Anubis

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Organized Play Member. 643 posts (5,419 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 26 aliases.




We are getting ready to play a campaign (Iron Gods) and we only have three players. It's not desperately short, but short enough that it may be an issue.

What are some techniques you have used to 'give the party a hand'?


Discuss all the discussing things that come to your disgusting minds.


Lisbet looms over the now dead form of Mammy Graul. "Ja, better this one is dead. Let's finish this raid. The barn and the kellar."

* * *

It doesn't take long for Lisbet and Shamarca to finish clearing out the cellar, more offal and rotten meat. The barn has some surprises, though. Prisoners, slated to become food. Amongst them are four rangers of the Black Arrows, a dwarven Hearthmaiden and a woman. All of them are found unconscious due to beatings after their capture. A few moments of tending brings them around easily enough.

Lisbet and Shamarca are in the barn with the prisoners, while the rest of the party is securing the grounds. Amongst the prisoners there are Jakardos Sovark, Vale Temros, Kaven Windstrike, Edna Vulcan, Emeline Kathrynn Vettna, and Ardryll Puermontis.

Now is where we get to kickstart this thing :D I will be running rules-lite, trying to emphasize *playing* for now :) Eventually I will take a deeper look into Roll20.net to see if it is a good, viable site to fulfill our needs for a digital tabletop.


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The Ultimate Archery Trick


Hello all.

I am an *old* gamer (since '83!) and it is fair to say I cut my teeth on settings like Dragonlance. I still have the individual adventure modules and am (strangely) Jones'n to run them for my current group.

The Golden Opportunity is that Dragonlance is now seperated in time by a wide enough margin that the new players have NO IDEA who the characters are! No preconceptions of how Raistlin will act, what Flint would say or wht Tas will get into next.

How does this sound?

Campaign Introduction wrote:
It has been a long five years of hard travel around Ansalon but you are finally on your way home. The Inn of the Last Home calls to you, and the smell of Otik's famous spiced potatoes is already on your mind. The day your friends and family agreed to explore the lands seraching for news of the Old Gods is a distant memory, but the sense of purpose is still with you. The tragedy is that you found nothing. And you fear your companions had the same ill luck.

Significant NPCs will be tied to the party and some (few) background details will be guided to ensure the NPCs are tied in as well. (Laurana and Tanis anyone?)

Some of the details I need to work out. What clases are NOT available? No Gunslingers, Ninjas, Samurai or Summoners. Alchemists and Bards? Both can cast Cure spells so maybe they should be restricted too? (The darkness of no divine magic/healing is what made the Companion's Quest so EPIC!) Races? No Orcs so no half-orcs. No Gnomes and of course 'modified' Halflings

I am looking forward to digging into some PF resources that I am *sure* exist online :)


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So, our group is considering a new campaign. Dwarves and a Gunslinger Girl. The short backstory is the human girl inherited her father's airship and the dwarves are all crewmembers.

What would you all want to play in such a party?

I am thinking about a Dwarf Wizard (maybe Cleric) named Uhren Stahl (German for Steel Clock!)


Off table chatter; keep it to a dull roar!


The Heroes of Sandpoint have finished their bloody work in the clock tower and begin the morbid task of looting the corpse of Xanesha as well as her silk pillow laden lair.

On Xanesha's body you find Her spear, "The Impaler of Thorns", a Medusa Mask, a Sihedron Amulet, and a Snakeskin Tunic.

The chests against the wall are unlocked using a key Xanesha had tucked under her armor. Various coins amounting to 304platinum, much of that in small coins-copper, silver. The coins are in tidy pouches of 100coins per pouch. One chest contains 4,200 gold worth of gems and jewelry, all of it very sellable. The last chest contains four potions of Cure Moderate Wounds; a +2 Small Kukri; a Ring of Jumping and a Golembane Scarab. The most valuable treasure is not gilt, or magic. Information in the form of a crumpled letter:

My Sister,
I trust your little band of murderers is doing well, gathering the greedy souls needed for our Lord's rise? Has Magnimar proven to be as sinful as you had hoped? It may interest you to know that my plan to nurture greed in this backwater has blossomed--the quality of greed in a soul is so much more refined when given the proper care. Are you still simply carving the Sihedron on them as they expire? How crude! My method of marking is so much more elegant. In any event, I am sure your plans for harvesting greed where and when you can find it "in the wild" are progressing well enough--I just hope that your raw ungroomed, and likely inferior victims don't interact poorly when mixed with the purity of my subjects. If you tire of your little project there, know that you're always welcome to come to Turtleback Ferry and serve as my assistant, little sister! Fort Rannick should be in our control by the time you receive this letter, in any event, so there'll be plenty of room for you if you choose to take me up on my generous offer.
Oh! Before I forget! Have you managed to harvest that Lord Mayor yet? By all accounts he might just be the cream of the crop in Magnimar--his soul might even rival several from my hand-grown harvest!


How would you reflect in game a mastery level with Chess? (or similar tactical wargame?)


Talk about it!


Welcome!


I am trying to figure out if I am wrong, or if HL is wrong on this one. I have an Aldori Swordlord based character, with one level of ASL Prestige Class.

I am getting the math out to d8+12 when attacking two handed with the Aldori Dueling Sword. HL has it at d8+13. *headscratch*

Here is the Statblock in question :) And thank you much for the help! :D

* * *

Katerina the Maid
Female Human (Taldan) Fighter (Aldori Swordlord) 3/Rogue (Rake) 2/Aldori Swordlord 1
NG Medium humanoid (human)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+6 armor, +1 shield, +4 Dex, +1 dodge)
hp 53 (4d10+2d8+15)
Fort +6, Ref +10, Will +2 (+0 vs. fear, +1 vs. fear, +0 vs. fear, +0 vs. fear, +0 vs. fear); +2 trait bonus vs. fear
Defensive Abilities bravery +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 sword, aldori dueling +10 (1d8+13/19-20) and
masterwork dagger +8 (1d4+6/19-20) and
masterwork light mace +8 (1d6+6)
Ranged masterwork composite shortbow +10 (1d6+2/x3)
Special Attacks bravado's blade, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 14, Int 14, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 22
Feats Aldori Dueling Mastery, Dazzling Display, Dodge, Exotic Weapon Proficiency, Power Attack, Skill Focus (Intimidate), Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits courageous, sword scion
Skills Acrobatics +13, Climb +6, Disable Device +9, Escape Artist +10, Intimidate +12, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (nobility) +8, Perception +9, Sense Motive +6, Sleight of Hand +8, Stealth +13, Survival +4, Swim +6
Languages Common, Draconic, Varisian
SQ rogue talents (weapon training)

Combat Gear Potion of cure light wounds (2), Potion of shield of faith +2, Caltrops (2); Other Gear +2 Mithral Chain shirt, +1 Sword, Aldori dueling, Arrows (20), Masterwork Composite shortbow (Str +2), Masterwork Dagger, Masterwork Light mace, Cloak of resistance +1, Ioun torch, Adventurer's sash (3 @ 3.08 lbs), Backpack (9 @ 15 lbs), Flint and steel, Hammer, Iron spike (4), Mirror, Silk rope, Whetstone, 52 PP, 7 GP, 12 SP, 8 CP
--------------------
Special Abilities
--------------------
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Bravery +1 (Ex) +1 to Will save vs. Fear
Courageous +2 save vs. fear.
Dazzling Display (Sword, Aldori dueling) Intimidate check to demoralize can affect those within 30' who see you.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.


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Seriously. Because they *say* they aren't?


I am getting ready to start a new campaign. My players are pretty universally uninitiated in the rules (one of the reasons I chose ot run a game; I don't like running games). One of my players is a Diva, as in the "LOOK AT ME IN EVERY SINGLE SCENE AND EVERY SINGLE POSSIBLE WAY!!!" to whit, he has proposed three characters that are essentially the same, "inquisitive, playful prankster with different skill sets based on model number." They are Elf, Drow and Kitsune. All are C/N (and that my friends is a whole other conversation!). In regards to one I have already told him, "Drow is not a good choice." He replied with "depends on what part of Golarion you are in. Katapesh it would be fine, blah blah blah." I told him point blank that I don't want his character to be the center of attention in every encounter (social) by default.

As a GM he really shines as the *storyteller*, huge involvement in dialogue, actions, and all that. As a *referee* he is mediocre. This is why, again, I volunteered to run a game-to give him more practice with the system :) (for the record: I beleive that the system is a firm framework in which to play a game that is part stroytelling, part tactical and part character development. Firm, not rigid.) I really look forward to being a player with him when he has some better grasp of the rules. :)

Now, I need kid gloves. I don't like to say NO in game, but I see it coming. A whole lot of "wait your turn Jim, Joe is talking to the mayor." I want to clear the air on what I expect before the game. I suspect that Diplomacy is going to become the Skill du Jour. I am familiar with how Diplo works, (it takes time, it is limited and is *not* mind control) but this is going to be a fight and I know it. (Worst thing about being a grognard? having been there and done that. :/ )

Why am I talking about this now? What are some of the tools you have used in play to deal with Snowflake McSpecial? How about a Diva?

Going with the Deflate a Snowflake thread here last week, I will probably do a lot of /ignore the Snowflake McSpecial aspects.


I tend to play melees, or light fighters (rog/fighter, ranger) so I am not the most up-to date on caster feats. I am thinking up a character that is a Sorc, either infernal or Abyssal. Her soul was tainted by external magic/experiments and now, "We are Legion!" channels out of her; essentially each of her spells is accessing a different Demon/Devil to activate an effect.

Any ideas for feats? And should she be Infernal or Abyssal?

Character's background:
Karri was the only daughter of a well-to-do merchant in Westcrown. Her parents encouraged her when she expressed an interest in learning magic. She went to a brand new academy in Egorian where she was tested and found that she had a natural talent for the Arcane. It was soon after that when she was asked to go to very elite training facility in the hills outside of town.

She does not remember much of what happened after she arrived at the new training. It is all a blur of pain, pleasure, all induced by the school's master with the intention of making a new vessel of power for his use. Karri's blood was tainted with devil's blood. Her soul marked as property and simply waiting for its eventual Hellbound descent...

The Master taught her to channel her newfound power, but all the while, the spark that was her old self railed against what had happened to her. She barely slept and was prone to mistakes in her training. These errors were always punished severely; her back bears many scars as a mute testimony to her trials.


This has been on my mind lately.

I am in a game where my character was built on 25 point buy (which is claimed to be "Powerful" by some) and I like the way my Oracle is built. However, the issue, another player used "Roll dice til yer happy" technique and has *INCREDIBLE* Stats. After racial mods, a 20, an 18, at least one 16 and the difference is 14s.

The game is good enough, I am not upset, nor worried about balance (that comes up for other reasons ;) ) So, my question is, "Why would a player feel the need to be good at everything? Seriously?

A few possibilities for why a player would do this,
1) Holdover from 1st/2nd ed. If your stat wasn't a 16, you didn't have a stat.
2) Needs to be valuable in *EVERY* situation; cannot let other characters (players) have the spotlight.
3) Too much TV/Movie hero models. For example, (don't laugh) Xena: she's strong, smart, fast, tough, and can be 'sociable' (intim, bluff) when she needs to.

For me, it's more interesting to play a PC that is good at what they do, but has weaknesses that sometimes come to the fore. "Ok, Bennie, roll to bluff the guards so they don't search the wagon" "Me? Crap. 'Don't do that' [roll]d20-1[/roll] I got a 4, they don't buy it." I would call character flaws (even mechanical) RP gold!

Any other thoughts?


This came up in making a character. If you had a Bard, would songwriting be a craft, a profession, or included in your Perform (Instrument/Sing)?

By the same token, would playwriting be covered by Perform (Act)?

GNOME


My wife and I are headed to Germany in time for the New Year. We enjoy good company with a fun group. We will be able to host a game, or travel some moderate distances.

I have been playing RPGs since the early 80s. I also have experience with tabletop war games, though my preference is RPGs.

For style of game I prefer a fair mix of crunch and storytelling. With story trumping.

Ich spreche etwas Deutsch, meine Ehfrau is bilingual.

Please contact here if interested.

GNOME


Am I remembering something wrong? I distinctly remember that if the PC casts a spell (such as Longstrider) then the pet gets it as well, as long as the pet is within 5' when the spell is cast.

I am looking in my CRB and not seeing this.

Herolab (not perfect, I know) also thinks Share Spells grants spell benefits to the pet as well as the PC.

If it does work as I remember (which I hope) a page reference would be really nice.

Thanks all in advance!

GNOME


Prior to our last session the GM gave us what seemed like the background for Skull & Shackles so I made a Chelish Diva (Inner Sea Magic). It seemed like a fun idea to play an opera dandy in a pirate campaign =).

However, we did no do skull and shackles! Our ship was struck by a freak storm that transported us to an alternate time/place. We also found that we were marked (ala Eberron Dragonmarks). Now, all of this is pretty cool, except that my PC (B'yelka) is losing out on one my class abilities (Famous, bonus to Intimidate and Bluff in her 'home' area). The GM has suggested finding an alternate ability to work in. I am asking you all for suggestions for an alternate ability.

The mark B'yelka has is associated with animals (Mark of Handling) so I was thinking about a Ranger Animal Companion (bear in mind she traded Bardic Knowledge for Famous), Or Wild Empathy Druid or Ranger style. Another option could be a feat such as Skill Focus, Deceitful or Persuasive.

In any event, I am glad to be playing and I look forward to where the game takes us =).

Thanks in advance for any suggestions =D

GNOME


Attention, Attention!

Hear Ye, Hear Ye!

And all that jazz ;)

I am actively recruiting for players for a casual (non-PFS) Pathfinder game. We have minis, dice, paper, a table with space for six comfortably (seven if we are friendly :D ), Hero-Lab, a GM (a bit raw, but fun to game with) and a couple of players.

We are looking for players that are interested in playing at a table with adult (not adult) players. Our games tend to be character and story oriented but not pure RP/Dialogue sessions. Expect a healthy dose of laughter and joking while hacking and slashing, bluffing and carousing our way through adventures.

Our GM uses both pre-printed materials as well as his own style of home brew. We use Pathfinder/Golarion rules. Character Generation is 25pt, and any sourcebook that is 1) Pathfinder/Golarion, 2) we have access to a copy (either PDF or hardcopy). (third party sources are right out and other feats/abilities considered on a case-by case basis). PCs are expected to be heroic; let the villains be diabolic ;)

Please reply here for more information!

Thank you for your time,
GNOME


The family and I just moved to El Paso, and from the looks of it there is a bigger Card and Comics crowd here.

I am just wondering if there is a hidden Pathfinder/D&D community in town.

Thanks for the help.

GNOME


I remember a while back some talk on how debiltating it is to have a 20' base move.

Halflings, Dwarves, and Gnomes all have a 20' Base Move. Dwarves 'compensate' by never being slowed by armor or encumbrance. (How valuable this is can be debated but is not where I am going here ;) )

Goblins, Kobolds, Dark Creepers, Boggards and Mites are all Small Humanoids.

Goblins, Kobolds and Dark Creepers all have base move 30'

Boggards and Mites each have 20' base move, but also have alternate movement (Swim and Climb respectively).

How unbalancing would it be to allow Halflings, Gnomes and Dwarves a base move 30'?

Thanks all for the input :)

GNOME


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Part the First:
I am looking for suggestions on how disposable mook bad guys, can affect a Shadowdancer's Shadow pet.

PRD wrote:
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

1) Magic Weapons

2) Spell, Magic Weapon
3) Spell, Magic Stone
4) Holy Water
5) Torches!
6) ...?
7) ...?

I don't want all of everything to be able to hit, but at least enough that it *can* be threatened. Also, I do not want to give every level 2 Barb the party faces a +1 Great Axe. (Besides, following the NPC WBL, it would be a 5th level minimum to get access to the 2k gold to *get* a magic weapon.) Giving every mook magic weapons would also *very* quickly throw off the party's disposable income: like giving them a Mithril Mine and a Dwarven forge!

Part the Second:
How do Demons (sic) fight Shadows/Incorporeal? Does their DR/Good/Cold Iron allow them to hit Incorporeal? Let's ask about a foe that has DR/Magic: can they hit the Shadow? I know that DR of a like type can cross the gap and *hurt* their own DR... but does that mean their 'magic' claws/bites/bad attitudes affect Incorporeal?

(side question: How do Shadows fight each other? Drain the non-existent STR? lol)

Thanks for the help :)

GNOME


Greg Wasson brought this up in the other thread about Rifles in PFRPG...

Many years ago some friends and I were gunna start up a D20-based-40K-Inquisitor-oriented game. So, some ideas we had for it were...

1) Not to use D20 modern. 40K *looks* like SciFi, but it is not.
2) Take full adavantage of Magic: sure, in 40K they are called, "Psykers" or Witches, or...
2a) There is no need to add to the complxities of the system by adding D20 Psychics (this is a personal belief held over from the *atrocious* psychic system of 2d ed AD&D). Spells work, why add more noise?
3) Convert based on relative capability without trying to 1-to-1 translate it all.

Since the original brainstorming, Fantasy Flight Games has released a workable game system but it is too cumbersome for my tastes. Also, if in an 'investigation' oriented game (Dark Heresy) you spend only one page on "Getting to the bottom of things" the game has missed it's own mark...

So, what classes would fit in a 40k RPG?
Most of them. Bards, Clerics and Druids would be tough fits, and would probably be disallowed. Paladins and Rangers would need an alternate ability to replace their spellcasting (that they would lose).

Wizards and Sorcs would pretty much be playable as is; Sorcs may be required to take either Celestial, Destined, Infernal or Abyssal bloodlines. In any event, casters would be the exception, rather than the rule. In most cases, the caster would be a bad guy for obvious setting reasons.

What races would be available?
Human. Very rare Elf, Dwarf, or Halfling could be worked in, but for the most part, HUMAN is the DEFAULT RACE!!! Now, you could spice that up by saying, "Space Born humans tend to be more agile, both mentally and physically. However, their lack of growth in full gravity environments makes them more fragile. +2 DEX, INT; -2 CON... look familiar? ;) Yeah, why *make* when you can cheat ;)

Now to some of the core, iconic things in 40K...

What is a Space Marine?
Template! +2 CR; Venom Immunity, Bonus to Natural Armor, Bonus to STR and CON, Lowlight Vision, Alertness as a Bonus Feat... What else?

Power Armor:
Bonus to STR (at least for encumbrance!) Significant Armor bonus, but not too high... say +10, +11 without a penalty to Movement

Terminator Armor:
Massive Bonus to STR, but penalty to Movement (say base 30 becomes 20) Allows wearer to move and shoot with heavy weaponry.

Weapons:
S1 = d3
S2 = d4
S3 = d6
S4 = d8
S5 = 2d6
S6 = 2d8
S7 = 4d6
S8 = 4d8
S9 = 6d6
S10= 6d8

Though that scales with PFRPG damage, it feels aenemic at S6+. That is where you start to see "Instant Death Effects" in 40k. so you could push it like so...

S6 = 4d6
S7 = 6d6
S8 = 8d6
S9 = 10d6
S10= 10d8

Now, it gets tougher when you think about how to translate AP value. You could either allow the weapon to become a 'ranged touch attack' but that makes the lowly lasgun pretty wortwhile. What I would do is AP- is no extra bonus. AP6/5 would 'ignore light armor' (Flak, Ork...) but would be fully affected by medium (Carapace, Aspect...) heavy (power armor) and su[er heavy (Terminators and Oblits). AP4 could 'ignore medium' and AP3 ignore heavy. AP2/1 would ignore all armor. AP1 would also ignore Hardness of objects. (hence it's ability to destroy vehicles so effectively)

How would you work Power Weapons? Easy Peasy: if it's a powerweapon, it's a "Brilliant Energy Weapon" Powerfist? +6 to User's Strength, *or* allow it to do 4d8 damage (for example). Chainfist? See Powerfist (however you choose to resolve it) *and* it ignores hardness ;)

Just some ideas to poke some brains into gear :)

GNOME


The other night I was running a game in a specifically ad-hoc manner...

The party decided to help an upstart rogue to 'run off' the Thieve's Guild Leadership in exchange of rinformation. I had an idea of what was in the Thieve's Guild, but not specifics...

The party approaches the guild house (cleverly disguised as a brothel...) and the absent minded Wizard (with ranks in Disable and Perseption) starts investigating the door. One of the girls 'advertising' from her window sees this and goes to get a guard. While the wizard is checking the door, it opens: "Whatcha want, Dogger?" is the gruff introduction from the guard. The party stumbles around a bit and is told, "If ya aint here fer bizness, you need ta go!" One of the party members says, "We're here for business!" They negotiate a price and then the guard leads them into the building. Once in the foyer, the party casts Silence, and subdues the guard; but, the guard rattled the door, trying to get it open while the party's Oracle was pushing against it to keep it closed.

So, as Silence's effect ended at the door (line of effect and all that) I needed to know who was on the other side of the door, because he was going to need a Perception check to har the door! The guard was not banging on the door, he was tryong to pull it open, past the elf that was trying to keep it closed. So, there were three types of bad guys, rogues, fighters and a pair of sorcs. The Boss was not going to be on guard duty, and neither were the sorcs...so, it was a random roll of either Rogue or Fighter. The fighters were pretty poor on Perception (-1) while the rogues were pretty good (+8)...

How to decide which was on guard? I went with a DC 10 CHA check, for a random character in party; it ended up being the 18 CHA Paladin, and she rolled well enough that the guard ended up being a Fighter (that did not hear the door--was he sleeping, reading or was his iPod too loud?)

So, if you have to make a 'luck' check, does CHA make sense?

GNOME


Many of us know about the Scourge of the Slavelords and how much fun that was for being a simple dungeon crawl :)

Right now I am possibly running Scourge. However, the PCs are all about 9th level. Since the original adventures are written for character level 6 or so, I need to ramp the series up a notch.

One of the things I was conisdering was adding in 'bound' sorcerers. That is, the Slavers not only take and sell slaves, but when they find children and adolescents with the Arcane Gift, they seed them with either Infernal or Abyssal (I haven't decided yet) blood so they can be bound and subjected to specific control measures. The end result is that many of the lieutenants have pet Sorcs that are unwilling enforcers for the Slavers.

Does that sound interesting as a twist?

GNOME


This question may seem a little bit self-obvious, but I am looking for Feedback.

PRD sez: wrote:
FREEDOM OF MOVEMENT: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

Does this mean that Character A with Freedom of Movement (FoM) can maintain a *perfect* Grapple?

*A* Claws and Grabs *B*, beating *B's* CMD, and successfully grappling him. *B* attempts a Grapple Check (Under Grapple in the PRD, "If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check...") and autofails as "all combat maneuver checks made to grapple the target [of FoM] automatically fail". Thus, FoM creates a *perfect* Grapple. (Excepting of course Escape Artist, which is a Skill Check, not a CMB roll!)

Or, am I reading this all wrong?

Thanks in advance

GNOME


I am trying to 'locate' the Temple of Elemental Evil for a Campaign. I am thinking in Nirmathas, the nation just north of Molthune. It has a mountain range just west, and it has rivers, too. Due to the lack of political unity/national identity (other than "independent") it suits the rise/resurgence of the Temple. Skelt is an available large town for trading, and the Dwarf hold of Kraggadon is also nearby.

Anyone have any other ideas? I just want it to be an easy fit :) The Temple itself is easy: How many Lovecraftain/Cthulhu references are already on Golarion? More than one... ;)

GNOME


Hello to all! My apologies first off- I was not sure where to drop this question, so I geussed "General Discussion" would be appropriate.

Now, the question:
In creating magic items, specifically Arms and Armor, what is the minimum caster level for each item?

Enhancement Bonus *only* is easy: Bonus x3!

But what about a +1 Long Sword of Giant Bane? Easy, again, I know-it's 8th. The Bane description says so.

How about a +3 Long Sword of Giant Bane? Is it CL9, or CL12 (Enhancement +3, +1 for the Bane effect)

Could my 8th level Cleric make a +2 Holy Long Sword of Giant Bane? he meets the requirements of CL6 for the Enhancement bonus, he meets the CL7 requirement for Holy Smite, he meets the CL1 requirement for Summon Monster I and he meets the CL8 requirement for Bane.

I understand that the Holy Giant Slaying Long Sword has a Base Cost of 50,315 and would cost 25,000gold and take 50 days to create. I just need to resolve the minimum Caster level for it :)

Also, related, why is Flaming/Flaming Burst Caster Level requirement 2 levels higher than for an equivalent ability from a different element? (CL10 to do Flaming, CL8 to do Icy, or Shock...)