Raxius Malgorian

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RPG Superstar 2011 Top 32. 1,208 posts. No reviews. No lists. 1 wishlist.



RPG Superstar 2011 Top 32 aka Gamer Girrl

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Death Warden (Paladin)
Seeing herself as the final defense against the undead and those who create them, the death warden has spent more of her time dealing with the dead than interacting with the living. This has caused her to be rather abrupt and taciturn in nature, making her much less diplomatic than her paladin counterpart. Completely devoted to the tenets of the Lady of Graves, the death warden is one alignment step further from her deity than a paladin normally allows. Yet, despite being a follower of the neutral Pharasma, she is as stringent in her code and concepts of honor as any.

Class Skills: Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Detect Undead (Sp): Replacing the Detect Evil ability, this functions in the same manner, but uses the detect undead spell instead.

Smite Undead (Su): This ability functions only against undead, but otherwise is the same as Smite Evil, which it replaces. Remember to add twice the death warden’s level to damage rolls made against the target.

Aura of Prophecy (Su): At 3rd level, the death warden can use the spell death ward once per week with a caster level equal to her class level. For every three levels attained, an additional use is gained per week (twice at 6th level, three at 9th, etc.).

Aura of Diligence (Su): This replaces the Aura of Justice ability, functioning in the same manner, but only in regards to undead.

Aura of Apotropaics (Su): Substituting undead for evil for the DR, this ability functions the same as the Aura of Righteousness, which it replaces.

Fate’s Guardian (Su): At 20th level, a death warden becomes suffused with the power of Pharasma. When using smite undead, a successful strike causes the target to be hit with disrupting weapon, using her level in place of caster level. If the undead is not immediately destroyed by the disrupting weapon, they still take the maximum damage possible for the blow. After the attack is resolved, the smite immediately ends. Additionally, the death warden’s DR increases to 10/undead. Whenever she must make any saving throw against a spell or effect caused by an undead, she may roll twice and use the better result. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount. This replaces the Holy Champion ability.

RPG Superstar 2011 Top 32 aka Gamer Girrl

Pharasma’s Death Sacrament
Aura faint necromancy; CL 3rd
Slot --; Price 300 gp; Weight -- lbs.

Description
Created by the followers of Pharasma, this unleavened wafer is blessed with the power of the Lady of Graves. When placed within the mouth of a deceased humanoid, it binds with its dead flesh, rendering the corpse incapable of rising as a member of the undead. This holds true for all forms of undeath: whether the deceased died of ghoul fever, blood draining from a vampire, or the use of necromantic powers to create a skeleton or zombie, this prevents the corpse from rising as one of the cursed undead.

A death sacrament must be used within one hour of death for its power to be of any use. It does not impede resurrection or reincarnation, both of which are viewed as acceptable within the tenets of the Fateful Church of Pharasma. If a corpse treated with the sacrament is later raised or resurrected, there is no lingering protection from becoming an undead creature.

Construction
Requirements gentle repose, must be a worshipper of Pharasma; Cost 150 gp

RPG Superstar 2011 Top 32

I ordered several items off a friend's wishlist as an early Christmas present ... and found out that he never received them. So, checking My Account, I find those items in My Downloads, when they should have gone to his. They are listed in the order as from Lord Fyre's Wishlist.

I know when I was placing the order, I was not being allowed to continue at one point, because it was demanding an Account name for other items I was ordering that were for my own downloads, as well as items that needed to be shipped, and I was not given the option of putting my own account name in the field. So, I had to click on a not for a gift option to make the order complete that day.

I have not downloaded any of the items I ordered for Lord Fyre, and really need them to be removed from my account and shifted over to his, please, as well as removing them from his wishlist so someone else doesn't order them for him.

Thank you.

RPG Superstar 2011 Top 32

*bump*

RPG Superstar 2011 Top 32 aka Gamer Girrl

In the rules, where you give us the following lovely template, you have Aura down twice, once in the proper position, and once where it should be the Weight of the item. Thought you'd like to know and get it fixed :)

ItemName
Aura ZZstrength ZZschool; CL ZZth
Slot ZZslot; Price ZZ gp; Aura ZZ lbs.
Description
ItemDescriptionParagraph
Construction
Requirements ZZfeats, ZZspells, ZZother; Cost ZZ gp

RPG Superstar 2011 Top 32

Not to be too pushy, but I was wondering when this would move from Pending to Shipping? Some of the items I ordered are gifts, and need as soon as possible for a work Secret Santa get together :)

Thanks for your help!

RPG Superstar 2011 Top 32

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Between playing Edge of Anarchy and Seven Days to the Grave I gained an extra player (one player's husband was able to join us!), so wanted to add some linking ties as well as extra XP to keep the adventure balanced for five instead of the four.

My party really hated Vreeg and was expecting Rolth to show up at some point. That he didn't did not lower their paranoia at all, and I decided to use that to my advantage. In my storyline, Rolth returned to the lair sometime after the party left with the Shoanti's body parts, but before the Guard could go back down with Pharasmans to clean up the dead the party had left behind. Rolth, infuriated that someone had stolen his stuff, ruined his new toy (Golem) and destroyed his lair, animated the derro (including Vreeg) as Zombies, and lugged of Cabbagehead and bits of the defeated carrion golem and failed flesh golem to create a surprise for the party.

Over the month of down time I gave between the two adventures, Rolth discovered who had messed with him, and determined to get even. First wave, he sent the five derro zombies (which are rather tough li'l buggers!) during the wee hours to try and do in the five party members. When he realized that had failed, he ambushed them as they were leaving Vencarlo's Academy to escort the rescued fake Trinia out of Korvosa to join up with the real one and get to a place of safety. The ambush? One Cabbagehead carrion golem :)

Rolth is now too busy to further mess with the party, due to his duties with the "enemy" :) But the party is sure that he had something to do with their nighttime visitors and are positive he sent Cabbagehead after them. If they weren't so busy dealing with the plague, they'd be Necro hunting for sure!

RPG Superstar 2011 Top 32

As stated in the title, spoilers abound here, so if you're a player, go away now :)

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Okay, so my players are wonderfully obliging about giving me family and friends when they create their PCs, and I am using several to populate the guests at the Carrowyn Manor Party. One player is going to be losing Mum and Step-Dad, as well as an older sister and her husband. Another is losing an aunt and uncle :) And if that wasn't bad enough, the later player is my Sable Marine, and I'm making sure that he gets to get one more close relations with the Commandant during Seven Days to increase the lovely impact of his death at the hands of the queen in the next chapter.

So, was wondering what other GMs have planted around that they risk death at the hands of their own players? <eg>

RPG Superstar 2011 Top 32

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During Seven Days to the Grave (Crimson Throne AP) my party ran into some of the extra playmates I'd placed in the ocean for them to encounter. The Priestess of Shelyn was thinking of using her Lightning Arc ability from her Air domain, and the Holy Warrior of Pharasma (paladin variant) has a Shocking Bastard Sword ... so I looked under the Underwater Rules for what happens with Electricity and water.

And I couldn't find anything! We ran the combat with no penalties on those for the nonce, not wanting to slow the game while doing research, but I was even more surprised to find nothing about Electricity and Water in the SRD ...

So, is this something that got lost somewhere between older editions and now? Or is electricity truly not hindered or dangerous to use in watery environments? Inquiring minds really want to know :)

RPG Superstar 2011 Top 32

I am updating my players' characters, and the ranger in the party received his hippogriff as per the Sable Company Marine Feat (p63, Guide to Korvosa) during our last play session when he leveled to 5th.

Currently I am simply copying the stats from the presented Hippogriff, but am unsure at what point to add in all the things from the Animal Companion table. Is the hippogriff as shown the "base" creature and the items on the table added on top of that? Or do I reduce the hippogriff's hit dice to the level and such? (Ranger level 5-3=2)

The party should be leveling shortly after we next play to 6th, so it would be some time before the 'Griff "levels" up as those that gain more power at 4th or 7th do, but again, unsure what the increase, if any, should be.

Suggestions are always helpful, though I am looking for Jason's official say so when he gets a moment to breathe :)

RPG Superstar 2011 Top 32

I received one box containing most, but not all, of this order today. There was no mention on the packing list nor in the email and/or tracking that there was more than one box, so I'm wondering what's up?

The items I have not yet received are:

The Best of Dork Tower #1 (DSP0902)
Refraze: Junior Edition (PSISOF1132)
Pokemon Trading Figure Game: Next Quest 3-Pack Case (PUI20114-D)
GameMastery Encounter: The Liberation of Prince Thorgrim (OGL) Adventure Only (PZO2004-1)

Thank you for your assistance!

RPG Superstar 2011 Top 32

One of the characters in my game would like to own a parasol. While not common in medieval times or in Europe until the 17th Century, it was quite common in Ancient Greece and Rome, so I have no problem with one. But I need a price and I'm unsure how much it might be.

I have checked Aurora's as well as a number of other miscellaneous books I own looking for a price, so I'm looking for help here :)

Thanks in advance!

RPG Superstar 2011 Top 32

An amazing Pitchman is gone.

Fare Thee Well

RPG Superstar 2011 Top 32

Saw this in my daily comic fixes, and had to share! Dungeonatrix

Go Gamer Girls!

RPG Superstar 2011 Top 32

I love these boards. I enjoy the witty and sometimes biting repartee of many of the people on these boards. But I do not enjoy the constant snarking of some members against other members all in the name of which version of Dungeons and Dragons they love and prefer to play.

I, myself, am not a 4E fan, but rather than downplay what I realize is a decent game for those that do enjoy it, I would rather praise the game I have chosen to play and support it with positive statements and posts. I try not to take digs at 4E, though I will recommend things from 3.5 and more specifically PFRPG as that is my preference and where my knowledge base lies.

All I'm suggesting, nay, pleading, is if you are going to post, please, please, please, stop the constant sniping and bickering and derogatory statements about the game you do not like. We all get it, it is not your cup of tea, so get over it and on with the game you do like. Because while you may have something pithy, interesting or just plain enjoyable to say and for me to read, there are far too many names that are on my own personal list of "skip this one, I don't want the bile along with whatever they are trying to say".

This includes all the left-hand complement specialists that are here ... you may be saying it rather politely, but to my ears, you are still coming off rude, condescending and, to use the boards own terms, being a jerk. If the comments particular irk, I flag, but normally I just ignore you. For the most part, I stay out of those sections that hold no interest for me, and self-ignore all the baiters and flamers by skipping over their posts entirely.

We don't need to fight and divide. We can live peacable together. Some of us like 4E. Live with it. Some of us prefer 3.5 or older versions. Deal with it. Many of us are salivating for PFRPG and what it is bringing to the game we love. Stop snarking at us and splitting hairs on terminology. Play your game and let me play mine without your bloody attitude.

Maybe we won't agree, but we should be adult enough to grow up and play our games nicely. Thank you for listening.

RPG Superstar 2011 Top 32

Garavel sports one of these "toys" and we're told to check out Pathfinder Chronicles: Dark Markets for more information. But they're not IN Dark Markets that I can find. Can we get this information, please? :)

RPG Superstar 2011 Top 32

On two threads that Vic moved recently (Okay, Help being one of them) when I went to click on the (1 mew) message, instead of taking me into the thread, it throws me to the top of the forum where the thread used to reside ...

Thought you ought to know :)

RPG Superstar 2011 Top 32

My character in Second Darkness is getting her own home, and wants/needs to get furniture for it ... and in 30 years of gaming D&D, you would think there would be ONE book (or more) that would have the costs of simple things like Beds, Tables, Chairs, etc ... but I can't find it on my shelves.

The closest I've found is the Stronghold Builder's Guidebook (WotC 2002), but the prices are by "unit" where you buy the room, all the furnishings and the construction of said room for your building.

Anyone remember a book or three that lists costs for furniture? Older is better since my library was pretty complete through 2.0, and sporadic after that ... but I swear that there is something, I just can't find it ::laughing::

Thanks for the help!

((And pre-apologies if this is the wrong forum for this))

RPG Superstar 2011 Top 32

My husband downloaded the PDF and I've gotten to go through it (I've claimed GMing rights <G>). I don't particularly like reading PDFs (I'm old-fashioned and want a book in my hand) but what I have read is mmm-mmm-good! Good flow of action and RPing, love Rombard!, love the monster choices and new goodies ... and the whole look of the book is gorgeous!!

Channa Ti's story is such a tease -- I already want more ::laughing::

Very Happy GM diving back in to read more :)

RPG Superstar 2011 Top 32 aka Gamer Girrl

If other folks that have been avidly (or is that rabidly?) following this contest are feeling anything like I am, this has been the LONGEST 10 days waiting to see that the top four have posted, and then there's yet another four days before we get to see the results!

On the other hand, since there's been pretty much silence out of our top four (barring the occassional quickie post here and there) I imagine it's been a very short time for them :)

Hoping the gentlemen are all doing well, no nervous breakdowns or tearing out what's left of their hair, and that you're all going to make us agonize over our vote yet again!

RPG Superstar 2011 Top 32

Trying again, the forum bug ate this earlier, and I had to get to work :)

Is there a way to get the font(s) used on Pathfinder? Specifically, I would love to have the one that is used for the title on the RPG and Society (looks to the left side of the page and points). I'm making some home use only folders with information from the APs for the players to be able to read and fondle without fear of drifting into GM only territory (the Journals and the extended God/Cleric write ups, for example) and would love to have the real font to make my covers with :)

Thank you for all the wonderful pitures and logos you've given us, it makes preparing player hand outs sooooo much cooler!

RPG Superstar 2011 Top 32

Is it just me or have the boards gone really sluggish the last day or two? I've only noticed it on Paizo's boards, other sites I visit seem to be loading just fine, but here I actually keep glancing at the cable modem light to make sure it didn't crash.

Maybe the gerbils need some Red Bull :)

RPG Superstar 2011 Top 32

First off, this has been a fascinating and fun project to be a part of. I cannot wait until we get the final product, which of course will happen in the middle of my next stint as GM (oh, the joys of switching characters around mid-adventure <G>).

I know we all have our favorite bits and hopes, and there will be some disappointments when the final product comes out and something we liked is gone, or something we disliked is still there -- but we all need to remember that the rules are only the rules if you and your GM say so :) (Or you're at a tourny/con and they play by the book!)

I have been amused to watch certain threads argue opposing viewpoints over and over (Like the "Wizard is overpowered" vs "Sorcerer is overpowered") ... usually, after reading my way through, I come to the conclusion they are pretty well balanced in the end <G>

I truly love the "redos" I've seen Jason post on the Paladin, the Animal Companion and the Barbarian's Rage ability, and hope we'll see more of these as we eagerly await the final product (::whimper:: August suddenly seems awfully far away!).

Thank you Paizo for all the hard work, and allowing us to be participants in the ride. Thank you to everyone that poured over every page, and submitted so many good ideas, whether or not I agree with them, you did major work, and should be commended. I wish my gaming would have allowed more participation, but we're in three campaigns, all the first books of the three APs ... we won't be hitting more meat for some time to come.

My hat is off to everyone!

RPG Superstar 2011 Top 32

After this afternoon's maintainence, when I came back to the boards, I noticed that threads I have been reading, and hadn't gotten to before the site was temp offline, no longer have the handy little (X new) after 'em ...

Was this just a general clean up?

RPG Superstar 2011 Top 32 aka Gamer Girrl

I am very impressed with the submissions for this round. Many of the villains that I (erroneously) felt I'd be able to read and write off since I was unimpressed from last round really turned it around and brought their A-Game to the table :)

I know that I, and from reading the posts, many of the voters, have learned a lot about stat blocks, rules and the "new" inticracies of Pathfinder over 3.5. And I truly hope someone has bought Jason a bottle of aspirin after all his hard work looking over those piles of math ::laughing::

One thing I definitely have learned is do not presume access to information. In my home we have RoRL, CotCT and SD, but only one of those am I able to just browse through with impunity, since I'm a player in two and GMing the middle one. Obviously one cannot retype ALL the information from the APs (ex., the Maharajahs mentioned in Vashkar's submission is a two page monster write up all by itself from Crimson Throne!), but giving hard references -- AP number and page -- at a minimum, and a small blurb if able is even better.

Yes, this would add to the "wall of text" but would add the voters and GMs in using the material presented. (Mental note, see if I can get a peek at the Fleshgrafting stuff ... that could be useful in CotCT <eg>).

Thank goodness for all the discussion, civil and otherwise, from the voters. Data from the APs, the chronicle booklets, and all the myriad information from the SRD (Kudos to those who can actually find info in that .. I often have trouble narrowing my search fields to get the data I want <G>) has been helpfully provided by many, so that we can hammer out details and figure out what is what.

Huzzah, thrice huzzah to all!

RPG Superstar 2011 Top 32

In Edge of Anarchy, my party captured Trinia, believed her story, and smuggled her out of the city, along with several of the rescued orphans to the farm of one of the PCs grandparents for safekeeping ...

So, now I'm faced with Vencarlo asking them to escort the fake Trinia out of the city. Any thoughts? Anyone else hit this?

I was thinking of Vencarlo telling them that Blackjack told him that the PCs already rescued the real Trinia, but that orders are going out through the Queen's new troops, to start searching outside the city for the escapee, especially at any location where folks recently migrated to ::hint, hint:: So if they PCs really wish to save Trinia, they'll take this fake one to her, and the fake will make sure Trinia and she both get to a place of safety that Vencarlo has arranged. And no, he's not telling the PCs, because what they don't know, they can't be made to tell ...

Too heavy handed? :)

RPG Superstar 2011 Top 32 aka Gamer Girrl

I am seeing a growing trend on the various villain threads for folks to "justify" the villains as written by adding all the stuff they are guessing was meant or they would add to make the villain work in their own campaign.

And while I find the comments interesting and instructive, I also find it off-putting, since they are NOT the author of the villain, and I am looking at what the author wrote, not what someone guesses he might or might not do.

I, like others, have my favorites, and can see lots of things to do with them, how to tweak them, or add bits to make them more "mine" ... but that's not what I thought this was about. The ones I chose are usable _as is_ without the layers of additions or rewrites from other folks ...

All the gilding of a fan of a villain is not going to change how it was originally written. That is what I'm voting on, the contestant's entry, not all the comments and add ons and wish they'd done and he meant to dos.

Just my thoughts.

RPG Superstar 2011 Top 32

Or are the crash bugs multiplying? I've crashed multiple times this morning, with one post being eaten twice. And each time I crash, it takes me to main page and please sign in again ... a might irksome, yes?

RPG Superstar 2011 Top 32 aka Gamer Girrl

I just noticed the update that states that those advancing in the first round will be posted at 2pm Pacific time ... which means I'll be bouncing off the walls until then, since I lucked into a day off.

72 hours to get your villain ready and submitted -- ready, set, write!

RPG Superstar 2011 Top 32 aka Gamer Girrl

This phrase was used in another post, and it is soooooo right! I started with 257 words and began trimming, choosing new words, consolidating, and rewording ... and I'm down to 218! This is almost HARDER than doing the math and agonizing over the name ...

Ah, well, whine done, back to using the machete.

RPG Superstar 2011 Top 32

I see many folks are unhappy with craft as it stands in the game. Our gaming group had also looked at the Crafting skill and realized it needed help (our wizard is a merchant in Korvosa first, working in the family alchemy shoppe). When we realized it was taking less time to make magical potions than it was to make basic gear acid, we decided to take another try at the skill, and make it something that would actually allow a crafter-merchant to have stock on his shelves. Here is what we came up with (much of this is direct from the PFRPG):

Craft Skill

You are skilled in the creation of a specific group of items, such as armor or weapons, alchemical items or mechanical traps. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.

A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.

Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC and your check result determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.

In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must make an appropriate Craft check, however, when using the spell to make articles requiring a high degree of craftsmanship.

A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.

When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.

All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.

To determine how much time and money it takes to make an item, follow these steps.

1. Pay one-third of the item’s market price for the cost of raw materials.

2. Find the DC from the table on chart 5-5 Craft Skills.

3. Divide the target DC by 5, and multiply the result by 2 to determine the base time for creation. (i.e., DC 10 / 5 = 2; 2 x 2 = 4, base time equals 4 hours.)

4. Take the base time, and multiply it as follows for crafting type to determine actual time for creation.
Alchemy - Use base time.
Armorsmithing - Multiply the base time by the AC bonus.
Bowmaking - Multiply the base time as follows: Bows x2; Composite Bows x4; Composite Bows with a strength bonus, multiply base composite bow by the strength bonus +1 (i.e., a Strength +1 Composite Shortbow would take ((Base Time x 4)x2) for actual time, or 48 hours); Ammunition, use base time for bows (i.e., 4 hours) per 5 arrows.
Weaponsmithing - Multiply the base time by weapon type as follows: Light Melee x2, One-handed Melee x4, Two-Handed Melee x6, Crossbows x6, All Other Ranged x1, Arrowheads and Bolts x1 per five.
Trapmaking - Base time for mechanical traps, whether room/hall sized, or chest/box sized is one week. (For chest/box sized traps, figure as normal from the Trap Rules, but divide the cost by 10 for market value and raw materials used, not counting poisons needed or magical spells - those costs are as written. All other rules for Traps are as written.)
Very Simple, Typical, High-Quality, and Complex or Superior Items - Use base time.

4. Make an appropriate Craft check representing one week’s worth of work. If the check succeeds, then you have completed the item in the time determined. (If the check exceeds the target DC, then reduce the time required for that item by 12 minutes per point over the DC.)

If you fail a check by 4 or less, you make no progress this week.

If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again to continue working on the item, or lose all the outlay.

All of the numbers above presume the craftsman has at least one apprentice and a shop with the appropriate gear to aid in the creation of the basic parts that go into making the end product. If the craftsman does not have such aid, double the required time for creation to account for having to make all the subcomponents of the end piece. The GM would have to consider if additional costs for renting a forge or similar crafting station are applicable for the part-time craftsman.

Progress by the Day: You can figure out how many items you make per day in a given week by taking your successes and deducting them from a typical medieval craftsman’s week, approximately 60 hours, less time for meals (two hours per day) and running the actual business (roughly four hours per day).

Rising with the sun, and going to bed with it, allowing time for meals and the actual running of the craftsman’s business (dealing with customers and the more “mundane” transactions of repair work and less adventure oriented gear that the shop deals in) leaves roughly four hours on any given day of the six day week to be working on specific adventuring gear. The GM may allow the craftsman to spend more of the day dedicated toward a particular job, but if more than six hours per day (average) are devoted to a single task(s), then the shop and craftsman will not receive the check for income per week that was detailed above.

(I.e., Blacksmith Owen receives a commission to make a suit of full plate mail for his lord’s son. The job will take Owen 64 hours (DC 18 = 8 hours, Full Plate is a +8 AC, 8 x 8 = 64). Owen, a highly skilled (level 6) and intelligent (Int 12) smith, has a skill roll of +10. The player rolls an 18 on the d20, for a check result of 28. That will reduce the time factor by 2 full hours (12 minutes x 10 = 120 minutes). With 62 hours of work ahead, and wanting to please his lord with a speedy completion of his commission, Owen could choose to spend his entire week, even skimping on his meal times with the GM’s permission, to complete the suit in one week. But he will not be able to do any other work that week, and would not receive his standard check for income for that week. If, however, he wants to keep his business open for other work that week, and the following one, it would take him at least eleven days at six hours per day to complete the suit, or sixteen days at four hours per day. And don’t forget to multiply all by five if the lord wanted that suit to be masterwork!)

Create Masterwork Items: You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, compute the normal item’s time as detailed above, and then multiply that total by 5. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Make your check rolls as before, deducting time for points above the target DC. Once the time is over, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

Repair Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price. The time to do repairs would be one to two hours, depending on the degree of damage incurred (GM judgement).

When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the table below.

Action: Does not apply. Craft checks are made by the day or week (see above).

Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

To make an item using Craft (alchemy), you must have alchemical equipment. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.

Table 5–5: craft skills
Item Craft Skill Craft DC
Acid Alchemy 15
Alchemist’s fire, smokestick, or tindertwig Alchemy 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy 25
Armor or shield Armorsmithing 10 + AC bonus
Longbow or shortbow Bowmaking 12
Composite longbow or shortbow Bowmaking 15
Composite longbow or shortbow with high strength rating Bowmaking 15 + (2 x rating)
Crossbow Weaponsmithing 15
Simple melee or thrown weapon Weaponsmithing 12
Martial melee or thrown weapon Weaponsmithing 15
Exotic melee or thrown weapon Weaponsmithing 18
Mechanical trap Trapmaking Varies1
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20
1Traps have their own rules for construction.

(My apologies for the table ... it doesn't paste well)

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I've been noting down values and CLs of the magic in CoCT so I don't have to go scramble when the players want to Identify the goodies, and cannot find several items in the Beta book. Are these being called something different and I'm just totally missing them? Here's the list:

Seven Days
Flask of Curses
Headband of Intellect +2
Periapt of Wisdom +2

Escape from Old Korvosa
Amulet of Health (+2 and +4)
Gloves of Dexterity +2
Cloak of Charisma +2
Gauntlets of Ogre Power

History of Ashes
Amulet of Health +2
Cloak of Charisma +2
Elixer of Shadewalking
Gloves of Dexterity +2

Skeletons of Scarwall
Shadow Essence
Soul Jar
Gauntlets of Ogre Power

Crown of Fangs
Amulet of Health +4
Gloves of Dexterity (+2, +4, +6)
Headband of Intellect +4

Oh, and yes, I know I can find them in DMG 3.5, but I could not find these anywhere on the random roll lists, so they seem to be gone from the game :)

Thanks!

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#1018705 is still pending ... I realize that it says 9-17 days, but tomorrow is the 17th day, and I was wondering what might be up since it's said Pending now for almost a week?

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(I posted this way back before I saw we were doing things in stages. Am now resurecting it in the proper place.)

The old ability of Find/Remove Traps from first addition was split into Craft Trap (with the information buried in the Craft skill) and Disable Device handling removing the trap in 3.0 and 3.5.

I can't find any info in the Rogue or in Craft on how to set adhoc traps, as the ancient skill was for. Under Craft there seems to be only info on mechanical traps -- which I consider very different from the intent of the old ability. Information may be buried later in the book, but I'd really like this to be clarified and put in one place for the ease of players and DMs to find. (This was a surprise, as we've been playing 3.0 for years, and never noticed the info was MIA :) We just used Disable Device for setting adhoc traps as well, but now see that was not the intent?)

How about Craft Trap (ie., Trapmaking) for complex devices you can bring to set up, and use Disable Device for adhoc trap creation, as well as dismantling and Opening Locks that I see was folded into it.

Thoughts?

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Ran across this in one of my online comics, and just had to see if it was real ... go Florida!

Jack Thompson Disbarred!

RPG Superstar 2011 Top 32

I have been puzzling over this one for a while now ... why Barbarian for the favored class instead of Rogue?

I have no problem with the Druid, a half-orc raised in an orcish society is physically weaker than his brethren, and would definitely use his wits to find a nitch.

But the half orc IS physically weaker than his full blooded kin, and he matures at a slightly slower rate ... why would such an individual chose to go mano a mano into the most fight oriented of the classes against those that are stronger than he? And if the half orc is raised in a more "civilized" society, the barbarian makes even less sense.

"Half-orcs raised in orc society tend to blend in, earning positions of respect so long as they can physically match their peers." (Emphasis mine)

I would think that the rogue, yes, a brutish thug of a rogue, but the sneaky, back stabbing, thinking type would make a lot more sense over the barbarian as a potential favored class. Especially when you take into account the following:

"Half-orcs favor many of the traits of their less-civilized parents, tending toward violence and a dark, brooding outlook. ... Those raised in human society often find themselves the targets of cruel prejudices and are frequently the suspect whenever a crime is uncovered. Due to such difficulties, many half-orcs turn to lives of crime or adventuring, where their combination of strength and wits serves them best." (Again, emphasis mine.)

Both of the quotes come from the blurb on half orcs from the Beta, page 10.

Given this, I think the favored class should change from the Barb to the Rogue.

Comments?

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My group has just switched over to Beta partway through Edge of Anarchy from a mix of 3.0 and 3.5 (we're all longtime gamers who went to other games when 3.5 came out, not wanting to rebuy, again, all the books ::sigh::)

Anyway,

Spoiler:
we'd finished through retrieving the incriminating letters from Devargo Barvasi before we got our mitts on the Beta book. The players were not happy about leaving the pseudodragon in the Spider King's hands, and plotted ways and means between play sessions while we also translated the characters over to Beta. I'll go into other parts of the play test later, need to find all my notes and make it all clear.

The part I wanted to share this time was with Channel Energy, that I found worked very nicely during our weekend of play.

The party had entered the Dead Warrens and were making their way into the first room. I waited until the party was nicely centered in the room, their heads swiveling all about, before having the dead rise to greet them.

Two members of the party were surprised, including the cleric, so the dead were able to close with the group before she could use Channel Energy. Two of the skeletons crumbled away to dust, and the owlbear failed his save, fleeing down the hallway. The party then waded into the rest of the skeletons, managing to polish them off just in time for the Owlbear to return <eg>.

A second dose of Channel Energy, healing the poor ranger and wizard who had taken some major damage from blows by the skellies scimitars, and another failed save sends the Owlbear scurrying off once more.

The party sets up an ambush for the monstrous skelly, to get flanking bonuses, and eventually polishes him off when he returns. Meanwhile the two Derro who were in their quarters, having seend the owlbear come through now twice to hover in a corner, know that someone is about, and take to the secret tunnels to come at the party from surprise from behind.

The party is once again damaged, and uses the potion of cure moderate on the ranger, and a cure light on the rogue before heading further into the dungeon. The cleric is wounded, but unwilling to use more healing since they don't know how far they have to go.

Another battle with the Derro and the Stirges, and the party comes to the room with the Lesser Necrophidiuses. The rogue, who was very paranoid about the skulls in the wall, was in the room long enough to trigger the spray, but dove back to the Exsanguination Chamber where the rest of the party had been waiting where they began to discuss options. I gave them a perception test to hear the subtle sound of ribs rattling, since I had rolled rather poorly on the stealth of the constructs, and the party was prepared for something undead to come around the corner.

The cleric, on her turn, attempted to turn the nasties, which of course failed since they are not undead but golems. However, the healing wave that accompanied the Channel Energy did a very good job of bringing the party back to near full health again.

All in all, I am VERY pleased with Channel Energy. Allowing the cleric to aid the party with turning and healing, without depleting all spells and turning the cleric back into the walking first aid kit, makes for more fun for the player of the cleric, and more flexibility on the GM, I find.

I am curious on one thing from other GMs. The player of the cleric was unwilling to use Channel Energy outside of the presence of undead for two reasons: (1) Because of the limited amount, and wanting to have it handy for the rest of the undead they expect to meet before they're done, and (2) because it was felt that was an "abuse" of the power ... that the healing is a benefit of the turning, not something to be used friviously. What think ye? I felt it great roleplaying, and was not going to argue, but I don't want the player feeling it would be _wrong_ to use it if the need is felt, but I could also see the argument he was giving on behalf of his character to another character that wanted the cleric to "do it again!" (The rogue is always nervous of carrying any damage ::chuckle::)

Thoughts?

ps: I'll post more of the playtesting things we ran into when I sort me notes better.

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Well, my party has nearly finished Edge of Anarchy. One more session to complete the Dead Warrens, and then the botched execution, which should be really fun, since my group hid the named assassin outside of town at a relative's farm!

My group is plagued by player enduced paranoia, where they second guess and concoct possibilities where they are going to get into more trouble than they might be :) In the last session

Spoiler:
where they had captured Trinia and sent her out of town for safety, one party member pretty much told Marshal Kroft what they had done. The rest then were sweating bullets over what was going to happne to them as they headed off to talk things over with Cressida, and were asking each other how they executed people in Korvosa - hanging or beheading? I get more laughs watching them sweat over details they invent!

But the best part of this play session had to be their inability to roll high enough to break open the door to Trinia's flat! Even with three of them trying, they couldn't break a 10 vs the DC 16 ::laughing:: I finally gave them a break and figured out their weight and allowed the door to slooowly nudge open until they could get in -- and then showed them the sleeping girl on the cot. They're busting up over how deeply she must sleep, and approach stealthily to wake and catch her, and the illusion vanishes as they bend over the "body". I was crying I was laughing so hard at this point over the looks on their faces.

They risked everything to catch up with Trinia on the chase, managed to reach the same square and sapped her to unconsciousness before carting her off to a safe spot to figure what was what.

A great weekend of gaming!

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We've been translating our clerics from 3.5 to Pathfinder, and ran across confusion when we hit the Domain Powers. At first we figured from looking at the Domains listed in the spell section that the spells were gone and you just got the loverly new powers. But when we read the section under the cleric and the info preceeding the Domain lists, we grew very confused. I've included the paragraphs in question below. Italics are to make clear these aren't my words, but what was printed in the Beta. Bold is for emphasis on sections that we're confused about.

Domain Powers (Su): Each cleric must choose a deity. Each deity has a number of domains associated with its faith, and its clerics must choose two of these domains to focus on. Each domain grants a number of domain powers dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains both of the listed powers and bonus spells granted by her domains at each of the listed levels. See the Spells Chapter for more information.

Domains
Each deity has a number of spheres of influence, ideals and concepts that they represent and champion. Their followers can draw upon these domains for additional powers and abilities. Each cleric chooses two of the domains granted by their deity upon taking their first level. Druids who forgo taking an animal companion can choose one domain from the following list: air, animal, earth, fire, plant, water, or weather (see the Classes Chapter).

Domains grant one ability at 1st level and a second ability at 8th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action. The cleric’s (or druid’s) level is used when determining the caster level of these effects. The DC for any save is equal to 10+ the spell’s level + the caster’s Charisma modifier. In addition, each domain grants a number of bonus spells. These spells are prepared along with the cleric’s other spells for the day. A cleric gains the listed bonus spells from both of his domains.

So, are the "missing" spell lists one of the gaps mentioned in the intro and we're supposed to use the old spell lists in addition to the abilities printed here? Or is it the language that is confusing me, and there aren't lists of separate spells but these are the abilities AND spells in one list that the cleric gets to play with? Help a poor confused player/GM :) Thank you!

RPG Superstar 2011 Top 32

The old ability of Find/Remove Traps from first addition was split into Craft Trap (with the information buried in the Craft skill) and Disable Device handling removing the trap in 3.0 and 3.5.

I can't find any info in the Rogue or in Craft on how to set adhoc traps, as the ancient skill was for. Under Craft there seems to be only info on mechanical traps -- which I consider very different from the intent of the old ability. Information may be buried later in the book, but I'd really like this to be clarified and put in one place for the ease of players and DMs to find.

Craft Trap (ie., Trapmaking) for complex devices you can bring to set up, and use Disable Device for adhoc trap creation, as well as dismantling and Opening Locks that I see was folded into it.

Thoughts?

RPG Superstar 2011 Top 32

Due to the mention of Tieflings in CotCT/Korvosa, which I'm DMing, and the greater emphasis on them in Second Darkness/Riddleport, where I'm going to be a player, I was hoping to see info on this race for creating one as a PC in Golarion. Any information on changes/tweaks from 3.5 would be greatly appreciated :)

Now to delve into creating one character in the new rules and adapting two others over! Happy, happy, joy, joy!

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I must have been tired to miss this before now ...

During the Choosing, one of my players drew The Demon's Lantern, which gives her the bonus during "Unnecessary Combat with Guards". The problem is that I was making page notes and cannot find a section that deals with unnecessary combat with guards!

Anyone know where this encounter is supposed to be?

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Treasure from Edge of Anarchy

Magic
Crystal Vial of Silversheen (vial worth 50gp)
Dust of Appearance - 2
Elixer of Love
Elixer of Vision
Oil of Keen Edge
Potion of Cure Moderate Wounds - 2
Potion of Invisibility
Ring of Feather Fall (with a tiny jade dragonfly)
Ring of Protection +1
Robe of Bones (human skeleton, goblin zombie, human zombie)
Scroll of Blur
Scroll of Command Undead
Scroll of Identify
Wand of Acid Splash (28 charges)
Wand of Cure Moderate Wounds (34 charges)
Wand of Ghoul Touch (44 charges)
Wand of Magic Missiles (23 charges)
Vreeg’s Spellbook (p55)
Zellara’s Harrow Deck (special)

Gear
Acid - 3
Blue Whinnis - 5 doses
Disguise Kit
Spider Venom - 5 doses
Tanglefoot Bag - 2
Thunderstone
Vial of Shiver - 6 (25gp each)
Vial of Dream Spider Venom

Armor
Chainmail - 22
Leather Armor
Studded Leather Armor
Studded Leather Armor (small)
Light Shield
Heavy Steel Shield - 22

Masterwork Chainmail

+1 Leather Armor
+1 Studded Leather Armor

Weapons
Adamantine Arrowhead
Dagger
Flail
Kukri (small)
Light Crossbow with 10 bolts - 23
Longsword - 21
Warhammer - 1 (Cowhammer)
Silver Dagger
“Silver” Dagger (Raktavarna)

Masterwork Bladed Gauntlet - 2
Masterwork Composite Longbow (+2 Str)
Masterwork Dagger - 2
Masterwork Hand Crossbow with 10 bolts
Masterwork Hand Crossbow with 20 bolts
Masterwork Shuriken
Masterwork Spear

20 +1 Arrows

Money
Pouch with 50cp - 4
Pouch with 50sp - 2
Sack with 100gp - 6
2 lb gold ingot - 100gp
Small Silver Chest (50gp) with 12 gold Ingots (100gp each)
450gp, 740sp, 800gp worth of gems and jewelry

Abalone Shell Holy Symbol of Shelyn - 300gp
Amber Necklace - 350gp
Collection of Books - 300gp
Garnet Amulet - 100gp
Gold Necklace fitted with Emeralds - 600gp
Jasper Studded Amulet - 500gp
Miniature Gold Crown - 350gp
Mother-of-Pearl Horn - 50gp
Scandalous Ivory Figurine - 450gp
Scrimshaw Kraken with Garnet Eyes - 200gp
Silver Ring with inscription - 150gp
Teak Cigar Case inlaid with Jade - 350gp
Bejeweled Brooch (special) - reward

From Cressida Kroft - room and board if needed
1000gp for capturing Vancaskerkin (500gp if he’s dead)
1000gp to bribe Devargo (1500gp on a good roll)
500gp bonus for retrieving Letters from Devargo
Medal of the Psuedodragon [1 ea, value 400gp, +2 Diplomacy if worn openly] (if kill Devargo)

Majenko the Psuedodragon (special)

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I love this magical enhancement to the personal gear of the players, but want to know ... is it permanent? In other words, does the enhancement stick with that item as long as the player owns it (so it still works when we return to Korvosa in the final adventure?)?

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I was making lists of all the potential loot, magical and otherwise, my folks would be able to find, so I have spots to tweak for special gear to place for them, and noticed that there is no gear listed for Avishanda, Nudhadi and Avidexu.

D21 specifically states that Avidexu carries the majority of his personal wealth, but when we meet him in D24, no gear and wealth is listed :)

Help!

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Searched the other posts and didn't see anything about this, so apologies if I missed it :)

Knowing my players, and the fact that this house is full to the brim with bored rich (and now dead) nobility, anyone have a thought on a round figure for jewels and gems that could be liberated from the bodies? I know that the insane elf has 150gp in misc jewelry that I presume she looted, but that's just a drop in the possible bucket of what the nobles would have on them (heck, look at Lady Carowyn's gown covered with pearls).

Thanks in advance for any advice :)