Barl Breakbones

Exle's page

217 posts (282 including aliases). No reviews. No lists. No wishlists. 1 alias.




I would love it if y'all would throw some ideas my way. I'll tell you what I have so far and highlight some particular missing pieces. Anything you come up with I can probably use somewhere. Thanks!

A ship (name?) returns from a 3-year trading and exploration voyage. Instead of docking, the ship drops anchor in the outer harbor. On investigation, a flag is spotted the meaning of which is "Plague Here." The harbor patrol sends out boats to blockade anyone from trying to visit or escape from the plague ship.

There are:
1) Families whose loved ones may or may not be alive on the ship
2) A corrupt (someone) expecting a delivery of something shocking/scandalous/illegal who is very afraid this will be discovered
3) Merchants who are "losing money every day" their goods are stuck on the ship
4) A gang of thieves who plan to sneak aboard and loot the ship, hoping that either there is no plague or else that they can pay to be cured at a temple.
5) Jittery citizens who call for the ship to be burned and sunk without delay to avoid contaminating the town/city.

The PCs might be members of or else working for any of these groups.

So here are some questions and missing details:
1) Is there really a plague? Is the flag to cover up a mutiny? Is the plague real, but secondary to the real problem on board? How did the plague start?
3) What will the town/city do to address the ship? There are magic users and a few characters with flying mounts, so someone might try to scry or do a flyover. What do they find, how can that info. get back to the PCs?
4) What really happened to the ship and its crew? How many of the crew are alive?
5) Assuming the PCs manage to get aboard, what do they find?


This is for a gnome Gunslinger 1/Bard 7 in a nautical campaign. I'd hate to see my double-barreled enchanted musket lost forever beneath the waves, so I want to protect it with a weapon cord. I'd also like to benefit from a buckler on rounds I cast spells rather than shoot. Is this like both having and eating cake?

If I hold the musket in my off hand while not shooting, can I also employ the buckler using that arm? Alternately, if the musket is slung across my chest, is there enough play in the weapon chord to use the buckler effectively?


Tonight a PC with profession: Brewer rolled to determine the quality of the Brew. He got a 15, and there was some discussion of how to imagine these results. I supposed that "tavern standard" would be DC 10, and so a DC 15 beer would be "one standard deviation" greater in quality. A player proposed that Pabst Blue Ribbon would be a DC 10 beer, while Sam Adams would be DC 15.

What say you?


One of my players (plays an Elf Sorcerer) wanted to take this 3rd party spell:

Cutting Flame.

I told him:

Exle wrote:
I have some concerns about that spell. It's much better than either the 1st level spell "Break" or the second level spell "Shatter." Objects get no save and there is no hard limit on damage it can do. The way it interacts with the game world is rather open ended, which may call for a lot of DM adjudication. Maybe you could revise the spell?

What do you think of the spell? Would you allow it?


The flavor of this spell is great, and I'm a big fan of divination in general, but the risks of getting a useless or misleading answer or of being unable to adventure for weeks are prohibitive. Has anyone found a place for this bizarre spell in their campaigns?


I've got DM brain freeze. Anybody point me toward something I can use tomorrow?
4th level one-shot.

Anybody?


We're level 6 now, and an NPC challenged Thistle (my halfling druid PC) to come up with a long term goal. Thistle thought for moment, and then resolved to usher in a golden age of megafauna.

How might one make this happen?

The number one tool available seems to be plant growth, which, by increasing the yield of the forest by 1/3, could hypothetically enable a forest zone to support 1/3 more wildlife, which in turn attracts bigger awesomer predators. Thistle can cast this three times each day, each time affecting a circle one mile across.

At 9th level druids get access to Awaken. It doesn't make creatures any bigger, but it does make them more interesting, and allows them to advance by class level rather than animal hit die.

Not until 13th level can a druid make it rain, but then can they ever! Each casting has a duration of 1/3 of a day to 4 days, during which time the druid can, as a standard action, choose the weather in a 3-mile radius.


Over in the playtest forum, I've been trying out a Dex-based human magus. Someone suggested I also build a Str-based magus for comparison, so here it is. For this campaign, the build is 20 point buy, no traits, with material drawn from the core book, APG, and the Magus playtest doc.

Grigori, Lvl 1 Human Magus (Dex):

Human Magus, Lvl1 (20 point buy, core+APG+Magus Playtest, no traits)

10 Str Light Load < 33 lbs < Med Load < 66 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +0 Combat Maneuver Bonus: 0

•Rapier + Daze + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat)
d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 13 or takes no action for 1 round.

•Rapier + Chill Touch + Arcane Pool Enhancement
+3 to hit (+4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-20
Attempt concentration check d20+8 vs DC 17
Chill touch Attack +2 vs. touch AC (+4 dex, -2 Sp. Combat) d6 dmg DC 14 fort save or 1 pt. str damage

•Rapier + Arcane Pool Enhancement
+5 to hit (+4 dex, +1 enhance)
d6+1 dmg (+1 enhance), Crit x2 18-20

•Short Bow +4 to hit (dex) Damage d6 Range 60'

Max HP 10 (8 Hit Die, +1 con, +1 favored class)

Saves: Fort +3 (+1 con, +2 class) Ref +4 (+4 dex) Will +1 (-1 Wis, +2 class)

AC: 17 (+4 dex, +3 armor) Flat-footed: 13 Touch: 14 CMD: 14 (10 +4 dex)

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat

Spells/Day
0th: 3 Save DC 13 Concentration DC 15
1st: 2 Save DC 14 Concentration DC 17

Spellbook:
0th lvl: All Magus
1st lvl: Chill Touch, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

Spells Memorized
0th: Ghost Sound, Prestidigitation, Daze
1st: Shield, Chill Touch

Skills: 6 ranks (2 class, +3 int, +1 racial) Class skills*
3 Acrobatics (+4 dex, -1 Armor)
3 Appraise (+3 int)
0 Bluff
-1 Climb* (+0 Str, -1 Armor)
4/8 Concentration [+3 int, +1 lvl, (+4 casting defensively or grappled)](feat))
7 Craft Alchemy* (+3 int, +3 class skill, +1 rank)
0 Diplomacy
0 Disguise
3 Escape Artist (+4 dex, -1 Armor)
2 Fly* (+4 dex)
-1 Heal (-1 wis)
0 Intimidate*
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
-1 Perception (-1 Wis)
0 Perform
3 Ride* (+4 dex, -1 armor)
-1 Sense Motive (-1 Wis)
7 Spellcraft* (+3 int, +3 class skill, +1 rank)
3 Stealth (+4 dex, -1 armor)
-1 Survival (-1 Wis)
-1 Swim* (+0 str, -1 armor)
4 Use Magic Device* (+3 Class skill, +1 rank)

Starting Cash 105gp (as Bard)
Cash: 2.6 Gold Weight of Gear: 31.5 lb.
Cost /Item / Weight/ Stored
Free Explorer's Outfit 0 Worn
20 Rapier 2 Sheath on Back
8 Kukri 2 Sheath on Chest
25 Studded Leather 20 Worn
Free Traveling Spellbk* - Tashtigo's Backpack
5 Component Pouch 2 Belt
0.5 1 Day Rations - Tashtigo's Backpack
1 Waterskin - Tashtigo's Backpack
8 Ink (1 oz) 0 Pocket
1 Scroll Case 0.5 Pocket
1 Parchment x5 0 Scroll Case
0.1 Ink Pen 0 Scroll Case
1 Flint+Steel 0 Pocket
0.8 Signal Whistle 0 Cord around neck
30 Shortbow 2 Carried
1 20 Arrows 3 Slung at hip

*See APG

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain somatic components.

Haroun, Lvl 1 Elf Magus (Str):

1st level Elf Magus, with Str prioritized over Dex

(20 pt buy, Core + APG + Magus Playtest, no traits)

16 Str Light Load < 76 < Med Load < 153
14 Dex +2 Init
12 Con
16 Int Common, Elven, Celestial, Draconic, Sylvan
8 Wis
10 Cha

Max HP 10 (8 +1 con, +1 Fav Class)

BAB +0 CMB: +3 (+3 str) CMD: +5 (+3 str, +2 dex)

Saves:
Fort +3 (+1 con, +2 class)
Ref +3 (+3 Dex)
Will +1 (-1 Wis, +2 class) +2 vs. Enchant (Race)

AC 15: (+2 dex, +3 armor) Flat-footed: 13 Touch: 12

Feats, Race, and Class Features:
Combat Casting
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Low-Light Vision
Immune to Magic Sleep, +2 to save vs. Enchant
+2 racial to overcome spell resistance
+2 racial on spellcraft checks to identify magic items
+2 Perception

Spells/Day
0th: 3 Save DC 13 Cast Defensive DC 15
1st: 2 Save DC 14 Cast Defensive DC 17

Spells Memorized
0th: Ghost Sound, Prestidigitation, Daze
1st: Shield, Chill Touch

Spellbook:
0th lvl: All Magus
1st lvl: Chill Touch, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

•Longsword + Daze + Arcane Pool Enhancement
+2 to hit (+0 BAB, +3 Str, +1 enhance, -2 Spell Combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+8 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 14 or takes no action for 1 round.

•Longsword + Chill Touch + Arcane Pool Enhancement
+2 to hit (+0 BAB, +3 Str, +1 enhance, -2 Spell Combat)
Dmg d8+4 (+3 Str, +1 Enhance) Crit 19-20, x2
Attempt concentration check d20+8 vs DC 17
Chill touch Attack +1 vs. touch AC (+3 dex, -2 Sp. Combat)
Dmg d6, 14 fort save or 1 pt. str damage

•Longsword + Arcane Pool Enhancement
+4 to hit (+0 BAB, +3 Str, +1 enhance)
Dmg d8+5 (+4 (1.5 x Str), +1 enhance) Crit x2 19-20

•Shortbow +2 to hit, d6 dmg, Crit x3, Range 60'

Skills: 5 ranks (2 class, +3 int) Class skills*
2 Acrobatics (+3 dex, -1 Armor)
3 Appraise (+3 int)
0 Bluff
2 Climb* (+3 Str, -1 Armor)
4/8 Concentration [+3 int, +1 lvl, (+4 casting defensively or grappled (feat))]
0 Diplomacy
0 Disguise
2 Escape Artist (+3 dex, -1 Armor)
2 Fly* (+3 dex -1 Armor)
-1 Heal (-1 wis)
0 Intimidate*
7 Know Arcana* (+3 int, +3 class skill, +1 rank)
7 Know Planes* (+3 int, +3 class skill, +1 rank)
1 Perception (-1 Wis, +2 racial)
0 Perform
2 Ride* (+3 dex, -1 armor)
-1 Sense Motive (-1 Wis)
7 Spellcraft* (+3 int, +3 class skill, +1 rank)
2 Stealth (+3 dex, -1 armor)
-1 Survival (-1 Wis)
2 Swim* (+3 str, -1 armor)
4 Use Magic Device* (+3 Class skill, +1 rank)

Starting Gold 105gp (as Bard)
Cash: 11.4 Carried Weight: 53
Cost/Item/Weight/Stored
Free Explorer's Outfit 0 Worn
Free Spellbook 5 Backpack
30 ShortBow 2 Sheath on back
25 Studded Leather 20 Worn
15 Longsword 4 Sheath at hip
8 Kukri 2 Sheath on chest
5 Spell Component Pouch 2 Belt
5 Spare Spell Component Pouch 2 Backpack
2 Backpack 2 Worn
1 20 arrows 3 Quiver at hip
1 Flint+Steel 0 Backpack
1 Waterskin 4 Backpack
.5 1 day Rations 1 Backpack
0.1 Bedroll 5 Backpack

Arcane Pool (Su): At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain somatic components.


Effective average party level for two 3rd level PCs is 2. I'll do encounters of level, 1, 2, 3, and 4. Randomly, the order is ECL 2, then 1, then 4, then 3.

Every 37 years, there's a meteor shower that sometimes yields adamantium-rich meteoroids. One with hibernating Akatas (Bestiary 2) in it (those creepy tentacle blue lion things) lands in the Forest of Danger. The local vegepygmies decide that the meteoroid is a sacred seed from the heavens, so they're protecting it. The PCs' druid friend Oak already went to check it out and killed a handful of the akatas and their misguided plant people before being killed himself and turned into a void zombie. Digger, Oak's Dire Badger animal companion (Bestiary 2) gets bitten and infected by the akata parasites. Only humanoids can turn into void zombies, but poor Digger has been driven mad by the infestation. He's been roaming around the site of the meteoroid, randomly tearing creatures, plants, and boulders to pieces with his massive claws.

An astronomer friend of the PCs, watching from her observatory miles away, thinks that she saw a meteorite going down somewhere in the Forest of Danger. The PCs set off to the Forest of Danger to meet up with Oak to act as their guide as they search for the potentially enormously valuable space rock. Reaching Oak's tiny cabin midmorning, they find it empty.

Oak's journal, dated one day earlier, says that he and his Dire Badger animal companion Digger were setting off to investigate an explosion in the notch between Crooked Peak and Bare Hill. Finding the two landmarks on their map, Grigori and Tashtigo decide to strike out for the site on their own, not wanting to risk being scooped by less cautious treasure hunters.

Lacking any particular wilderness skill, Grigori and Tashtigo head directly overland for the gap between the hill and the peak, trying to keep the landmarks in sight. Grigori climbs trees to check their bearings. Tashtigo makes the survival skill check using Guidance and his Bit of Luck ability. Considering the length of time the one check represents, it requires three uses of Bit of Luck to receive the benefit of one. First roll is 17 (13 +1 guidance, +3 wis), which surpasses the DC 15 for not getting lost. The PCs arrive in the vicinity without incident, and with ~3 hours of daylight remaining.

Focusing on not getting lost, the PCs are not making any particular effort to be stealthy. Opposed perception checks will determine who spots whom first, the PCs or the enraged Digger. Digger perceives at 17, Grigori at 2, and Tashtigo at 11. Digger attempts to stealth up to the PCs, dig down, and then break up through the ground beneath their feet. Digger stealths at 12, surprising both PCs.


Here's my lvl 1 playtest: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/ultimateMagicPlaytest/round3Playtest/lvl1MagusPlaytest.

I'm hopefully going to play Grigori in a regular campaign starting next week. Here's the two-man party. 20-point buy, Core rulebook + APG, no traits + Magus Playtest

Grigori the human Magus, lvl 2:

10 Str Light Load < 38 lbs < Med Load < 76 lbs
18 Dex init +4
12 Con
16 Int Common, Draconic, Sylvan, Aklo
8 Wis
10 Cha

BAB +1 Combat Maneuver Bonus: 1

•Rapier + Daze + Arcane Pool Enhancement
+4 to hit (+1 BAB, +4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-2
Attempt concentration check d20+9 vs DC 15
Humanoid Foe with 4 or less HD must save Will vs. DC 14 or takes no action for 1 round.

•Rapier + Burning Hands + Arcane Pool Enhancement
+4 to hit (+1 BAB, +4 dex, +1 enhance, -2 Spell Combat) d6+1 dmg (+1 enhance), Crit x2 18-2
Attempt concentration check d20+9 vs DC 15
Burning Hands: 15' cone, 2d4 damage, reflex save DC 15 for half-damage. May set flammables alight.

•Rapier + Shocking Grasp + Arcane Pool Enhancement + Spellstrike
Attempt concentration check d20+9 vs DC 17
+6 to hit (+1 BAB, +4 dex, +1 enhance) d6+1 dmg +2d6 lightning dmg (+1 enhance), Crit x2 18-2

•Rapier + Arcane Pool Enhancement
+6 to hit (+1 BAB +4 dex, +1 enhance) d6+1 dmg (+1 enhance), Crit x2 18-20

Max HP 14.5 (12.5 Hit Die, +2 con, +2 favored class)

Saves: Fort +4 (+1 con, +3 class) Ref +4 (+4 dex) Will +2 (-1 Wis, +3 class)

AC: 18 (+4 dex, +4 armor) Flat-footed: 14 Touch: 14 CMD: 15 (10 +1 BAB +4 dex)

Feats and Class Features:
Weapon Finesse
Combat Casting (Human)
Light Armor Proficiency, Simple + Martial Weapon Proficiencies (Class)
Cast Spells in Light Armor with No Arcane Failure Chance (class)
Arcane Spell Pool: 4 (1 lvl, +3 Int)
Spell Combat
Spellstrike

Spells/Day
0th: 4 Save DC 14 Concentration DC 15
1st: 3 Save DC 15 Concentration DC 17

Spellbook:
0th lvl: All Magus
1st lvl: Burning Hands, Chill Touch, Enlarge Person, Grease, Obscuring Mist, Shield, Shocking Grasp, Silent Image

Spells Memorized
0th: Ghost Sound, Prestidigitation, Detect Magic, Daze
1st: Magic Missile, Burning Hands, Shocking Grasp

Skills: 12 ranks (2 class, +3 int, +1 racial) x 2
4 Acrobatics +4 dex, -1 Armor, +1 rank
3 Appraise +3 int
0 Bluff
-1 Climb +0 Str, -1 Armor
5/9 Concentration +3 int, +1 lvl, (+4 casting defensively or grappled (feat))
8 Craft Alchemy +3 int, +3 class skill, +2 rank
0 Diplomacy
0 Disguise
3 Escape Artist +4 dex, -1 Armor
2 Fly +4 dex
-1 Heal -1 wis
0 Intimidate
8 Know Arcana +3 int, +3 class skill, +2 rank
7 Know Planes +3 int, +3 class skill, +1 rank
0 Perception -1 Wis +1 rank
0 Perform
3 Ride +4 dex, -1 armor
-1 Sense Motive -1 Wis
7 Spellcraft +3 int, +3 class skill, +1 rank
4 Stealth +4 dex, -1 armor, +1 rank
-1 Survival -1 Wis
-1 Swim +0 str, -1 armor
5 Use Magic Dev. +3 Class skill, +2 rank

Starting Cash 1000gp (2nd lvl)
Cash: 352.6 Gold Weight of Gear: 37.5 lb.
Cost Item lbs Stored
Free Explorer's Outfit 0 Worn
20 Rapier 2 Sheath on Back
8 Kukri 2 Sheath on Chest
250 Masterwk Chain Shirt 25 Worn
Free Traveling Spellbk* - Tashtigo's Backpack
5 Component Pouch 2 Belt
0.5 1 Day Rations - Tashtigo's Backpack
1 Waterskin - Tashtigo's Backpack
8 Ink (1 oz) 0 Backpack
1 Scroll Case 0.5 On Belt
1 Parchment x5 0 Backpack
0.1 Ink Pen 0 Backpack
1 Flint+Steel 0 Backpack
0.8 Signal Whistle 0 Cord around neck
75 Ioun Torch 0 Orbiting head, or tucked in pocket
100 Alchemist's Lab 0 Left with trustworthy PC
20 Alchemist's Fire** x2 2 Backpack
50 Masterwk Backpack 4 Worn
25 Scroll of Mount 0 Scrollcase
25 Scroll of Obscuring Mist 0 Scrollcase
50 Potion of Cure Light 0 Pocket
5 Spare component pouch 0 Tashtigo's Backpack

*See APG
**Made for 1/2 price with Alchemy skill, taking 10.

Arcane Pool (Su): At 1st level, a magus can expend 1
point from his arcane pool as a swift
action to grant any weapon he is
holding a +1 enhancement bonus for
1 minute. For every four levels beyond
1st, the weapon gains another +1 enhancement
bonus, to a maximum of +5 at 17th level.
These bonuses can be added to the weapon,
stacking with existing weapon enhancement
to a maximum of +5. This ability counts as
the Arcane Strike feat for meeting any
prerequisites. Multiple uses of this ability do not
stack with themselves

Spell Combat (Ex): At 1st level, a magus learns to cast
spells and wield his weapons at the same time. This
functions much like two-weapon fighting, but the offhand
weapon is a spell that is being cast. To use this
ability, the magus must have one hand free, while wielding
a light or one-handed melee weapon in the other hand. As
a full-round action, he can make all of his attacks with
his melee weapon at a –2 penalty and can also cast any
spell from the magus spell list with a casting time of 1
standard action. If he casts this spell defensively, he can
decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount
as a circumstance bonus to his concentration check. If
the check fails, the spell is wasted, but the attacks still
take the penalty. A magus can choose to cast the spell
first or make the weapon attacks first, but if he has more
than one attack, he cannot cast the spell between weapon
attacks. The magus must have one hand free to use this
ability, even if the spell being cast does not contain
somatic components.

Spellstrike (Su): At 2nd level, whenever a magus casts
a spell with a range of “touch” from the magus spell
list, he can deliver the spell through any weapon he is
wielding as part of a melee attack. If successful, this
melee attack deals its normal damage as well as the
effects of the spell. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make
one free melee attack with his weapon as part of casting
this spell. If used with spell combat, this does not grant
an additional attack.

Tashtigo the human Cleric of Calistra, lvl2:

Human Lvl 2 CG Cleric of Calistra (20 point buy, core+APG, no traits)

16 Str Light load < 86 < Medium Load < 173
13 Dex Init: +5 (+1 dex, +4 feat)
12 Con
10 Int Common
16 Wis
10 Cha

BAB +1 CMB +4 (+1 BAB, +3 str)

Mwk Longspear (Reach)
+5 to hit (+3 Str, +1 BAB, +1 Mwk) d8+4 (+4 1.5 x Str two hands)

Max HP 16.5 (12.5 Hit Die, +2 con, +2 Favored Class)

AC 17 (+6 armor, +1 Dex) or AC 19 (+6 armor, +1 Dex, + 2 shield) CMD: 16

Saves: Fort 4 (+1 con, +3 class) Ref 1 (+1 dex) Will 6 (+3 wis, +3 class)

Feats and Features:
Simple Weapons, Med Armor, Shields except tower.
Improved Initiative (lvl 1)
Dodge (Human)
Proficiency: Whip (Calistra Follower)
Domains: Trickery 1st lvl Domain spell: Alter Self, Power: Bit of Luck
Luck 1st lvl Domain spell: True strike, Power: Copycat

Channel Positive Energy, 3/day, 30' Radius, Save DC 11
Either Heal Living or Damage Undead for 1d6

Bit of Luck (Sp): (6/day) You can touch a willing creature as a
standard action, giving it a bit of luck. For the next round,
any time the target rolls a d20, he may roll twice and take
the more favorable result.

Copycat (Sp): (6/day) You can create an illusory double of yourself as
a move action. This double functions as a single mirror image
and lasts for a number of rounds equal to your cleric level, or
until the illusory duplicate is dispelled or destroyed. You can
have no more than one copycat at a time. This ability does
not stack with the mirror image spell.

Spells Save DC Casting on the Defensive DC
0th 4 13 15
1st 3+Domain 14 17

Memorized:
0th Guidance, Virtue, Resistance, Detect Magic
1st Bless, Cause Fear, Shield of Faith, Domain: Alter Self

Skills 6 ranks: (2 Class, +1 Human)x2 Class Skills in Bold

-2 Acrobatics (+1 Dex, -3 Armor)
0 Appraise
5 Bluff (2 Rank, +3 Class Skill)
0 Climb (+3 Str, -3 Armor)
3 Craft (+3 Wis)
0 Diplomacy
0 Disguise
-2 Escape Artist (+1 Dex, -3 Armor)
-2 Fly (+1 Dex, -3 armor)
7 Heal (+3 Wis, 1 rank, +3 class)
0 Intimidate
- Know Arcana
- Know History
- Know Nobility
- Know Planes
4 Know Religion (+3 Class skill, 1 Rank)
- Linguistics
3 Perception (+3 Wis)
0 Perform
- Profession
1 Ride (+1 Dex)
3 Sense Motive (+3 Wis)
- Spellcraft
3 Stealth (+1 Dex, 2 Rank, +3 Class Skill, -3 Armor)
3 Survival (+3 Wis)
0 Swim (+3 Str, -3 Armor)

Level 2 Gold: 1000 Cash: 178.6 Total Weight: 84.5 lb
Cost Item Lbs. Stored
Free Explorer's Outfit 0 Worn
350 Mwk Breastplate 30 Worn
305 Mwk Long Spear 9 Carried
2 Dagger 1 Belt
1 Waterskin 4 Backpack
0 Grigori's Waterskin 4 Backpack
50 Mwk Backpack* 4 Worn
25 Holy Symbol (Sil.) 1 Worn
0.1 Bedroll 5 Backpack
0 Grigori's Bedroll 5 Backpack
1 Flint+Steel 0 Backpack
.08 Signal Whistle 0 Worn around neck
7 Hvy Wood Shield 10 Slung on back
- Grigori's Water skin 4 Backpack
- Grigori's Rations 1 Backpack
- Grigori's Sp. Book 1 Backpack
8 Morningstar 6 Belt
20 Alch'mist's Fire**x2 2 Pocket
1 Scroll Case .5 Belt
25 Scroll: Comp. Lang 0 Scroll Case
25 Scroll: End. Elmnts 0 Scroll Case

*See APG
**At cost from Grigori


Playtest 1, Single Orc

Scenario: A greedy but foolish orc warrior has separated from his troop to plunder an empty cottage alone. Grigori follows him, hoping to pick off an easy target.

Setting: Daylight. Two-room cottage, each 30’ by 30’ with stone walls and a thatch roof. Grigori saw the orc enter the cottage. The orc is staying alert, listening for his comrades, hoping not to have to share anything valuable he finds in the cottage.

Grigori rolls stealth to sneak up on the orc. Since the orc is keeping an ear on the building’s entrance, he gets +2 circumstance to perceive Grigori.

Grigori stealth: 22 (19 + 4 dex - 1 Armor) vs. Orc perception: 3 (2, -1 wis +2 circumstance)

Grigori surprises the orc in the process of shredding the straw mattress, and casts Daze, DC 14. The orc saves with a 15 (16 -1 will)

Grigori wins initiative and again attempts to daze the orc. This time the orc fails.
On the orc’s initiative it takes no actions, as it is dazed.

Grigori enhances his rapier with an arcane pool point, steps up to the orc and stabs (13) his blade barely bypassing the orc’s scavenged armor for 3 damage.
The orc, unafraid of the puny human with the narrow blade, chops mightily with his falchion (9), tearing a hole in the thatched roof.

Grigori, not liking the look of that falchion, uses spell combat with Flare to keep that orc missing. First the rapier (11) misses, then the concentration check to case defensively (22) passes, and the orc easily (19) ignores the flash of light.
Mr. Orc retaliates (19) for a big 9 points of damage, leaving Grigori at 1 hp, thinking better of his heroism.

Fearing a javelin in the back if he flees, Grigor goes nova: spell combat with chill touch. Misses with the rapier (6), fails the concentration check to cast Chill Touch (10). Whimpers.
Mr. Orc licks his chops and takes his swing, (15) inches from Grigori’s face.

With a quick prayer to Nethys, Grigori takes what he hopes won’t be his last swing! Rapier, no spell combat (23) critical threat! Crit confirms with a (19) for 10 damage (d8+1)x2, dropping the orc at last.


I teach High School math. Some of my students found out I DM, and they asked me to run a session at a school-sponsored game night. I did and everyone had fun, but is it too weird to make it a regular thing? One of the players is actually in my algebra class.

What say you?


I'm looking for fully stat-ed up first level parties of 4-5 core only (Rulebook+Bestiary) PCs. I want to use them as a baseline to check the lethality of my planned encounters before I run them live.

15 Points to spend on abilities, average starting gold, full HP for first hit die.

Why spend an hour doing it myself when dozens of such parties are only a copy/paste away for people who've already made them for their own games?

Thanks!


Hey there, designers of encounters-

In Pathfinder, roughly what proportion of encounters do you recommend to be:
•average party level -1,
•average party level,
•average party level +1,
•average party level +2, and
•average party level +3?

I'm looking for a rule of thumb.
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In my first draft of this adventure, for the first 8,000 XP I've got:

Lvl 1 Encounters:

Level 1: The City

Missions: Find the stash of Cold Iron weapons and deliver them to the keep
Free the prisoners in the jail, give them each a weapon and wish them luck

CR (< 3) XP (8,030 total)

Combat:
1 470 Looters: 2 Tough Looters* + 1 Tiefling Rogue
2 600 Single Dretch
2 600 3 Zombies: reanimated town guards
2 600 Vargouille Woman begs for death, attacks, head becomes varg.
3 800 2 Dretch, one is already wounded
3 800 Nabasu Creates 2 Ghouls, casts Deeper Darkness at PCs, departs
3 800 Quasit with a wand of Animate Dead. Animates max 4 zombies, leaves

Hazards/Traps/Problem Solving:
1 400 Caught in Panicking Crowd
1 400 Runaway horse/carriage (Handle Animal)
1 400 Vrocks dump severed heads on party from on high
2 600 Avoid/Flee obviously overwhelming force (12 Dretch lead by Quasit)
2 600 Rescue elderly man from burning building

Non Hit Point encounters:
Accosted by end-of-world declarers
Frightened Townsfolk asking for help or advice
Laughing liquor merchant handing out bottles of spirits
Dead City Defenders- Fallen Owl Riders
Witness Suicide
Abandoned carts of goods
Witness Bucket brigade
1/3 100 Wounded Soldiers falling back to the keep, 1 needs to be stabilized
1 400 Convince Guards to let PCs pass through to the keep
2 600 Convince guard captain not to drag PCs off to defend the wall
(the PCs’ mission takes precedence)


Hey,

I'm writing an adventure for 1st level PCs in a city falling to demonic invasion. In case the PCs are too heroic to desert the city's innocent or their defenders to horrid doom willingly, I was thinking they could be tasked with smuggling something/someone important out of the city before it falls into the invaders' claws.

The trick is that "X" should be important enough to excuse the PCs from defense of the city, but something that could reasonably be entrusted to the relatively novice PCs.

Ideas for X?


Hey,

I'm writing a scenario for 1st level characters about the fall of a city. One the environmental hazards will be panicking crowds.

Ex: PCs are trying to head toward the danger against the flow of fleeing cityfolk; PCs are pushing their way through the dense crowd trying to gain entry to the keep when the crowd is panicked by something attacking from the sky; EvilFoe casts fear on a crowd and PCs try to rescue someone from being trampled; etc.

What do you(plural) think mechanics-wise?
•Non-panicked crowd would simply be difficult terrain that provides soft cover.
•Perhaps a sense-motive check DC 15 when a crowd is about to panic might allow an observant character to take a move action before the crowd flips out?
•Strength check to keep from being swept along? Ref save to avoid taking damage by going with the flow? Use of intimidate to direct the crowd? High-DC diplomacy actually to de-panic the crowd?
•d8 nonlethal damage?
•Potential to earn XP? How much?

Thanks for your (plural) input.


Looking for a game in Southwest NH somewhere between Concord and Keene (I'm in Henniker). Run or Play. Preferably a regular weekly campaign.

I've played tons of games (since early 2nd ed).

I've run D&D, Call of Cthulu, Werewolf, Tribe 8, and Over the Edge.