Deth'Mir Cynwall's page

No posts. Organized Play character for Arcticfox6.




I know this is a shot in the dark but figured id try nonetheless. Anyone in the Valdez area looking for another player?


I am relatively new to Valdez Ak and was hoping there might be a group here that might be looking for a +1. Knowing the population is only around 3k, i will not hold out too much hope, but don't know till you ask. I have tried other forums with no luck. :(


Hello everyone and all the strolling trolls out there!

I have a question for you all. I always interpreted the wild shape ability of the Animal Shaman archetypes as a "modification/augmentation" that took effect at 6th level. This would mean that an Animal shaman would get wild shape at 4th and 5th level as per a normal druid and at 6th level you would specialize in poly-morphing into a particular animal type at the expense of other forms. Recently i heard another interpretation that has the animals shamans not getting wild shape at all until 6th level. I am not convinced this is supported by the RAW. Am i missing something? What are those of you who have these in your games doing for the WS ability? The exact wording of the Su is below:

Wild Shape (Su): At 6th level, a bear shaman’s wild shape
ability functions at her druid level – 2. If she takes on the
form of a bear, she instead uses her druid level + 2.

Thanks in advance!


1 person marked this as FAQ candidate.

How are people interpreting the prereqs for the style feats. Let us take, for example, Crane style feat that states:

Prerequisites: Dodge, Improved unarmed strike, base attack +2 or monk level 1st.

Now i read this as, in order to qualify for the feat, you must have either; dodge, improved unarmed strike, base attack of +2 or a monk level meaning if you have any one of the following you can qualify for the feat.

Another interpretation:

You need to have dodge, improved unarmed strike and BAB +2 or just 1 level in monk (not grammatically supported IMO)

Yet another interpretation:

You will always need dodge, improved unarmed strike and either BAB or a monk lvl (so basically a monk would need dodge first before qualifying for this feat).

Any thoughts and even better an official ruling that i have clearly missed?

Thanks!


Has there been any official rulings on what exact magical slots exist for animals both animal companions and regular purchased animals in PFS? I haven't been able to find it if it exists but it has come up in our PFS game and i would like to know. Thanks!


After posting the thread about designing chases i thought i would post my rules on mass combat that i am designing and see what you all thought. Think of this system as melding individuals into a swarm that do automatic damage. This system involves a bit of upfront work on the part of the GM as they will need to calculate attacks/exchanges between all potential combat units and even PCs. PCs can also attack the swarm/unit but can only do as much damage as an individual contributes to the unit's HP. Also after mass combat has ended you can take the damage sustained to the unit and kill off a number of individuals equal to the number that would contribute that number of hit points.

Mass combat system basics:
*1 square on combat grid represents 20' X 20' on the tactical "traditional" map and can contain 16 small/medium creatures or 4 large = 1 unit

*All or nothing: For a group to be considered a "unit", they must be similarly equipped with the same arrangements of feats, hps, AC etc as this will really simplify the math (yes there is a fair amount of math involved here).

*Unit stats:
Unit initiative: A unit uses a group initiative
Hit points: Sum of all the hit points for all individuals in a unit, a unit is not dead/nor reduced in stats in mass combat until its HP reach 0 (think swarm)

Attack: (Calculated as follows using the bestiary stats, do not round)
= Average attacker damage X (1 - (Defenders static AC - Attackers attack bonus)/20) + Average attacker Critical damage X (crit range value/20) X (1 - (AC - Attack bonus)/20)

The above calculation is done for the main attack and recorded. It is then repeated for multiple attacks and can be done for specific circumstances like a charge or if the unit is under the effects of bardic music etc. This can become as complicated as you want it to be but i prefer to have at least stats for attacks against each potential defendant on the battlefield for a standard attack, charge and full attack.

note: Attackers crit range value depends on the specific weapon used and is calculated as follows: long swords crit range value = 2 because both 19 and 20 represent potential crits, A rapier would be 3 (18, 19 and 20 are crit threats) and unarmed strikes would be 1)
Unit damage per round: Attack value X # of attackers

Units can do the following in a round:
Move/move = unit moves 2 squares if speed is 20-35' or 4 squares if speed is 40-75' etc.
Move/attack = unit moves 1 square and attacks once (no sneak attack)
Charge! = unit moves twice and ends with an attack with normal charge bonuses but no usual penalties (no sneak attack)
Press-on = unit remains engaged and gets full attack and SA.

I have more rules for formations etc. but i think i have made this far too complicated for this forum already so i will just touch on a few points and end lol...
Cover acts to improve AC and prevents charge
Miss change is multiplied by the Unit's damage per round
units with smite evil or challenge can use these abilities and they have full effect accept that they last only one round.
Spells that remove individuals from combat (sleep fascinate etc) do damage to the unit equal to the number of fully affected members X the individual hit points they contributed to the total.

Anyways thanks for reading!


Recently, i ran a Darksun Mod and wanted to include chases to add depth to parts of the adventure that otherwise would have been lacking. I used the template presented in the GMG but expanded/clarified a bit and wanted to share some ideas to flesh out chases.

What chases are to me: Chases are not only a way to spur excitement and get the PCs from Point A to Point B, they are also a way to let more "skill-based" classes shine. As such, i am always looking for ways to introduce more obscure skill checks as an option for players who happen to have that skill. "Chases" are any series of events that require "non-combat" options like skill checks to overcome obstacles usually in a set amount of time. This would include: chasing an enemy, fleeing from an enemy or natural disaster, opposed skill check events etc.

Designing a chase: Like the chases presented in the GMG, i use boxes to denote an option that the PCs can take. Chases are divided into Sequences that describe what is going on for that phase of the chase and the options boxes available to the PCs as seen below. Below is just the first two sequences of 5 of the first chase i exposed my PCs to and involves the PCs running after a thief who stole water from an older elven woman while the PCs were battling a group of ruffians attempting to use intimidation to cut in where the PCs were in line for water.

Sequence 1: The chase is on...
Dodging the crowd (Acrobatics) DC15------>Sequence PC Line--> Sequence 2
or
Sidline (Run) --PC Line-- Sideline (Run)->Sequence PC Line--> Sequence 2
or
#Fails: 3 (progress)---------------------------------------> Sequence 2

Sequence 2: Which way did he go?
Footprints (Track) DC15------------------>Sequence PC Line->Sequence 3
or
Ask on-lookers (Diplomacy/intim) DC15---->Sequence PC Line->Sequence 3
or
#Fails: 3 (We lost him!) --------------------------------->END

Components
Sequences: Sequences involve a brief description of the scenario and presents the PCs with boxes representing their options (usually 2 to 3 options per sequence). The PC line is simply a line perpendicular to the flow of the chase that you can put the PCs on to show where they are in the chase. They can also be put in between option boxes. Basically a PC should move from line to line, through the boxes as desired and able.

Option boxes: contains a description and skill name needed to pass through the box and continue the chase. Note that the DC are normally hidden from the PCs and the DCs within boxes of the same sequence are usually within 5 of each other. Boxes can contain descriptions like "Run", "Stand still" or "Do nothing" and do not require a roll. In this case generally it means the PC who chose that path must spend a "round" for each option box labeled as such within a sequence before progressing, although they may at any point use a round to make a check if they desire to move faster. Success/passing the DC of a box means progression in the chase and potentiality onto another sequence. Failure generally keeps the PC from progressing and can result in damage (ex. falling) but does not usually result in "backward" progression. The PC generally stays where they are and can try again next round.

Rounds: PCs can move one box in a round, either forward or in some cases backwards. The DM will set a countdown die (Or multiple dies) representing a number of rounds before something happens (usually bad like a sandstorm reaches the PCs location, a thief slips away into an impossible maze of tunnels or a horde of zombies catch up to the PCs). Each round reduces the die by 1 until the event happens or the PCs hit some milestone and are successful. Each PC is considered to be on its own during a chase. This means if a PC makes its check and advances, he cannot help the following PCs to get to his spot in the same round. There is an option PCs have to convert some boxes into "run" boxes if they sacrifices a round to "guide" their friends, but again they can only guide after they declare they will "guide" and only as long as they sacrifices a round to do so. This ruling came into place because i see the chase round as slightly longer than the standard round and as people get excited and are involved in the chase they do not necessarily keep tabs on each other. PCs can also go backwards during a chase. I have seen this when the PCs wanted to go back for some friends who could not Pass an option box and where stuck while a horde of zombies approached. This is simply done by choosing the boxes that the would progress the PC to the desired box and pass all necessary skill checks. Note that failure results in a failure to progress.

Spells: As spells can have huge effects on bypassing sequences i have a simple rule that is universal to both PCs and NPCs/monster... any spell that can reasonably be used to advance the PCs or hinder a foe/event only results in the movement of one model one option box. No matter the level of the spell... So casting teleport will only allow a wizard to progress one box in a chase. Although this seems very unfair, the idea is not to have spellcasters simply bypass a chase and generally means a spellcaster will save their spells and use them when they can get their full effect (anytime outside a chase like right when the chase ends).

#Fails: This part is included for every sequence and is the number of failures that can be accrued before something happens. This can be that simply enough time and effort results in automatic progression, or can result in being taken out of a chase or worse.

Special notes: The Run feat also allows anyone who has it to combine all "Run" boxes within a sequence into one box.
Fast movement: Fast movers like barbarians and mounts still only move one square unless they have 60 movement, in which they can duplicate the effects of the run feat described above.
Anyways that is about it, just thought i would share this with you all. Take care and safe hunting out there :).


The group is going to be playing in Northern Seattle just north of the University of Washington (near Northgate mall). Anyways take care!


Hello All,
Welcome to my personal mod of Dark Sun for Pathfinder RPG. This is the packet that is going to be distributed to my players in an upcoming Dark Sun game of mine. The people who have taken a look suggested that I should share it with the community, so here it is for your viewing pleasure. A few disclaimers that I feel compelled to share... I tend to take campaign settings and customize some features to make it my own (helps to show the players that reading the source materials might not give them a leg up on the GM and keeps them on their toes). I used a number of source materials in order to help me craft this mod including the 4th ed Campaign setting. Despite the overall lack of popularity, I did like a number of rules and themes and thus incorporated them into my setting, so some things may look familiar. Regardless take a look and tell me what you think. Thanks and I wish you all awesome games in the future!

Introduction: Welcome to the desolate world of Athas, the Dark Sun campaign world. Most of you reading this are familiar with the setting, but for those who are not, Athas is a dying, desert world that has seen many wars over its long, but largely forgotten history. Entire races, common in other settings are all but a distant memory in the minds of the people of Athas. Gnomes, Trolls, Orcs, Ogres and Kobalds are notable examples of species that have been wiped from the face of Athas, although traveler from other planes or solitary hidden tribes may be found in the deep reaches of the waste. Of the races that remain, many are not the cookie cutter variety that you would find on other worlds. Halflings are savage cannibalistic hunters, elves are nomadic raiders and traders and Dwarves are bald... Three other races are commonly found throughout Athas and their stats are detailed below: The half human half dwarven slave race of the Muls, the insectoid hunter race of the Thri-Kreen and the massively built and emotionally unstable Half-giants.
Aside from the people of Athas, another major fact of note is that metal (of all kinds) is extremely rare and as such all weapons commonly available are made from other materials, such as wood, stone, bone and obsidian. The later two materials are detailed below.
As the world has be utterly ravaged by war and magic, the people of Athas tend to be overwhelmingly suspicious and downright hostile towards arcane magic. The source of this fear is a category of arcane spell casters known as defilers. Their wicked spells draw their power from the lifeforce of all those around them, slaying lesser organisms and damaging the very land around them. Becoming a defiler is a choice that each individual arcane caster must make for the reward is rapid advancement in power. Regardless of whether a given arcane caster is a defiler or a preserver (the common name given to “regular” casters that do not defile) they are usually treated as if they were defilers and can be hunted. There is in fact an entire group of people that are devoted to the hunting down and eradicating of such defilers and that is the Templars. The Templars are agents of the Sorcerer-kings and work diligently and often ruthlessly to maintain order in the city-states.
When envisioning where your characters are picture Athas as a massive desert world with a few bastions of civilization that appear to be a cross between the Aztecs and the Ancient Romans with an overarching middle eastern influence. Instead of great expanse of ocean, a great sea of silt exists where sail ships nonetheless continue trade routes and pirate activities. The civilized areas are divided into great city states with each ruled utterly and totally by a Sorcerer-king. All city-states have dubious relations with one another and raiding and outright skirmishes between them is not uncommon. Welcome to Athas, where slavery is common, arcane magic is all but outlawed and water is rare.

New Rules
New Player Races:

Mul Racial Traits
+2 Constitution, +2 Strength, -2 Intellegence: Muls are heavily utilized as slaves and manual workers, and as such have been bred to be strong and hardy but have lost some of their critical thinking skills to keep them subservient and find academic pursuits naturally difficult.
Medium
Normal Speed: Muls have a base speed of 30 ft (6 squares).
Durable: Muls receive Toughness as a bonus feat
Dwarven Blood: Muls count as both Dwarf and human for the purposes of feats and effects
Tireless: Muls require only 8 hours of rest per 72 hours
Survivors: Muls receive a +2 bonus to their Survival Skill
Incredible Toughness: 1/day a Mul may remove one of the following conditions: Fatigued, Sickened or Dazed as an immediate action.

Thri-Kreen Racial Traits
+2 Dexterity, +2 Wisdom, -2 Charisma: As natural hunters, Thri-kreen are quick and cunning, but are also alien in appearance and manner. They only gain a -2 penalty to charisma because they are known throughout Athas and their behavior and mannerisms are not unexpected
Medium
Swift: Thri-kreen have a base speed of 35 Ft (7 squares).
Darkvision: Thri-kreen can see in the dark up to 60 Ft.
Multiple Arms: Thri-kreen have an extra set of small arms that do not posses the strength to wield weapons or shields effectively, but can hold or retrieve items. Thri-kreen can draw one item per round as a swift action and may hold items in their smaller, albeit more dextrous arms. Weapons held in these hands do not threaten the spaces around them. Thri-kreen can use their lower/smaller set of arms for fine manipulation and spell casting and thus still threaten the spaces around them while casting, but may not attack at the same time as their focus is directed to the activity at hand.
Leap of the Locust: Thri-kreen are always treated as having a running start when jumping.
Torpor: Like Elves Thri-kreen only require 4 hours of sleep per day, but unlike elves, they are fully unconscious during this time.
Claws: Thri-kreen gain two primary natural attacks that do a base d4 damage per attack.
Chitin: Having a tough chitinous hides, Thri-kreen gain a +1 natural armor bonus to AC.
Agile: Thri-kreen gain a +2 bonus to Acrobatics skill.

Half-Giant Racial Traits
+4 Strength, -2 Dexterity: Half-giants are incredibly strong but find maneuvering difficult due to their impressive size.
Medium Size
Long Strides: Half-giants have a base speed of 35 Ft (7 squares).
Low-Light Vision: Half-Giants can see twice as far as humans in conditions of dim light.
Powerful Build: Although technically medium, Half-giants are always treated as being large for their CMB and CMD and when looking at any effects that depend on size (such as grab, swallow, etc.). This includes how much space they take up when swallowed and with similar abilities (i.e. when swallowed, Half-giants count as being large in terms of how much space in the stomach they take up). They also are considered large for the purposes of their carrying capacity (i.e. X2 carrying capacity). They do not however gain any reach and do not take up a 10 Ft square themselves nor can they wield “large” weapons.
Large and in charge: Half-giants are very unstable and can be very intimating gaining a +2 bonus to their intimidate skill. Likewise they are not known for their good manners or self control and receive a -2 to their Diplomacy skill.
Large appetite: Half-giants also require lots of food to sustain their massive stature and take twice the amount of food (not water) that normal medium creatures require.
Hard to hide: Due to their semi large physiques, Half-Giants receive a -2 penalty to their Stealth skill.

Classes
No Gods remain, or at least have any semblance of organized followers on Athas. As such, Clerics devoted to such beings are virtually unheard of and those that do exist are either astral travelers or people who happened to have found an ancient manuscript that details the old ways of worship, making you perhaps the only follower in the world. Most Clerics that do exist are devoted to an ideal or the elements and derive their power from those sources. Open worship of any deity within the confines of a City-State, other than the residing Sorcerer-King, is expressly forbidden and is often met with a Death Sentence.

All arcane classes exist and NPCs can be defilers. This option is not available to PCs in my game. Defilers gain the following:
Defiling: When a Defiler casts a spell, they draw spell power from the life force of everything around them. The defiling does a d6 of negative energy damage at a 10 foot radius burst surrounding the Defiler when they cast a first level spell. When and as they gain access to higher level spells they may choose to either extend the radius by 5 feet or increase the damage by a d6 negative energy and apply that to any spell of the new spell level. All lower level spells retain their rate of defiling (i.e. first level spells will always be 10 foot radius at d6 damage). This choice must be made once the defiler gains access to the new spell level and cannot be changed once the decision has been made for each spell level. This ability creates a pool of damage that bursts forth from the caster. The closest organisms are affected first, including plant life robust enough to have hit points (grass and sprouts do not count but are nonetheless destroyed). Each organism takes up to its remaining hit points in damage (bringing PCs to -1 hit points) and then spillover damage goes onto the next closest organism until the damage pool is spent. Targets receive a saving throw (Fort DC 10+Spell level+Cha modifier). A successful save means the target is reduced to half its remaining hit points. With that damage being taken from the pool and the effect moving on to the next closest target. Any damage that is left over once all eligible targets have taken damage is reduced by 5. Any remaining damage after the 5 is taken directly from the Defiler without any saving throw to reduce damage. The 5 points you subtract represents the land itself being defiled before the Defiler. Orisons do not cause a noticeable level of defiling to cause damage. The benefit is that the Defiler adds a +1 DC to all spells they casts. Defilers receive a +1 to their CR.

Templars are either Inquisitors or Oracles with the Battle Mystery.

Spells that create water have their spell level increased by 2. Create water is now a 2nd level spell.

Paladins are now totally changed in concept and are no longer the “paladins” of other game settings. In Dark Sun they are a class of Gladiators with two variants; Hero's and Tyrants (Paladins and Anti-paladins respectively) that Draw their power from the roar of the crowds and their reputations in the Ring which provides them class benefits (regardless of being in the Ring or not.
All Gladiators may be of any alignment, their choice of being a Hero or Tyrant merely suggests their “Ring” personal/demeanor and does not reflect on their actual nature.
Gladiators do not have Auras of Good or Evil, and cannot detect Evil or Good
Smite- Gladiators may declare a target of ANY alignment or creature type as its smite target and gain a bonus to hit equal to its Charisma and a bonus to damage equal to its Gladiator Level. Note that they no longer get any special bonuses to hitting undead, evil outsiders and the like.
Upon taking their first level in Gladiator the player must choose Hero or Tyrant. This represent the Gladiators Stage persona. Heros follow the abilities, lay on hands, channel positive energy, spells and auras as per the Paladin class. Tyrants gain touch of corruption, channel negative energy, spells and auras as per the Anti-paladin class.
Resilience of the Ring: upon reaching 2nd level the Gladiator (regardless of being a hero or Tyrant) receives a bonus to all saving throws equal to his Charisma as a Morale bonus.
Health of the gladiator: Upon reaching 3rd level the Gladiator (regardless of being a Hero or Tyrant) is immune to diseases as per the Paladins Divine Health ability.
Equipment is my Life: Gladiators must choose a Divine Bonded Weapon or Armor and cannot choose the Mount Option.
All other abilities and effects present in either the paladin and Anti-paladin will be reflected in the Gladiator, including hit points and skill points per level.
Oracles may not choose the Wave Mystery.
Any class variants of abilities that allow you to cast create water must change this ability to “Destroy Water”.

I allow Psionics in my campaign. All material presented in the 3.5 EPH (Expanded Psionics Handbook) are allowed (races aside). I do not allow material from the Complete Psionics Book. The only difference is that the skills are all adjusted to Pathfinder and Hit dice will be increased one step. The thought process with this decision is that psionics in 3.5 were overpowered when compared with the other core classes. Since all classes got a boost in Pathfinder, in theory these classes should be more balanced now (if slightly underpowered). I use the Psionics-magic transparency rule.

Due to Athas' inhospitable nature the DC for the Survival check to “Get along in the wild” is increased to 15 base and providing for additional characters is done for one person for every 3 points that you succeed your check.

As water is so scarce, even to simply drink, swim is no longer a class skill for any class.
Barbarians receive Stealth as an in-class skill
Druids receive Linguistics
Fighters receive Perception
Monks receive Survival
Rangers receive Linguistics
Rogues receive Survival
Cavaliers receive Survival
Inquisitors receive acrobatics
Oracles of Nature receive Perception in Lou of Swim

Weapons
Simple Weapons Cost Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Talid 5 1d6 X2 - 1lb. P
Widow's Knife 1 1d4 19-20/X2 20 ft. 1lb
Wrist Razor's 1 1d4 X3 - 1lb. S.
Ranged Weapons
Dejada 10 1d6 X2 50 ft. 2lb. B Bullets as sling
Martial Weapons Cost Dmg (M) Critical Range Weight Type Special
One-Handed Melee Weapons
Aljulak 20 1d8 X2 - 5lb. P Disarm, Trip
Carrikal 15 1d8 X3 - 6lb. S Brutal 1
Two-Handed Melee Weapons
Maul 15 1d12 X3 - 14lbs B
Trikal 25 1d10 19-20/X2- 12lb. P or S Brace, Reach
Ranged Weapons
Chatkcha 10 1d6 19-20/X2 30 ft. 1lb. P
Exotic Weapons Cost Dmg (M) Critical Range Weight Type Special
Gauntlet Axe 25 1d8 X3 - 3lb S Shield
Puchik 3 1d6 19-20/X3- 1lb. P
Singing Stick 40 1d6 X2 - 2lb. B Disarm
Tortoise Blade 10 1d6 19-20/X2- 7lb. S Shield
Two-Handed Melee Weapons
Cahulaks 25 1d8/1d8 X2/X2 15 ft. 9lb. P Reach, Trip
Dragon's Paw 40 1d8/1d6 X3/18-20/X2- 10lb. P
Gouge 30 2d6 X3 - 12lb. S Brutal 1
Gythka 25 2d4/2d4 X3/X3 - 9lb. P
Lotulis 40 1d10/1d10 X3/X3 - 9lb. P
New Materials:
Obsidian: Hardness 7, Hit points 12/inch Special: 1Brutal, 2Brittle

Light Blade: H (Hardness) 7, HP (Hit Points) 1, Brutal 1
One-Handed Blade: H 7 HP 2, Brutal 1
Two-Handed Blade: H 7 HP 4, Brutal 2
One-Handed Hafted Weapon: H 7 HP 8
Etc.
1Brutal: These Weapons are covered in spikes or serrated edges and tend to do more damage than the average weapon. Anytime you roll the listed number or lower naturally on a damage die, you may roll again until you obtain a higher value on the die. If the weapon uses multiple die in one damage roll this quality applies to all die individually. Most weapons that can be wielded in one hand or ranged ammunition have Brutal 1 and two handed weapons have Brutal 2.
2Brittle: Due to their brittle nature, obsidian weapons loose 50% of their maximum hit points and gain the Broken condition on a confirmed critical fumble in addition to the fumbles normal affect.
Cost: Ammunition: +2 gp, Light: +20 gp, One-handed: +90 gp, Two-handed: +180 gp

Bone/Horn/Chitin Spikes: H 6, HP 9/inch Special: 3Wicked, 4Awkward

3Wicked: Wicked weapons gain a bonus on damage rolls equal to the Wicked rating. Ammunition, light and one-handed melee weapons generally receive Wicked 1 and Two handed weapons receive Wicked 2. This damage is not multiplied on a successful critical hit.
4Awkward: Awkward weapons are unwieldy and difficult to handle and attack with properly. As such these weapons bestow a -1 to all attack rolls with this weapon.
Cost: Ammunition: +1 gp, Light: +10 gp, One-handed: +45 gp, Two-handed: +90 gp

Starvation and Thirst
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.

A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

Tyr
LE Metropolis
Corruption: +3; Crime: -5; Economy: +2: Law: +5; Lore +1; Society: -1
Qualities: 6 (Notorious, Prosperous, Rumor Mongering Citizens, Superstitious, Strategic Location, Slave Intolerant)
Danger: +10
Demographics
Government: Overlord (King Tithian)
population: 30,000 (65% Human, 15% Dwarf, 10% Mul, 5% Elf, 5% Other)
City Components: Caravan, Artisan, Smiths', Merchant, Noble Districts, The Warrens, Stadium of Tyr, The Ziggurat of Kalak, The Golden City, The Golden Tower and Under-Tyr.
Notable NPCs
Minister of Defense Mashastra Dillon (LN Dwarven Female Ftr 7 Stalwart Defender 5)
MarketPlace
Base Value 27,200 gp; Purchase Limit 200,000 gp
Spellcasting 6th level
Minor Items All available; Medium Items 4d4 items; Major Items 3d4 items


Hello all,
I was wondering what your thoughts were on the Order of the Shield's first order ability, "resolute", which basically allows one to convert one lethal to one non lethal damage per attack if they are wearing heavy armor. my question is this; would you allow a player to change to a lesser armor type (i.e. get the ability when wearing only light armor or medium armor without the ability to change this later)? In other words why would you not allow this (balance wise)?

Second question, which at first seems stupid but has been bothering me and that is; For abilities like the "challenge" and the bards "bardic Performance" ability, both have similar wording for the bonus to damage and the # of rounds a bard can use "bardic performance" respectively. Technically both are worded to say that they increase as they gain in levels, but one could easily read it to say that it is referring to the character's level and not the class level in their respective class. For the bard for example it reads "At each level after 1st a bard can use bardic performance for 2 additional rounds per day." So if a bard multiclasses, would he still get 2 more rounds of bardic performance even from other levels (understanding nothing else would increase related to that performance)? For the cavalier, it could be interpreted similarly (ie. the damage increases with character level not class level). I understand that under the multiclassing paragraph in the core rulebook it says that class abilities are usually specific to the class level as far as progression, but then again it does also say "most" meaning not all. Other abilities under different classes are usually worded differently and specifically include the "class level" clause. Please advise.


Hello all! I just wanted to share my idea I implemented in my last group and seemed to work well so i thought i would share it with the Pathfinder community for peer review. This alternate build helps address what has been brought up multiple times on the forum and might help some of you in your games, or be horribly flawed. Either way here goes...:

1. Get rid of SLA monster summoning.
2. Add "Summoning Specialist" (effectively a domain)
-Granted power: All Conjuration (Summoning) spells that have a casting time of 1 round will be cast as a standard action instead. (please note that the durations are not extended in this version)
Specialist (Domain) Spells: 1st - Summon monster I, 2nd - Summon monster II, 3rd Summon monster IV, 4th - Summon monster V, 5th - Summon Monster VII, 6th - Summon monster IX
-add one "specialist" Spell (domain spell)to the number of spells a summoner can cast per day, at each level that must be used to cast the Specialist spell of that level. This spell is not a spell-like ability and can be used in conjunction with the Eidolon and other Summon monster spells.
3. Summoners now automatically Know the above spells once they attain the level at which they can be cast.
4. Add Summon Natures ally (I, II, IV, V, VII and IX) into the respective Spell List parallel to the Summon monster line (but they are not automatically known).
5. We houseruled out the Eidolon disappearing when you sleep.

Anyways that it. Kinda simple really. Thoughts?


Hello all! I had a quick question as to whether other DMs allow their players to swap out feats in the event of casting a summon monster spell. This came up a few games ago and i did not have any problem with this at the time as the player was willing to put in the time to prepare his summoned monsters for the game to make his turn go faster and it seemed logical that you would be able to summon monsters that might not be cookie cutter versions of the species (making sure they keep bonus feats and qualify for the feats of course). Has anyone seen any rulings about this, I've looked everywhere and looked through the sourcebook but i have found nothing to say one way or the other. I am mainly looking for rulings but i would be interested in opinions too. Thanks!


I am new to the greater Seattle area and currently live just north of the University District. Are there any groups out there looking for new players? I am looking for a more mature group. I have been playing RPGs most of my life and have everything i need to play.