of "good" and "evil." (Funny, that! ;) )

PS: If anyone can point me to discussions of others who have looked at Japanese alignments, I would be very grateful!


I've got a bladebound magus in a game I'm running, and I love the class & archetype, except for how long energy attunement lasts. Well, plus there's three odd-numbered levels where the blade doesn't get anything. In short, I'm thinking of modifying the archetype description under Black Blade Ability Descriptions by adding the bolded text:

Energy Attunement (Su): Starting at 5th level, as a free action, a magus can spend a point of his black blade's arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade's arcane pool to deal sonic or force damage instead of weapon damage. At 5th level, this effect lasts until the start of the magus's next turn. At 7th, 11th, and 15th levels it lasts one additional round (to a maximum of 4 rounds at 15th level).

Edited to add: What do you all think? Is there something I'm overlooking?


I was dissatisfied with how eclectic Suishen's abilities are, and started considering having an Imperial Dragon either be the foe that inspired its creation or actively assist in its creation. Uqbarian has separately pointed out, rightly, that I need an Imperial Dragon, and the ones from Bestiary 3 just don't fit the bill.

First try, Sea Dragon:
I'm considering making the Sea Dragon or jiaolung breathe cold (as I believe is traditional for water things in D&D). Unfortunately, it's listed as CG; if Ameiko's family is motivated to fight them, I'd also want to make them NE, which I don't know if the mythology supports. Of course, jiao-lung is translated in wikipedia as the Crocodile Dragon... At any rate, a sword developed to fight this mutated critter would reasonably provide Flight & Cold Resistance. But sadly, Flaming is a bit of a stretch, and See Invisibility would have to go. (I wouldn't want to make more changes to printed material than I had to, and Sea Dragons do get See Invisibility, but are not themselves invisible.)

Fortunately, the well-known source of all knowledge, Wikipedia, assures me that there are a lot more than five chinese dragons. In fact, there's apparently some reason to want nine of them -- which would amount to one for each alignment.

Second try, Cloud Dragon:
So then I looked at adding a Cloud Dragon or feilung (wiki: feilong), a winged dragon that rides on clouds and mist. I could easily see this creature as breathing cold and being both immune to cold and vulnerable to fire. Furthermore, it obviously would get Invisibility and eventually Ethereal Jaunt. So a weapon to fight it should be Flaming & grant Flight, Energy Resistance (Cold), and See Invisibility: check! But it didn't take long for me to figure out that if you've got only one good-aligned dragon, this is it. And I just don't want Ameiko's family to originate as evil! However, if I go with the "add four dragons to the list" idea, the Cloud Dragon would be the NG one.

Third try, Sun Dragon:
My best thought so far is a Sun Dragon or chu-lung (wiki: zhulong, actually translated as Torch Dragon), a scarlet, legless snake with the face of a human. In the mythology, it apparently causes the day & night cycle, which sounds LN to me. Furthermore, "Torch Dragon" is apparently in perpetual conflict with a "Frozen Mountain," which means that my Sun Dragon should be immune to cold. Better yet, draconic torches have been described as making specters visible, meaning that a Sun Dragon would naturally have See Invisible. (Along with all the light spells in existence, of course. Can a dragon's breath weapon be Searing Light?)

So now we have a Sun Dragon who could have crafted a weapon for Ameiko's family that grants its wielder Energy Resistance (Cold), Flight, and See Invisible. Flaming isn't exactly right, but it would certainly be a compatible weapon property. Said weapon would of course cast Light as soon as it was drawn. I'd actually love to give the weapon the ability to cast Daylight and Searing Light -- and I'm probably running with this further, since I want to do something like a legendary item or a weapon of legacy from 3rd ed.

But first, I'd like to know if my wiki-fu is at all credible. For those of you who actually know Chinese (and Japanese) mythology, would you add a Cloud Dragon and Sun Dragon to Pathfinder's list? Is my take on them close enough to the mythology? What other dragons would you add? Do you know of actual write-ups of additional Imperial Dragons?


I can't find a better messageboard for this. (And it's annoying, btw, that the "Need help posting?" link doesn't go to anything that actually helps with posting!)

Ummm, this was going to be a longer post, but in writing it and testing some of the options under "How to format your text" I figured a couple of things out. (Like the blue text here.) So writing this post has been effective, faster than I had hoped! 8-O

One more: I see people put in links to other threads. There's a hint at how to do it under "How to format your text," but sadly, I can't figure it out. I'd love it if someone walked me through it, please.


What do you all think if the GM handed out--in different loot hoards--separate but linked magic gloves? (A right-hand glove with one benefit and a left-hand glove with a different one.) The idea would be that a character could wear just one glove for its benefit, or both gloves and gain both benefits while using only the glove slot, but not one of them and an unassociated one-hand-only glove.

I'm running a campaign with a magus PC, and I'm talking to another such GM about tailored loot, and it's occurred to me that a pair of completely different benefits specifically in the glove slot seems ideal for the class. (Obviously, one would benefit melee combat in some way, and the other spell-casting.)

Is it too over-powered? Going to lead to trouble?


Newb here; I've searched & searched, but couldn't find the needle I need.

I'm playing a 10th-level half-orc sorceress w/ the Efreeti bloodline. (I've already figured out from reading the boards that this isn't the most efficient Blaster build possible, but ah well, I'm enjoying RPing her.)

The alternate preferred class bonus for half-orc sorcerers is to add +1/2 to fire spell damage. (By now she is up to +5.) And the Efreeti bloodline's arcana is "Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type."

The basic interaction of these two abilities is clear. She can turn a wimpy 2d4 Acid Arrow into a much better 2d4+5 Burning Acid Arrow; both spells do that damage for (at this point) another 3 rounds. However, the GM thinks that because she's changed the descriptor to fire, that would change SR as well, making the spell nigh unto useless. (He's picturing an evoked fiery arrow, even though it's still a conjuration spell.)

Is there a ruling anywhere on changing SR when the descriptor changes?

And, while I'm here, I've assumed until now that the Efreeti arcana would not let my character change Magic Missile; that the "missile strikes unerringly" property was (a) not energy damage or (b) would be eliminated if turned to fire. As I've been searching for the answer to my question above, I've become curious about the debate over Magic Missile--I've seen opinions going both ways. Is there now a ruling? I'd love five unerring 1d4+6 missiles, but would take one of them on top of four others at 1d4+1.