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This is great to know. I had thought I had missed something in a module or AP. I'm now excited to learn how that story is told.


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I saw in the new campaign book that there is a new lord-mayor of Magnimar. How did that come about?


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It's all how the GM wants to run it. Town A may have peace bonded swords and licensed spell casters while his next city, Town B, may not give a hoot who comes through the gate as long as they pay the local tariffs. My thoughts run along the lines of closer to Town B, until the person(s) break the local law. Magnimar may be closer to Town B, while Korvosa may be closer to Town A (it is described as a very law oriented town with a lot of regulations).

How many game scenarios have a city encounter? A lot. It'll make for great gaming and role play if the PCs are being considerate of the surroundings, both property and persons, during a street market, back alley, or manor house fight. And if they unintentionally break the local law using a spell or magical effect on someone, it'll be great role-play dealing with the resulting complaint and investigation. It would be no different if they were trying to hit someone with an arrow and hit a bystander instead. While they could run and hide and attempt to evade an official inquiry, one could also see the a PC stand firm and hold himself accountable for his actions (this would be very alignment specific I bet. paladins/rogues).

One would need to make sure it doesn't slow the game down enough to be distracting from the original plot line.


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From what I'm gleaning from the entirety of this thread:

1. A special arcane investigative 'squad' of the local city law enforcement specializing in dealing with magical crimes, whether they are assaultive, invasive, manipulative, or what not.

2. Casting in public would be circumstance specific: a priest at worship might be expected to cast some sort of divine blessing at the ceremony. A magical street duel would be highly frowned upon as innocents nearby could be hurt. Invasive magic, like detect lies, alignment, etc, would be frowned upon as rude unless consent is given and could result in even a small fine.. A thrift shop may have 'mending' used all the time.

3. Penalties for destructive magic use would probably be severe and swiftly enacted.

4. Spell casters could be required to register themselves in the city. Or, have a 'license'.

5. Counter measures would be in place. Chimes or alarms to alert others magic is being used nearby. Ant-magic shells used to help apprehend casters.

6. Some of this would also apply to magic items, not just casting. A fighter with a helm of blasting may have it confiscating pending trial when he attempted to blast a thief and missed and killed a merchant's prize mule.

7. This concepts could be region specific. What is law in Magnimar may be tolerated in Kaer Maga.


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So many great thoughts, suggestions, and ideas to work thru. One of my PCs wants to be a summoner and asked about summoning and I happened to mention it might not go too well in a municipality (Magnimar) depending on circumstances.

I would think any caster in a city would be held accountable by investigation if anyone claimed to be victimized by a caster. There could be a whole investigative specialty in the city guard for this type of thin.


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Great response. Thank you.
I think I will 'house rule' if you will, that the AC needs an intelligence of 3 benefit from this feat.
I can easily see it going either way but my rational mind wants to think someone, or something, has to be more than just animal intelligence to benefit.


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here is a question I think fits this thread.

My player has a Hunter PC with a wolf animal companion. Intelligence may be either a 2 or a 3.
If the Hunter takes the feat Combat Advice can the benefits of that feat be applied to attacks made by the animal companion?


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Great feedback, I appreciate it. She's keen on the orca, which I think is fine. Like you said, I can make some buffs to help it along.
I may need to make some modifications to the AP to more make it more aquatic friendly.


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So, I have a player wanting to play a druid for this AP. Great! I love druids. She wants to have an orca as a companion. Again, great! A water based animal companion should go well with the aquatic nature of this AP.

Then I got to thinking. A fair amount of this campaign is submerged. Will an animal companion that needs to breathe air still flow well for this AP?

Are there better choices or suggestions?


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This could be a great location to plug in a 3rd party AP called the Northlands Saga from Frog God Games. I was excited to find this old thread. I was scratching my head trying to figure out what was between the Stormspear and the Rhimethirst.


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Will this get supported on Hero Labs? Or is it already?


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I can work with that; just surprised there's no magic item or alchemical item that covers this.


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I didn't think about the manacles limiting the somatic. For some reason I got to thinking of needing some form of magic item to suppress the magical abilities. Or maybe an alchemical drug that would do the same.


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Howdy,
My players are a few months away from starting a Skulls & Shackles game. In the beginning of that game there is some time where the PCs are not trusted and limited on access of the ship, etc.
One of my PCs is an oracle and I was wondering how one would suppress the divine magic an oracle has access to. I.e. an item (or spell) that limits spell abilities or spell casting?
Is there something like that already in the Pathfinder system?


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So, a technical question arose from our last game session. Our heroes were confronted by a lich who cast Chain Lightning at them. One of our heroes is a wizard with Spell Turning cast upon himself. The wizard was third out of four struck by the chain lightning.
The question arose whether the spell turning would turn back the chain lightning upon the caster when the wizard was a secondary target and not the primary target of the spell.

Any help is appreciated.


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So, how does the wielder deactivate the weapon so he/she can reuse the ability? And if only the wielder does it, what if the original wielder was killed? That would mean the only methods of overcoming the anchoring is to Dispel Magic, Freedom of Movement (but still having the item attached), liquid, gas, incorporeal, or destroying the weapon?

-Fighter quaffs his potion of gaseous form and escapes the anchoring short sword. It's now just suspended in the air where he once was. Fight is over and the BBEG is dead. The party wants that short sword.-
Would spellcraft and UMD be sufficient to take control of the weapon and the anchoring?


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This is this one line in the description that makes that tough to do, though I like your interpretation.
'This anchors the target to the weapon, preventing it from moving away from the weapon.'


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So, I'm looking at the Anchoring ability of magical weapons. Rules for it seem straight forward enough until I get to wrapping my mind around how someone 'anchored' would try to escape the ability.

Scenario: fighter goes up against the BBEG and gets struck with a shortsword. BBEG activates the anchoring ability of the shortsword upon striking the fighter. Now he's stuck in one spot unless he can pass a DC 30 strength check. This allows the BBEG to leave the fighter in one spot while he mops up the cleric and wizard.

Couldn't the fighter just un-impale himself from the blade? Or could he take control of the shortsword and deactivate it somehow? Would that require a Use Magic Device check? Immovable Rods have a button. Would the shortsword have such a button?

The rules seem to imply the anchoring is controlled by the wielder, but if he lets go of it to leave the fighter anchored, is he still the wielder? If the anchored fighter takes ahold of the shortsword is he now the wielder?

Any suggestions or rules clarifications are appreciated!


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These are all good thoughts and ideas. I could see some harsh penalties for violating any municipality laws regarding magic use w/o consent or w/o due regard for safety.
Now I wonder if I should sit down and write up a generic 'magic penal code'.


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Magical Assault! I like it. Local ordnances with actual penalties for violators and such. 'Eldritch Probing' or with say Detect Evil, 'Aura Scanning w/o Consent'.


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In general I could see spell casting of any sort in public places as being unacceptable as most would not realized what was being cast and assume the worst and possibly panic.
For the specific scenario mentioned above I was thinking there would be some form of social etiquette in place.


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I was wondering on the thoughts of others regarding the use of spells in public and its social acceptance.
More specifically, I have some players that want to cast 'detect evil' on a noble woman and then 'discern lies' while dining with her at a public restaurant.
Since I'm the GM, I have to take into consideration the NPCs possible reaction. These spells require verbal and physical gesturing to cast so casting them on the sly seems unlikely.
My first thoughts are a noble/aristocrat type NPC would probably find such an action as rude and presumptuous. Maybe the NPC would terminate the conversation immediately and leave the area: whether good or evil or indifferent of align or honest intentions...

It would compare to wanting to talk to a person but hooking them up to a lie detector machine first. Or doing a background check on someone while you're speaking to them at a social event and they are fully aware of your actions.

My other thought would be the person may not know the spell being cast and react with preventive hostility.

I am curious to see if others have dealt with this type scenario before and how it was handled.


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The PC might be more likely to start a tax relief fund for those in need of assistance. It would create a more one-on-one situation for public relations purposes.


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I'm thinking he's wanting his PC to cover the taxes that are coming due from the Taxfest (holiday of Abadar).
i.e. cover the taxes due from the township and the surrounding populace.
In the game we're playing the town and the local population have suffered a series of hardships that are wreaking havoc on the ready cash supply of the mundane farmer and shop keeper. i.e. having the rebuild burnt down houses.
Governments are normally very reluctant to forgo taxes and it could become a stressful situation for both government and locals. It's assumed in this game that Sandpoint sends the collected taxes to Magnimar with a percentage remaining for the Sandpoint government itself.
The PC's motives have some self-interest as she's wanting to run for mayor of Sandpoint the next election.
So, what we're looking for is some sort of rough number to go by or some method of calculating such number.


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This is spectacular information!! I totally forgot about the PFS stuff that involved Lissala and Krune.
And, you mentioned something I hadn't considered too: another interested person/group that hired the rival PCs to obtain the shards also.


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I'm not familiar at all with Fantasy Grounds. It sounds like from the aforementioned posts that it's supported by Paizo now and it's not free?
I've only used Roll20.


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tbug wrote:
You could consider giving each of them a Sin theme. Maybe the cleric has the pride them, and her followers each have a different one, for example. Perhaps gluttony for the wizard, envy for the tattooed sorcerer, wrath for the slayer, and greed for the rogue? This doesn't have to be a mechanical thing, but it might help you in the process of selecting mechanics for them.

Now that's a very good idea. I will definitely take a look at that concept.


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So, no more Legends for a bit? Oi, that's not fun. Hopefully Big Finish will come back and do another AP. Even one-shots like Dragon's Demand and the House on Hook Street or other big modules could be excellent fare. But, I'm really hoping for a Strange Aeons. That would be epic.


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So, probably right after finishing Runelords (almost done with book 4) my players plan on generating PCs and starting Shattered Star with me as the GM.
To add some juice to the AP, I thought I would add a rival adventuring party that are also attempting to recovered the Sihedron Shards.
I'm thinking of the leader of this group to be a cleric of Lissala (LN, domains Runes and Knowledge) of the original Lissala concepts before corruption to the Runelords version.
While not an evil group they are determined to recovered the shards for religious reasons and this alone would be enough to make for some hard choices and decisions that may cause serious conflicts with the PCs.
My thoughts are that the Runelords AP caused a minor resurgence in interest in Lissala and things related to Thassilon.
While I'm solid on the cleric of Lissala, my other NPCs in that rival group are less so. I'm considering a five person group, probably a Wizard of the Thassilonian Schools, a Tattooed Sorcerer (unknown bloodline right now), a Slayer and a Rogue.
I plan on having the NPCs as non-threatening contacts in Book 1, perhaps a love interest, a research partner, childhood friend, or family member, etc. I'm striving to create a situation where the parties are at odds with each other but not so much they'll just kill each other on sight.

What I'm looking for are suggestions or related experiences others might have had for including Lissala in the AP and suggestions on properly themed archetypes or bloodlines or classes or other ideas for the rival party.


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These are awesome. Thank you for sharing!!


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As the GM running that game I had finally decided to allow the breathe weapon since the spell specifically said the creature can still breathe. It seemed to go hand in hand. But, I was planning no using the breathe weapon only as a means to break out of the icy prison. It just seemed like a more reasonable interpretation. It's moot, though, as the dragon rolled high enough on a strength check to defeat the icy prison and break out.
My other concerns were with the 'helpless' designation. Did this mean the dragon was unable to use the Frightful Presence aura? Did this mean the dragon was unable to cast 'at will' spells or use 'spell-like abilities'?
It was clear the dragon would have been unable to use melee attacks. That fell well within the definition of 'helpless'. But the 'helpless' designation along with the spell description seemed to indicate only a PHYSICAL helplessness.


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Does 'Helpless' include not being able to use the Frightful Presence ability?


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I think Iron Gods would be great to see from Big Finish...!!!


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Huh, hadn't seen that one. Very interesting.
Thank you.


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I was reviewing this spell and think very highly of it. Is there a magic item incorporating elements of this spell into its design? Ring of Grace, etc?


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Wow, hadn't even thought about double weapons. But, I'm thinking about it now!

It had crossed my mind to go TWF with a buckler and battle axe. Seems to be very flexible.

But, there are some great ideas presented here and I'm going to really look hard at these suggestions and discuss them with the GM.

Recommendations here indicate a weapon focus is more important than say Two Weapon Fighting combined with Two Weapon Defense. I'll take a hard look at that too.


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So, we're looking at starting the Ironfang Invasion in a few months. Tentatively, the other PC choices are Hunter, Psychic, and Warpriest.

I was saying I'd like to play a Slayer but have never done so before. I noticed they didn't get Disable Device as a class skill but I found a trait (criminal) that would make up for it.

Big question is what type of melee build should this type of class be? I've seen a mix of opinions on it. It 'seems' that it should be a two-weapon fighting build, but what about sword & board?

And archetypes: is there one in particular that I should consider or just straight slayer?

Feats: are there any must haves starting out? (PC would be human)


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Ascalaphus wrote:

In general when a new class or archetype borrows an ability from an earlier one, you substitute class names as needed. So an investigator is just fine drinking an investigator mutagen.

(Alchemists and investigators maybe shouldn't drink each others mutagens however.)

Thank you!! I was hoping that was the case.


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So, my investigator just leveled up to 3rd. She is now eligible for a talent selection and I was strongly considering the alchemical discovery Mutagen.
What threw me off was if the Investigator has to use this DC check as she is not a full blown Alchemist:

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

So, does she need to make a DC check or would she be using this mutagen as if she was an alchemist?


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https://www.merriam-webster.com/words-at-play/third-person-gender-neutral-p ronoun-thon

I like the old word 'thon' for gender neutral references.


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Howdy,

Gearing up to start the Strange Aeons AP soon and was wondering if there were any 3PP products specifically supporting this AP yet.


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archmagi1 wrote:
After hitting some esobok random encounters, my group was nearly ready to skin the Voice of the Spire guy alive. Killing his scythe wielding Buddy was even better.

We're almost to this encounter. When the PCs engaged the Esoboks they handled it well and quickly but they were surprised at the church's callousness of sending the psychopomps into the city. A local teenager guide the PCs use is a devout follower of Pharasma and the encounter quickly role played into where the teen was disillusioned by the church's actions and turned to Desna. (One of the PCs is a cleric of Desna.)


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Regarding maps and some are not included; I was surprised the Shiny Bauble encounter didn't have a map. Since the creature encounter there is such an iconic encounter of the game as a whole I was expecting it to be played up more. I've since found an alternate underground map to use and bumped the stats a bit to make it a bit more challenging to my PCs.


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james knowles wrote:

Give them each the leadership feat for free, ignoring the level prerequisite. That way they get the help they need, and you still maintain some control over the group.

Also, checkout dnd.chromesphere.com for single player adventures that can easily be expanded for 2 players.

Leadership as a free feat..yes, yes, I like that. Excellent idea!

I'll look into that website shortly!


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Fig wrote:
Also, while not fulfilling the action economy of 4 players, allowing them to gestalt might put them on the order of 3-4 in utility and probably 3 in overall power. A somewhat higher point buy and an increase in wealth by level would probably put the party closer to 4.

Excellent idea, thank you.


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Yes, I thought about having them run two PCs each. But, I was looking more for the 2 PC party theme as they could focus more on the individual PC.
I do like the idea of a sidekick or intermittent NPCs jumping in to help out. That's a way to to go.
I have Hell's Rebels and most of Council of Thieves. I'll break them out and see how much modification I would need to do to see if it's workable.
Sounds like the combat is where the toning down would need to be. Instead of four orcs, it's only two, etc.

And as it was addressed by an earlier post, archetype choices would be vital since the two PCs would need to encompass the standard four 'types': melee, skills, divine and arcane.


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I am seeking input and guidance pointing me in a certain direction. I am looking for modules or an AP that would be suitable for 1 or 2 vigilante class PCs.
It's a small group, not the normal 4, as most APs and modules are designed around but I figured there'd be something out there that would work well. I am part of a group of 3 that play regularly and we were looking for something outside the normal.
And direction is appreciated.


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Java Man wrote:

Seems simple enough to write a daemon bloodline, take the sorc one and map the ideas across, using the closest existing bloodrager one as a model.

If you like I will take a stab at this a bit later today.

I would love to see your take on this bloodline for a bloodrager. Thank you.


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PossibleCabbage wrote:

Your bloodline doesn't have to be the most dominant weird strain in your DNA, it's just the one that happened to manifest in this particular person. You can have Tieflings with the Celestial Bloodline, after all

A character being pulled in two directions by his or her nature, one direction by the taint of the Horsemen and another with a different influence entirely could be fairly interesting.

So let the player pick what they want. Personally I like the idea of a Destined Bloodrager who has been tainted by the Horseman- someone who is fated to do tremendous things, but that just *might* be "bring about the end times".

The Destined bloodline did come up in conversation and we discussed the same ideas you present. My player is seriously considering this one.


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Fig wrote:
Look to Interjection Games for this. The Big Book of Bloodlines should have something that can work. Here is the book. This.

Thank you...'add to cart'....

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