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Both I and another local GM have been scratching our heads at trying to figure out how to work the hd of Bestiary 3's Unfettered Eidolon, and we must be missing something, because I don't see any other rules questions or examples of people having trouble with it (so I can only assume that either everyone else understands how this works, or that the unfettered eidolon has been largely unused and most people haven't looked too closely into building one).

So far all we've determined from the example one in B3 and what's written under building an unfettered eidolon is that they're supposed to have 1hd, plus 1 more for each EP over 8. The example unfettered eidolon is stated to have 15 EP which is 7 over 8 and should give it 1+7 hd. 8. It actually has 16 EP in spite of being listed as having 15, which should give it 1+8 hd, or 9, instead. Its actual hd is 10, however, and we can't seem to figure out why.

Our best guess so far as to how it actually works is: The 'building an unfettered eidolon' section is mostly-wrong. An unfettered eidolon's actual hd is equal to its total EP -5. The minimum EP an unfettered eidolon can have is 8, 5 of which must be spent on the base form's default evolutions (which is in line with the lowest EP a normal summoner's eidolon could have). CR is calculated as normal based on hd using table 1-2 in Bestiary 1.

Does anyone understand this any better? Barring that, does anyone know any AP or module where another unfettered eidolon (one different from the one in B3) has been used? It'd likely help a lot to have a second stat block to compare to. (Our potential answer explains the errors in the example unfettered eidolon, but that's not particularly useful unless we know that it can work on multiple examples.)


Quote:
Purge Spirit: Purge spirit rips away at the target's spiritual substance, scattering it over a wide area and hampering the target's ability to reform. The target takes 1d6 points of damage per caster level (maximum 10d6) and is staggered for one round. On a successful saving throw, the target takes half damage and is not staggered. This spell affects astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM's discretion can affect other spirits or creatures made of ectoplasm. Incorporeal creatures take full damage from purge spirit.

So that last part of the purge spirit spell (the part I bolded) has me a bit unsure of what it means. As far as I can tell, it likely means one of two options:

1: An incorporeal creature that saves against the effect of purge spirit negates the staggered effect as normal for a successful save, but takes full damage instead of half.

or

2: An incorporeal creature targeted by purge spirit takes full damage, as if every die rolled for maximum damage (and a successful save reduces this damage by half as normal.

...Anyone know which it is?


I must be misreading something. Skipping over something without realizing it.

I've been through this section on the Kineticist three times now and the only mention of Infusion Levels that I can find is on pg. 13 at the end of the Infusion section. They control what you can swap your infusions for at 5th, 11th, and 17th level.

...But surely they must also determine what level you're allowed to take that infusion at, right? Wild Talents specify minimum level prerequisites very clearly, but I can't find anything that says you can't take and use one of the powerful high level infusions as your very first one!

Somebody please point me to a page number, or an errata, or something.


I'm probably just skipping over it unintentionally, but I can't seem to find mention of who gets these new skills as class skills and who doesn't. Anybody know the answer?


What would you say the adjusted-CR would be of a young blue dragon that is sickened, staggered, and can't use her breath weapon? I'm thinking CR 7, but figured I'd get a second-opinion.


How would you make the toughest character you could manage without giving him/her even the slightest hint of magical ability? No spells, no supernatural abilities, no magic items, etc.

Obviously they aren't going to be as powerful as a character who has access to magic, but do the best you can without it.

This is just theoretical. I'm interested in seeing what people come up with.


I'm working on a dungeon at the moment, and allotting treasure. I have roughly 14,000 gp more that I'd like to allot to this section of the adventure before the next level hits, and pretty much everything else before that point is already equipped.

I'm left with two options: Either distribute this stuff among one or more treasure hoards/caches, or equip this one Robot Golem with something awesome.

It hits things with slams. It's a golem. I've got 14,000-ish gp to work with. What's some cool stuff I can equip it with? Not all 14,000 has to be spent on it. I'll allot any unused wealth to the mundane caches that I've already established.


After seeing the picture of the technic league agent wielding what looked like a green beam sword early on in Lords of Rust's gazetteer on the Technic League, I was hoping that Iron Gods would give us tech-based beam swords at some point. Robots are immune to Brilliant Energy after all, so magical beam swords are sucky in high-technology settings.

...But I've just picked up my final volume of Iron Gods and apparently the beam sword was not to be. I was hoping to not have to homebrew it, so this is basically my last-ditch effort to avoid that: Did I miss it? Are there rules for tech-based Beam/Laser/Plasma/Light/Etc. Swords anywhere?


Let's say we have a Weapon Master Monk. His archetype trades away his free Stunning Fist, but he wants to do it anyway, so he takes the feat the old-fashioned way.

How many times per day does he get to use it? Does he get to follow the 'Special' note under Stunning Fist's description (uses/day equal to his monk level, plus 1 for every for levels in other classes), which says monks get extra, but was made before the existence of archetypes and clearly didn't account for the possibility of a monk trading it away and having to get the feat the long way?

...Or does he get the standard 1/day for every four levels he has obtained because he traded it away and had to go the long way?


1 person marked this as FAQ candidate.

So... The Flame Dancer bard archetype from the ACG gets an ability called Fan the Flames that gives them some fire spells.

Fan the Flames is a bardic performance, though.

...Does this mean that the bard only has access to the spells granted by Fan the Flames while making a Fan the Flames performance?

The way it's worded makes it sound like it's meant to act as a regular class ability, not a performance, but it's listed as a performance, so I'm unsure.


Does anybody know if there's any way to get extra uses of once-per-rage rage powers that doesn't involve constantly popping in and out of rage using fatigue immunity?

Doesn't have to be remotely optimized. I've got an NPC who the ground breaker power is perfectly themed for, and I'd like to get him at least a couple extra uses of it per rage.

If possible I'd like to find an actual rules-legal way of doing this rather than just saying "I'm the GM, so I can give him this ability if I want to".


1 person marked this as FAQ candidate.

This sort of confusion is why I'm not a fan of mounted combat, but it seems I'm building a cavalier, and not one of those small-sized "I fit through 5 ft. corridors cavaliers.

With a large-sized mount in mind, I've decided to go for the simple trio of Improved Overrun, Charge Through, and Trample. However, when making a mounted overrun, is it me or my horse (or both of us) who needs the feat(s) for them to take effect?

I notice Improved Overrun is available as an animal companion feat, so presumably the horse needs it to not provoke an AoO when overrunning (though, is that for when he overruns without his rider riding him? Does he use the rider's Improved Overrun while the rider is mounted on him?), while the Trample feat specifically specifies "When you make a charge while mounted", which would imply that Trample, at least, is for the PC, even if the mount is the one doing the trampling.

This is a headache. Could anyone more familiar without mounted combat rules tell me which of these feats I need to stick on the cavalier, and which ones I need to stick on his horse?


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I'm trying to calculate zombie lord CR (more specifically how it works) at the moment, and I can't seem to make it work, so hopefully someone can help me out.

First, the example human zombie lord monk 3 in Bestiary 4. Based on the formula that the zombie lord template gives, CR is 1 higher than the CR of a normal zombie with the same hd, plus CR increase for class levels. I think I've narrowed it down to three possible ways that this could work, but the ones that most-accurately follow the rules as written on how the CR works produce a different CR than is listed, and the one that does work results in ridiculously overpowered high-level zombies.

1) So, the zombie lord presented has 5 hd. That's a CR 2 normal zombie, +1 equals CR 3. CR 3 plus CR increase for 3 levels of monk should be CR 5, but that's not the listed CR, so that can't be right.

2) Maybe it only counts racial hd then? In that case the zombie lord presented has 2 racial hd. That's a CR 1/2 normal zombie, +1 equals CR 2. CR 2 plus CR increase for 3 levels of monk should be CR 4, but again that's not the listed CR.

3) In spite of the rules saying that class levels modify the CR, the method that works is to ignore class levels entirely and just base it off total hit dice. In this case a 5 hd normal zombie is CR 2, +1 equals CR 3. This presents problems at high levels though, and results in overpowered monsters. A zombie lord wizard 20 by this formula would only be CR 9, for example.

...Anyone else have any more insight into this than I do? I don't like that the third method is the one of these that's working properly, and I'm hoping that I'm calculating something wrong here.


Simple one:

Does a Horizon Walker's DR 1/adamantine from Terrain Mastery of the Plane of Earth stack with his DR 2/adamantine from Terrain Dominance of Mountains, becoming DR 3/adamantine? Or would the DR 2/adamantine simple take precedence over the lower DR?


I'm pretty sure there was a method somewhere for helping a mount scale in level in spite of their rider's multiclass, but I can't seem to remember what it is or where I might find a method like that. Hoping that someone can help me find something.

For simplicity's sake, let's say the mount is a horse owned by a Cavalier/Fighter, (no using the Roughrider archetype). Anybody have any methods of helping the mount scale, whether partially or fully, with those fighter levels?


I'm not great with Magi. I don't know much of what they do, though the class abilities aren't total gibberish to me these days, so I figure I should start looking for at least a bit of info.

I'm not building anything in particular right now. This isn't meant for use in a real game, just for figuring out what some of the things your standard Magi would commonly use their abilities for are.

Only thing I ever hear about Magi is Shocking Grasp, but presumably there's more to the class than that. What Magus tricks and strategies do you all have up your sleeves?


So the 'adding class levels' to a monster section of the Bestiary says that monsters with class levels get treasure equivalent to an NPC of their CR.

...What happens when a monster is at CR 20 or above? NPC levels don't go that high, and I'm not sure of what the math behind the NPC wealth chart is, so I have no idea how to advance the chart any further.

(In this particular instance, I need to figure out how wealthy a CR 25 dragon is supposed to be.)


Been working on my own homebrew campaign setting lately, and while it still has mostly traditional core races, this is the first custom race I've made for it. Figured I'd share.

Feel free to let me know what you think, and also whether you think I should post up more of this sorta stuff that I'm doing for my campaign setting, I suppose.

Stats:

Spoiler:
Keilo
Ability Score Modifiers +2 Dex, +2 Wis
Humanoid Keilo have the Humanoid type, and the Keilo subtype
Size Medium
Speed Land 30 ft., Fly 50 ft. (average)
Natural Attack Talons (primary weapon, 1d4)
Fearless Keilo gain a +2 racial bonus on all saving throws against fear effects
Sociable When a Keilo tries to change a creature’s attitude with a diplomacy check and fails by 5 or more they can try to influence that creature a second time even if 24 hours have not yet passed
Sky Sentinel Keilo gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. Additionally, enemies on higher ground gain no attack bonus against Keilo.
Gift of Tongues Keilo gain a +1 racial bonus on Bluff and Diplomacy checks and they learn one more language than normal every time they put a rank into Linguistics
Bonus Feat Keilo gain Hover as a bonus feat
Languages Common & Keilo
(Plus choice of Auran, Draconic, Dwarven, Halfling, and Ignan)
CR & XP Keilo NPCs in groups starting from 1st to 5th level treat their CR as equal to their level; Keilo NPCs 6th level and higher treat their CR as equal to their level -1.
Keilo PCs starting an adventure in a group at 1st to 5th level should begin 2000XP behind their core race companions, assuming the standard medium XP progression is being used (if core race PCs begin with 0XP then the Keilo starts with an effective -2000, and are treated as 1st level until reaching enough XP to advance to 2nd level). Keilo PCs starting an adventure in a group at 6th level or higher should begin with the same amount of XP as their core race companions.

ARG race builder, race summary:

Spoiler:
RP cost – Trait
0 Humanoid type
0 Medium size
0 Normal speed
0 Standard language array (Common & Keilo + Auran, Draconic, Dwarven, Halfling, Ignan)
1 Fearless
1 Sociable
1 Natural attack (talons)
2 Flexible ability score array (+2 Dex, +2 Wis)
2 Static bonus feat (Hover)
2 Gift of tongues
3 Sky sentinel
4 Flight
(+2 Improved Flight)
(+2 Improved Flight)

Total RP: 20

Physical Description

Spoiler:
Keilo originated as a branch of the monstrous race known as Harpies, being a subset who lacked the power of captivating song that those monsters could muster. They possessed enough of a lingering remainder of that power that their voices were innately sociable, and over time adapted to suit a more civilised life than the harpies. Physically they are still quite similar to the harpy race—tall, avian humanoids with bird legs and variations in their plumage to match local birds—but are rarely as ferocious and wild in appearance as harpies are. Keilo can also be differentiated from their monstrous relations by their wings, which are part of their arms, unlike harpy wings which sprout from the monster’s back. Keilo are noted for being astoundingly adept at using their arms while flying in spite of how awkward such maneuvering would be. Some Keilo are noted to have hair, while others have feathers in place of hair, and the colours, styles, and other fine details of these and other aspects of the race tend to vary as much as humans features do between individuals.
Kelio are also notably different from harpies in that their race includes both male and female members, the former of whom are assumed to be a result of some early mix with another humanoid race, likely humans. This would imply that Keilo are in fact some manner of half harpy race in a similar vein as half elves and half orcs, but such an insinuation is rarely taken well among Keilo, who acknowledge their association to harpies, but deny any real racial connection to the other humanoid races.

Society

Spoiler:
Keilo are an avian race of dragon-worshipping humanoids adapted to steep cliffs and other environments where flight is a necessary aspect of life. They generally carve spacious cavern cities in cliff faces overlooking oceans or other large bodies of water. Keilo are a sociable and traditional people, generally making friends easily among other races while taking advantage of the locations of their own inaccessible homes to keep the personal lives of their people relatively undisturbed by outsiders. This has led to an efficient society where generally only aspects of other societies which would be beneficial to the Keilo are brought back to their homes and adapted to.
Each Keilo society is led by three powerful political figures; a chieftain, an attendant, and a patron dragon. Each Keilo civilization worships their local dragon either as a god, or as being closer to divinity than others could hope to achieve, and therefore superior. The role of the chieftain is primarily determined by the amount of power the patron dragon exerts over its worshippers. The chieftain of a society worshipping an evil dragon could find themselves as little more than a bootlick to the powerful monster; the chieftain of a society worshipping a wise and benevolent dragon might be seen as a cooperative leader of the society; and the chieftain of a society worshipping an indifferent dragon may find themselves entirely in charge of their society. Both the roles of chieftain and patron dragon are generally hereditary, passing from parent to child. The attendant of a Keilo society on the other hand is a trained position, with a single attendant per-society, and a single apprentice per-attendant who will one day take up the role themselves. The attendant bears the responsibility of acting as a go-between between the patron dragon and the rest of the society, and of placating the patron dragon or attempting to stir it to action as need dictates. A society that loses its attendant before the attendant’s apprentice has been fully-trained is at serious risk, and often places unreasonable amounts of responsibility on the attendant’s apprentice in such a situation.
At a young age, all Keilo are required to visit their patron dragon, alone, as a coming-of-age ritual referred to as the young Keilo “Getting their wings”. What exactly this ritual entails varies from patron dragon to patron dragon, but it is intended to end with the dragon pleased and the Keilo child granted permission from the dragon to use their wings. This ritual is so integrated into Keilo society that a Keilo who has not received such permission will generally refuse outright to fly for any reason, and those who fly anyways have difficulty doing so from the paranoia of disobeying their dragon god (the Keilo’s flight speed drops to 10 ft. and maneuverability drops to clumsy). Keilo in communities who lack a patron dragon to provide such permission generally face no trouble flying.

Relations

Spoiler:
Humans are generally noted to be one of the most flexible and adaptable of the intelligent races of the world, and hold the best relationships with the Keilo race among all the races that are outsiders to Keilo society. In general Keilo are sociable enough as to potentially collaborate and build relationships with any race that might reciprocate such social advances.
Within Keilo society Harpies are welcome, but rare, for they are generally not civilized as the Keilo are. Foreign Keilo (those easily recognizable by variations in plumage not found among the local communities) are generally welcome so long as they do not openly conflict with the morality of the local community’s draconic patron. A Keilo from a community led by a metallic dragon might face harassment in a community led by a chromatic dragon, for example, but would generally be comfortable in a community led by a different variety of metallic dragon than their own community’s patron.
Dragons, of course, are generally subjects of worship and admiration among Keilo, which is usually welcomed by the dragons themselves. Usually the patron dragon of a Keilo community is at least a century old, but in some cases a young adult dragons take command of smaller communities. The most insignificant of communities occasionally have dragons so young as to be counter as juvenile as their leaders. By contrast, the greatest metropolises of the Keilo might be led by ancient or even wyrm or great wyrm dragons, or might boast multiple draconic patrons each ruling specific districts.

Alignment and Religion

Spoiler:
The alignment of a Keilo community generally matches the alignment of the community’s patron dragon, and so Keilo as a whole do not lean particularly strongly towards any end of the alignment spectrum.
While most Keilo communities worship their patron dragon as a deity, such worship is generally accompanied with worship of some manner of dragon god, or some other deity of the patron dragon’s preference.
(In the Malendev, the setting for which the Keilo race was designed, the most common patron deity of dragons is Nalerryn, the Eternal Wyrm, a True Neutral god. Nalerryn is thus also the most common god worshipped by Keilo in the setting, and even dragons and Keilo of extreme alignments tend to at least acknowledge Nalerryn.)

Adventurers

Spoiler:
Keilo are often bold, fearless, and adventurous types, and are often prized among adventuring groups (especially groups of low-level adventurers) for their natural flight. Keilo might adventure for a great variety of reasons ranging from personal desires, to orders from a superior (such as a dragon), to simply adventure for the thrill of it.

Favoured Classes

Spoiler:
Primary Classes:
Keilo are most well known as Bards, Clerics, and Rangers. A society’s attendant is often a Cleric who worships their patron dragon in conjunction with draconic deities, or a deity of the patron dragon’s preference.

Secondary Classes:
Keilo also commonly take up the role of Fighter, Rogue, and Witch. Keilo chieftains are generally Fighters.

Tertiary Classes:
Sometimes Keilo become Alchemists, Antipaladins, Gunslingers, Ninjas, Oracles, Paladins, Sorcerers, or Wizards. The most common Oracle mystery among Keilo is wind, whereas the destined and stormborn bloodlines (as well as the arial anarchic bloodline) are the most likely to appear in Keilo Sorcerers (the draconic bloodline is significantly rarer than might be expected for a society which revolves around dragons, but when it does appear, the pursuit of the Dragon Disciple is all-but mandatory. Such draconic Keilo Sorcerers are generally highly-prized, and some lead their own small communities, taking a dragon’s role as patron among groups too minor to interest a real dragon). Antipaladins and Paladins are equally likely among Keilo, but generally won’t arise from the same society, as the average alignment of a Keilo society tends to match their patron dragon’s alignment.

Other Classes:
Barbarians, Cavaliers, Druids, Inquisitors, Magi, Monks, Samurai, and Summoners are the least common classes for Keilo to pursue, though some individuals do. Flying mounts are common among Keilo Cavaliers and Samurai, and the eidolon of a Keilo Summoner is likewise generally capable of flight.

Alternate Favoured Class Bonuses

Spoiler:
Bard Add +1 to the bard’s total number of bardic performance rounds per day.

Cleric Add +1/3 to the amount of damage dealt or damage healed when using channeled energy.

Fighter Add +1 to the fighter’s CMD when resisting a grapple or reposition attempt.

Ranger Reduce the DC to avoid falling due to a collision while flying by 1 (to a minimum of 0)

Rogue Add a +1/2 bonus to Perception checks while outside and flying.

Witch Add one spell from the witch’s spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces their familiar the new familiar knows these bonus spells.


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

Simple enough question: Does a monster without class levels that casts as if they were a ___-level caster of whatever class gain existing spell levels to that class if they get a prestige class that adds spell levels.

For example, an adult red dragon casts spells as a 7th level sorcerer, but isn't actually a sorcerer. Let's say he's got 1 fighter level too, so he has proficiency with all martial weapons. If he then went into Eldritch Knight, would those EK levels add to his racial "Casts as a sorcerer" ability in spite of him not actually having the sorcerer class?


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After a long time of playing Jade Regent on and off, and more months than it usually takes me to run through an adventure with a group, we've finally finished Jade Regent!

It was refreshing to see a group which at its humble beginnings seemed doomed to tear each other apart finally come together and use proper teamwork to dominate the final battle without so much as a single death!

Sure things looked grim at first when the Cleric (with dumped INT) succumbed to Renshii Meida's Maze on round 1, and Anamurumon hit hard and often with full attacks, but they bounced back from that.

The fact that the enemy had deliberately horrible teamwork (because the party paid off the Raven Prince and let the rest know of all the reasons they should hate each other) really hammered home the difference. The Jade Regent turning on Anamurumon and killing him when he fell to low health was something which, in the past, would have been more likely to happen on the side of the PCs than the villains. Same goes for Renshii Meida being ignored by her allies while Ameiko tore her apart.

The Regent himself hung on for an impressively long time, his high AC and hp, and Resolve abilities making it hard to do much to him, but in the long run he'd killed and scared off his own allies, leaving himself alone against a group that stood together.

Now hopefully I'll manage enough time to get back to Rise of the Runelords.


I have an NPC witch who should be coming up soon in-game who has the Beast Shape II spell coming from her patron (Transformation), and I'm looking for a suitable animal form to use for the spell.

I've been having trouble with that part.

Ideally I'm looking for something large-sized and amphibious, because she might battle the PCs above or below water depending on circumstances. I haven't been able to find anything that's amphibious, large, and an animal all at once though, so I figured I'd check here to see if there's any options I missed.

If it turns out there's nothing that fits what need, then I guess plan B is to find one form for land-based combat, and one form for aquatic combat. I'd rather keep it simple with only one animal form on standby if-possible, though.


I've never been great clerics. Normally I prefer to use my fallback sorceress when I have to play support to a party, but this time I'll be a cleric.

5th level half-elven cleric of Abadar with Protection and Travel domains, probably acting as a buffer for the allies; but I'm pretty clueless on how exactly I'm supposed to do that. Any tips?


I've been asked by one of my players to run an undersea adventure for her birthday, and so far things were going swimmingly.

Today however, I started getting notification of the classes people want to play. Birthday girl wants a Rogue (okay, that's fine), they've asked me to run a Cleric (yup, I can do that), roommate says she'll probably do a Magus (sounds like a good, balanced party so far).

...And then the birthday girl's boyfriend says he wants a Gunslinger. Now, I have no problem with Gunslingers, but this is 90% underwater, so it seems like a bad idea.

I've told him I'll look into whether it's going to be remotely possible for him to pull off, but that I really don't recommend it. So that's basically what I'm doing here; looking into it.

What resources might a Gunslinger bring to the table in a 5th level party (with perhaps some cleric and magus spellcasting to help) that will give them any hope of functioning underwater?


Playing in a one-shot soon. Usually I GM so I'm a tiny bit rusty on actually making a PC, but I think I've just been handed a barbarian on a silver platter by the 3d6 6 times in order method of stat generation, and so I figured I may as well roll with it and get some suggestions on building this walking barrel of hp.

(These were my ability score rolls:)

Str 11
Dex 13
Con 18
Int 11
Wis 9
Cha 5

...So the first thing that jumped to my mind was naturally "Raging Vitality + rage + racial bonus to Con = +8 Con modifier at level 1. I shall build the Barbarian that simply cannot be toppled!"

That's all I've got to work with at the moment though. A quick look at races that offer increased Con has me considering a Half-Orc, Dwarf, or Human as my main race options, but I'm not going to actually have time to start building this fellow until Tuesday, so I figured I'd post up this for now, and see what other people have to offer in the way of Barbarians.

(Note: Starting at level 1. I know we're almost certainly getting an Int-based spellcaster in the party based on one of the other players' rolls, but that's it for the moment. GM is allowing pretty much anything from the Paizo-made hardcovers, with Paizo-softcover material being potentially okay, with permission necessary. 3rd party stuff is banned outright, as are certain evil or evil-ish things, including Hobgoblins, unfortunately.)


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This'll be the second campaign log I'm doing, my Rise of the Runelords one being over here: [link]

The players of that Campaign will be the same four as the ones in this one.

The PCs:

Korrigren "Ironpaw" Vel - Male Middle-Aged LG Dwarven Cleric (of Torag)(Forgemaster) 1
(Played by the player of Lulu from my Rise of the Runelords campaign. Considering the player proved herself a surprisingly effective strategist and leader in that campaign, Korrigren was crafted specifically with the role of party leader in mind. The old dwarf's beard is going gray and one of his hands has been severed and long-since replaced, but he's not quite cut out for retirement yet.)

Mei Kellis - Female CN Ifrit Sorcerer (Elemental [Fire] Bloodline)(Wishcrafter) 1
(Played by the player of Zaru from my Rise of the Runelords campaign, Mei is the hotheaded twin sister of Mado, and was built to be a straightforwards blaster, plain and simple compared to the mishmash of multiclassing the player did with his other character. Her language is vulgar to the point that I will probably never be able to quote her. Mei looks like a pretty bald human girl in her late teens to early twenties until she gets stirred to emotions of rage or excitement, at which point her head bursts into a flaming ribbon of 'hair'.)

Mado Kellis - Male NG Undine Druid (Undine Adept) 1, & Rin - Female Giant Weasel Animal Companion
(Played by the player of Atali from my Rise of the Runelords campaign, Mado is the slightly-more-level-headed twin brother of Mei. He was designed by the player to try something different from her reckless barbarian in the other campaign, and because the player instantly fell in love with the giant weasel and wanted one as an animal companion. Mado is blue-skinned and obviously inhuman compared to his sister, who only stands out slightly when not on fire. Mado is likely to pay the consequences of being blue at some point in the adventure. We'll see.)

Vynn Sammit - Female LN Human Osiriani Wizard 1
(Played by the player of Uriel from my Rise of the Runelords campaign, Vynn seemed oddly familiar to me, and we've already joked that she's an evil opposite to the barbarian/sorcerer Atali from the other campaign. Vynn's a young wizard with an unfortunate fascination with the infernal, and the phenomenon known as blackfire. Her arcane school is conjuration with the infernal binder subschool, and her opposition schools are divination and evocation. While she's not evil she's unlikey to fit in among regular society as such interests grow, and so an adventuring party of accepting individuals may turn out to be the best place for her. Vynn's ancestry shows in her dark skin and her dark hair, which she chopped short for summer just prior to the start of the campaign.


Just something I've considered since getting the Inner Sea Bestiary:

The Void Yai oni in Bestiary 3 is supposedly not similar to any type of giant. Now that the Inner Sea Bestiary has introduced shadow giants however, doesn't that seem a bit... wrong?

It seems almost like a given that Void Yai are based off of the shadow giants, even if retroactively.


Looking for opinions on this one: Enlarge person states that multiple magical effects that increase size don't stack, but it could be argued that both small and large are the natural size of spriggans (from Bestiary 2), and that neither one could be counted as an alteration of the spriggan's size, as that would imply that one of them was the 'true' natural size (on the other hand I suppose it could also be argued that small is the true spriggan size, and thus Enlarge Person wouldn't stack with the spriggan's natural size alteration).

How would you rule it? Would you let it stack, or no? Personally I'm just going to avoid giving Enlarge Person to my spriggan magus encounter and avoid the whole hassle of debating rules with players mid-game, but I'm still curious as to how others would do it.


Looking for some confirmation on a rule as I'm 100% sure debate of it will come up in game either this week or next:

The party has a fighter with the crossbowman archetype who spends almost all of his actions making readied attacks to hit opponents if they move/attack/cast a spell, etc. He's above 7th level, so targets of a readied attack from him lose their Dex bonus to AC.

In an upcoming dungeon, there are opponents with the missile shield feat (missile shield essentially being deflect arrows, but with a shield). One of the requirements of Missile Shield is that the shield-wielder cannot be flat-footed.

In the case of rogues, flat-footed vs. denied Dex to AC is pretty clearly spelled out, but I'd like to confirm in this situation. Is the shield wielder who is denied his Dex bonus considered flat footed and unable to use his feat? Or are the two just similar concepts, with denied Dex not preventing abilities that fail while flat footed?

Answers are appreciated, sources are even better, as I love to be able to cite things.


This is a spell that I'm currently working on, however I found I had very little to base it on in order to determine the spell level. I wasn't able to find something similar enough, so I'm unsure of where to set it, and hoping for opinions:

Quote:

I’ana’s High Reversal

School: Evocation
Level: Bard X, Sorcerer/Wizard X, Witch X

Casting

Casting Time: 1 Standard action
Components: V, S, M

Effect

Target: one creature
Range: 25 ft. plus 5 ft./2 caster levels
Duration: instantaneous.
Saving Throw: none; Spell Resistance: yes.

This spell fires a blast of energy at a single creature as a ranged touch attack. The blast glows in a range of colour from bright blue to bright purple depending on how injured the caster is (pure blue for entirely uninjured, purple increases as injury increases).

A creature hit by the blast takes 1d6 damage plus additional damage depending on how much the caster is injured.

To determine extra damage dealt, divide the caster’s maximum hp by their number of hd, and round up to the nearest whole number. This spell deals an additional 1d6 damage for each full amount of this result that is missing at the time of casting, to a maximum of 1d6 extra damage per 2 caster levels.

For example: A caster with 10hd, 100 max hp, and 50 current hp casts this spell. 100hp/10hd = 10hp, so this spell deals 1d6 additional damage for every 10 hp the caster is missing. Since the caster is missing 50 hp, this spell will deal 1d6 + 5d6 damage.


Okay, here's the encounter:

A 50 ft. diameter circular arena ringed by a 20 ft. wide ledge 40 ft. above the arena below. Opening from equally spaced apart points on the ledge are 4 metal "mouths" which contain within them piles of pure abyssal energy that release a negative effect onto the arena below while the "mouths" are open. There are only two doors into the room, the entrance at arena-level and the exit opposite the arena door and on the ledge. Both doors are open only while all 4 mouths are closed and have a portcullis over them otherwise.

On the ledges are 8 vrock demons, in the arena is a cannon golem.

4 of the vrocks have to constantly hold the metal mouths open, risking dropping and closing them if they're attacked or killed. Extra vrocks force the mouths back open if one of their own dies, but this lowers the number of them that have their hands free to make ranged attacks.

The vrocks open the mouths and thus close the doors as soon as all but one of the PCs are in the room, potentially trapping one on the other side of the portcullis (though this may actually be beneficial to a caster such as a wizard). The spell effect caused by the mouth then triggers, and the cannon golem leaps down from the ledge directly above the entrance in order to fight in the arena.

---

My original idea for the spell effect was along the lines of crushing gravity, forcing Str checks to not be pulled prone, and fly or climb checks to attempt to reach the vrocks above. Alternatively I simply considered a negative energy field for damage each round, which of course the golem would be immune to, being a construct. Couldn't find an appropriate spell for either idea though, except perhaps something like mass inflict moderate/serious/critical wounds (incidentally, how does that spell sound for this purpose?). (Note: I just neat the effect to match what I'm going for, something that requires a save each round for an effect each round. Area of effect and duration can be altered to fit the arena and fight by way of the effect coming from a pseudo magic item.)

The PCs would be 17th level for this. Assume standard party of 4, at the moment a Fighter, Druid, Bard, and Oracle, but no guarantees that those four will all last this long.


Quick and simple question here: Are copies of any adventure paths ever released using the temporary cover artwork that's displayed in announcing the books, before the final artwork of each book is completed?

i.e. Carrion Crown's temporary cover art was a blue book, whereas its final one was a black book. Shattered Star's temporary art was a purple book, whereas its final one was a beige-ish book. Skull and Shackles' temporary art was a brown-ish book, whereas its final one was an orange book, etc.


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I didn't see this topic anywhere for Carrion Crown, which surprised me. So here's where you post the party you're playing through this adventure with, or the party you did play through it with, but have now finished.

For my group (Party of 4, I'm the GM), these are the planned PCs all the way up to their 20th level:

- Female LN Elven Oracle 20 (metal mystery, tongues curse)

- Male NG Elven Cleric 20 (Separatist) of Yuelral (Elven goddess of magic)

- Female LG Elven Ranger 14/Lantern Bearer 6

- Male LG Elven Paladin (Undead Scourge) 14/Hellknight 6

The PCs are planned, but not yet played. I currently only own Haunting of Harrowstone and Trial of the Beast, and they'd finish those two far too fast if we started now. I need to save up for the other 4 volumes, and order them first.

And yes, it's an all-elf party! I'm hoping this'll make for some interesting twists.


Today saw the conclusion of a mini-arc that the PCs have been working their way through in one of my campaigns, and the battle with the villains of that arc (including a fairly powerful 9th level wizard).

In this particular group, I have one particular player who has never really gotten far in any campaign, aside from a low-magic campaign.

So this was that player's first real time going up against a decently-leveled enemy caster. The closest they've gotten aside from this was a 4th level witch enemy.

The PCs were a group of 4 7th level PCs (a Dwarf Fighter 7, an Elf Alchemist 6/Fighter 1, a Halfling Sorcerer 7, and a Tiefling Witch 7, the witch being played by the player in question), accompanied by an allied NPC (5th level Ranger).

The enemies were a Human Skeletal Champion Wizard [Necromancer] 9 (CR 6), and an awakened raven druid 5 (CR 5). The PCs also made the mistake of opening doors during combat, causing 6 zombies (Total CR 3) and a raven swarm (CR 3) to spill out into the fight from rooms that were meant to be challenged individually.

The fight was long, multi-staged, and extremely cool. The necromancer loaded the group with a plethora of harmful effects while proving very difficult to take down himself. The witch wound up blind (due to Blindness/Deafness), as did their ranger ally (due to the raven swarm's eye rake special attack), the alchemist/fighter wound up with 4 negative levels (from a well-rolled Enervation) and having been forced to his next age category with no benefits (Sands of Time) as well as being unconscious at one point (Intensified Maximized Shocking Grasp means you're about to take a LOT of damage), the Fighter wound up compelled by a Lesser Geas effect to flee the battle (and to not stop until he was several countries away), and the sorcerer was all-but useless due to most of his spells failing to pierce the necromancer's Lesser Globe of Invulnerability!

Despite all these hardships, the combined efforts of the group were enough to force the necromancer to flee (via the Burrow spell, as well as via the necromancer's catching cape finally doing its job). The witch dropped huge area of effect spells as directed by her familiar rather than by her own eyes, the ranger focused power attacks over and over until it worked, the alchemist used fire breath and the splash radius of his bombs to slowly whittle away hp, and the sorcerer switching tactics to buffing and summoning monsters rather than his normal tactics of blasting and debuffing)

As soon as the necromancer fled underground, he moved into a safe room and used his Magic Jar spell to possess a nearby centaur ally of the PCs, who had been helping to hold the perimeter around the dungeon. He then confronted the group again in the body of their ally and nearly killed the alchemist and the NPC ranger before the centaur body was knocked out (by PCs who were scared and confused about why their ally had attacked them).

Finally though, they followed the trail of detect magic to find the necromancer's safe room. The witch dispelled his burrow spell before he could flee, and then proceeded to burn him to ashes! The battle had been won in favour of the heroes

The witch pulled off some creative tricks throughout the battle, and though they complained a lot about the difficulty of the whole mini-arc (they're the type of person to complain about that). I was told afterwords by that player that despite all their complaints, it was the coolest battle they'd ever played.

All-in-all, the evening was a resounding success. Everybody got a bit of fancy new treasure (the fighter receiving special magical armor, the witch taking a bit of cash and jewelry (as well as benefitting greatly from his spellbook), the sorcerer got to keep the necromancer's bonded wand (of magic missile), and the Alchemist/Fighter got some neat new alchemical splash weapons (as well as getting some use out of the spellbook).

The witch picked up a lot of new spells from that necromancer's spellbook (the alchemist got some too, but less-so). The player was impressed at my ability to choose cool spells (though to be honest I've been preparing this monster for at least a week. Plenty of time to the get the spel lists perfect). Both of those two will need to wait another level or two before they can make use of the highest level spells the spellbook has provided them with (3rd level spells for the allchemist, 5th level spells for the witch), but I can already tell they're looking forward to this.

I can only hope that my future wizard/primary caster-usage goes just as well as this encounter did.


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I've got a dungeon's villain/lackey of an even bigger villain planned out for a campaign I'm doing, but I'm seeing a point of difficulty on the horizon that I'd prefer to address now: namely an undead druid.

The main villain of this dungeon is a giant awakened spider who has been granted certain minor deific powers (such as the ability to bestow spells to worshippers) by the evil minor-demigod BBEG.

The secondary villain is a drow who worshipped that spider in life, and in death rose as a huecuva. To get his stats the way I wanted them, I made him a huecuva with 2 levels of druid, going based off of the thought that those abilities were granted through prayer to his spider mistress.

Now, I have one recently-returned to the group player/roommate who came to Pathfinder from 4e D&D, and still holds a very rigid outlook towards certain rules, presumably based on how 4e works, especially in the case of certain classes (druids being one). I've never dealt with 4e myself, but she's prone to complaint (refusing to accept that Pathfinder might work differently) if a druid so much as deals a single hit point of damage (for any reason) to any animal or plant, or associates with undead in any way aside from trying to destroy them at all costs. In her view, such a druid must instantly lose all their druid powers, with absolutely no possibility of ever regaining them, or else it means I'm bending rules in favor of the druids (she holds the exact same ideas in regard to rangers and witches, and she's rather touchy about barbarians, bards, clerics, inquisitors, monks, oracles, and paladins too, which is unsurprising).

I think my explanation in this case is decent (that the huecuva was granted his powers not by nature, but rather through indirect association with a demigod). What do you folks think? Any tips?


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I've done this same topic for Jade Regent, and figured it would be fitting to make a version of it for RotRL. I'm interested in knowing what people have changed in the AP (and why), and what things you ran as-written but now feel like you should have done differently.

For me, there's 2 major things so far:

First of all, I kept Lonjiku alive at the glassworks. I felt that he's too good as an unlikable character to simply have him show up once, be a jerk, and then wind up dead, so I had Tsuto encase all of him but his head in glass, while being careful to keep him alive throughout the process. Essentially I made Tsuto's motivation for keeping his father alive the hope that he could "convert" Ameiko so that he and his sister could kill their father together. When the PCs arrived Tsuto still hadn't quite given up on the hope that Ameiko would turn to his side, so Lonjiku was still alive. I plan to have Lonjiku play a potential part later in the adventure during the giant raid on Sandpoint.

***

Second, I'm planning to massively expand the raid on Sandpoint by Mokmurian's giants. I've picked out and statted up 8 NPCs from the Sandpoint gazetteer (Belor Hemolock, Veznutt Parooh, Niska Mvashti, Jubrayl Vhiski, Kaye Teserani, Abstalar Zantus, Gavin Derevin, and Ameiko Kaijitsu herself, whose stats I simply took from Jade Regent rather than stat her up myself), and will be randomly assigning 2 NPCs to each player. At various points during the battle, I plan to cut to the various NPCs for a short encounter (Belor getting a few rounds to fight Longtooh, Veznutt using illusions to aid some guards in fighting a stone giant, Ameiko protecting her father from an Ogre, etc.) to show the players that they're not the only ones doing things in the heat of this massive battle.

I also levelled up, or changed the levels of a few of those NPCs to better fit the encounters I had planned for them:
--Belor Hemlock got changed to a 7th level Fighter, having leveled up thrice since the start of the adventure.
--Veznutt Parooh got changed from a Wizard 2/Expert 4 to a reclusive Wizard [Illusionist] 7/Expert 1.
--Abstalar Zantus got changed to a 5th level Cleric, having leveled up once since the start of the adventure.
--And finallly Gavin Derevin got changed from a Paladin 2/Expert 3 to a Paladin 7/Fighter 2, becoming the highest-level NPC in Sandpoint, but being a bit depressive over the loss of his brother, and oblivious to calls for aid because of that depression (hence why the PCs were the ones dealing with trouble in the early books).

The other four NPCs; Ameiko Kaijitsu, Niska Mvashti, Jubrayl Vhiski, and Kaye Teserani I kept as the levels presented in the Sandpoint Gazetteer, though I gave them some neat tricks (Niska has the Leadership feat, with her daughter Koya as a cohort, Jubrayl has lackeys, though not actual cohorts, and Kaye fights all her possible encounters alongside a trio of NPC barbarian bouncers from her brothel).


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This'll be the first time I've posted campaign details online in this manner, but this campaign is going well so far, and for a group of brand new roleplayers, these players are doing quite well. So I'll be keeping a record.

The game is being played through a combination of texts, instant message, forum posts, skype, and in-person game sessions. The players have been incredibly eager to game so far, so we're progressing quite fast (It took them about 2 weeks to clear Burnt Offerings, for example).

The PCs (as of 1st level):

Uriel - Male LG Aasimar Paladin (of Iomedae) 1 (This is my second player over the years who's liked to use angelic naming.)

Lulu - Female CN Gnomeborn Changeling Witch 1 (Lulu was the result of a joint-effort between me and the player to help her create a PC based on the champion of the same name from the online game League of Legends.)

Atali "Inkskin" Saar - Female CN Human Barbarian (Titan Mauler) 1 (Atali has a tendency to go naked in battle.)

Zaru - Male CG Vanara Inquisitor (of Sun Wukong)(Sin Eater) 1 (Zaru seemed inconspicuous enough at first, but has already grown to be the wildest character build to ever grace my table.)

***

The travelling paladin Uriel arrived in Varisia, having come originally from his home in Lastwall. He progressed towards Sandpoint to join in the festivities of the Swallowtail festival. Journeying with him was the barbarian Atali, a native of the Sodden Lands, whom Uriel had met convinced to come see the world with him (this was initially a ploy to convince her to break her habit of constant nudity, by introducing her to more civilized society, but the two have since grown closer as friends. Uriel now accepts Atali's traditional nudity in battle, and Atali now agrees to cover herself in everyday life).

Simultaneously arriving in Sandpoint was the inquisitor Zaru, who had been drawn across the crown of the world by a mysterious and unclear command from his patron deity, the Monkey King Sun Wukong. Upon arrival in Sandpoint, the vanara encountered a new arrival to the material plane itself, the witch Lulu who had wandered into the First World 6369 years ago and had only recently realized how long she'd been gone for (and returned to find a world in which everyone and everything familiar to her was long-gone). Lulu found an immediate friend in Zaru, who like her, didn't quite fit into modern Varisian society, and the two decided to stay at the Rusty Dragon until the end of the festival, making an acquaintance of tavern owner Ameiko Kaijitsu as well.

At the eve of the festival's conclusion, the four of them all happened to be gathered in the same place to observe the ceremony...


This isn't something I'm working on at the moment, but a thought occurred to me of an encounter against foes piloting an apparatus of the crab.

Let's assume the pilots have no real combat ability themselves (so we'll assume 1st level commoners for now. Putting a spellcaster or two inside the apparatus could presumably boost the encounter's DC, but we'll get to that later). What's the DC of an encounter against them while they're piloting the apparatus though? (I'm going based on the assumption that very little is capable of affecting the pilots while they're inside the apparatus. Maybe lightning or really intense fire/cold/acid damage, but little else.)

I'm not great yet with calculating the DC of non-standard encounters, so hopefully someone can help suggest a good DC to set this at for me.

--Edit: As an alternate idea, an animate Apparatus of the Crab. No pilots, and it can do 2 of its lever actions per round (aside from two attacks), in a sort-of move action & standard action kind of way. No pilots at all should allow for unbiased DC assignment, which isn't influenced by the class of the pilots.

(Yes, the title page of Ultimate Equipment's 5th chapter is what inspired this interest for me.)


My group's got a barbarian who plans to eventually go Barbarian/Sorcerer (titan mauler and tattooed sorcerer respectively), and who wields two weapons. We're looking for potential ways to make spellcasting not an extreme hassle for her, hopefully something better than casting everything with the Still Spell metamagic feat.

(This question came up in particular due to a Barbarian/Sorcerer, but it technically applies to any caster who wields two weapons. For example, how would a ranger of the two-weapon combat style cast the majority of their spells?)

(At the moment she says she's inclined to cast mainly True Strike. The spell is one of the few with no somatic components after all)


I've noticed today that the PCs are supposed to be hitting 2nd level when they complete the glassworks, but I can't see how this is possible for a standard party of 4 unless additional encounters are added.

By my calculations (assuming the PCs defeat all enemies and get max XP in all situations):

17 standard goblins (2295 XP)
2 Skeletons (270 XP)
1 Goblin Warchanter (200 XP)
2 Goblin Commandos (400 XP)
1 Goblin Dog (400 XP)
The Vinder Family (800 XP)
1 Tickwood Boar (600 XP)
Trouble at the Rusty Dragon (600 XP)
Tsuto (800 XP)
Rescue Ameiko (1200 XP)

Total XP available: 7567
That's 1891 XP per PC. Not quite enough to reach 2nd level even assuming they get a bonus for good roleplaying at the rusty dragon, successfully calm Ven Vinder, which is a difficult roll, and don't allow Tsuto to escape, which is very possible for him. It's even more of a gap if they don't manage to do everything successfully.

Am I missing a source of XP somewhere in here? (It's the anniversary edition by the way)


This question has come up among players. I've been unable to answer it, so maybe somebody here can.

Do any of you folks know when gnomes reached Golarion? An exact year would be great, but even knowledge of "at some point during this particular millennium" would be amazingly helpful.


My last magic item creation thread got derailed by people who didn't like magic item creation/didn't like the weapon I had made, so I'm trying again, with a new item.

My question here is only to make sure I've created and priced this item correctly as per the magic item creation rules. I am NOT asking for opinions on the item itself, as last time such opinions derailed the thread.

Additionally, this is NOT homebrew. Despite that every use of the magic item creation rules seems to either get placed in, or moved to the homebrew forum. I am using an existing set of rules (magic item) to create an existing type of magic item (a cloak) with an existing spell effect on it (blur). There is no aspect of this item that I have homebrewed.

Alright, with that out of the way, the item is quite simple. A cloak that grants its wearer a continuous Blur effect, as per the spell of the same name.

By my reading of the pricing rules, the cost should be 2 (spell level) x 3 (caster level) x 2000 (for an item with a continuous-effect) x 2 (for being a continuous-effect item that grants a spell effect that normally has a 1 minute/level duration).

In short: 2 x 3 x 2000 x 2

That should place the total cost of this cloak of blur at 24,000gp. Am I correct, or are there other price modifiers that I've missed?


I've discovered something recently which has surprised me, and that something is that quite a lot of players around here have never played their favourite race and favourite class together. In fact, among the people I asked, it was the majority that had never done so, 66% to be exact!

So I went out and did a little survey among my groups, friends' groups, and a few people from the local FLGS whom I've known to play Pathfinder. 36 people were asked, and of them, only 12 had played their favourite race and favourite class together.

Of course this could just be coincidence, or something to do with local gaming habits around here, so I'm expanding my survey into the internet. Have you played your favourite race and favourite class together? Let me know! If you can, ask other players and let me know of their answers too. I'm finding this all very interesting, but I've exhausted my supply of people to ask.

Quote:

Results of the 36 players I surveyed offline:

Played:
1 Human Fighter
2 Human Barbarian
3 Human Barbarian
4 Human Barbarian
5 Human Wizard
6 Human Cleric
7 Half Elf Sorcerer
8 Half Orc Ranger
9 Halfling Monk
10 Halfling Rogue
11 Gnome Alchemist
12 Tiefling Witch

Not Played:
1 Dwarf Wizard
2 Dwarf Rogue
3 Dwarf Paladin
4 Human Ninja
5 Gnome Ranger
6 Gnome Fighter
7 Gnome Paladin
8 Halfling Barbarian
9 Half Elf Barbarian
10 Half Elf Summoner
11 Half Orc Druid
12 Aasimar Wizard
13 Goblin Wizard
14 Goblin Wizard
15 Goblin Cleric
16 Kobold Bard
17 Kobold Gunslinger
18 Kitsune Ninja
19 Sylph Oracle
20 Oread Druid
21 Oread Rogue
22 Tiefling Wizard
23 Merfolk Druid
24 Changeling Summoner

Biggest trend I noticed is that the majority of the ones that have been played are CRB races and classes (only 2 APG classes, and 1 Tiefling stand out) whereas about half of my not-played number prefered a non-core race (about 25% like non-CRB classes). This leads me to think that some of these people not having played their favourite race/class together is potentially due to GM restriction (and I do have word from a lot of the local FLGS crowd that all of the GMs there will ban all non-CRB material on-sight, with no exceptions), but of course that's just my assumption based on what the trend appears to be.


Hey there, in designing a new character I've gotten permission to do what I think are some phenomenal not-quite rules legal things revolving around my witch abilities. I'm looking for ideas to make good use of, and expand upon the tricks I've been given permission to use.

First of all: I've gotten permission to take Improved familiar to grant my witch's familiar a single level in a class of my choice. I intend to choose the witch class for the familiar (though the GM says the familiar wouldn't have a familiar of her own, instead she'd be her own familiar). I intend to take Improved Familiar twice; once for the witch level and once to turn my familiar into a Sprite.

Second: I've gotten permission for a custom staff, which contains the soul of a night hag trapped within it. That hag staff, plus the coven hex on me and my familiar allows me to essentially be able to form a coven without the aid of anyone else, and would grant us all the abilities coven membership entails.

So, what sort of tricks would you suggest for my fey witch to-be? (I don't know exactly what level she'll be yet, but I can always build on abilities as I reach appropriate levels to obtain them.)


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Figured I'd make this topic, as it doesn't seem to exist yet.

I've just picked up IoEE today and it's looking neat so far, but does anyone else think that the Eye of Serenity (area G20, p. 37) is an absolutely brutal challenge for 10th level characters?

I don't imagine most players will realize to grab the scary crystal with the screaming faces in it as fast as possible when they're faced with the fact that it's currently blasting them with enervations, and that they've got a CR 12 encounter's worth of undead cyclopses to deal with. By the time they do grab it they'll likely have taken so many enervations that they'll fail the save on trap the soul, and won't be able to remove it from the pedestal.

Not to mention that they have to do the whole challenge with at least one PC blind, and potentially several slowed.

I predict a lot of death from the Eye of Serenity. The Gholdakos alone are a CR 12 challenge. The eye itself, and all the (many) negative effects present in the enounter (blind, slow, enervation, trap the soul) should add a LOT more to that CR.


I need help calculating the CR of a trap that sprays nightmare vapor. The core rulebook lists how serveral types of poisons affect trap CR, but not this one, which is a problem for me. Trap CR in general is also rather confusing.

Here's the trap:

Quote:

A large trapdoor is built into the floor. It has two handles on opposite edges that hold it shut. Squeezing both handles together unlocks the trapdoor (though only for as long as they are both squeezed, as they are spring-loaded to lock when let go of). Jamming a handle into the open position requires a DC 15 Disable Device check, and each handle needs to be disabled individually (though really, once one is open there's no reason to disable the second).

A medium-sized PC can reach both handles at once by moving close to the trapdoor and reaching as far as possible with both arms in opposite directions, gripping both handles at once and lifting the door. Doing so however requires the PC to position themselves directly in front of the door while opening it. (A small PC cannot reach both handles at once. Two PCs working together can grip opposite handles without needing to stand directly in front of the door.)

When the trapdoor is opened, a small burst of nightmare vapor sprays into the square directly in front of the trapdoor (No save to dodge the spray, Fort save to resist the poison). It dissipates immediately after spraying, and not enough poison is sprayed to affect any other squares as it dissipates.


I know the idea of chainsaws and chainsaw weapons exists all over in the homebrew section of the forums here, but I've yet to see an actual chainsaw-focused thread. So this is it.

What are your ideas for chainsaws in pathfinder? How would they be statted? How would they work? Magic, alchemical, mechanical, or something else entirely?

There's lots of things I'd like to see about chainsaws and chainsaw weapons and how others would (or do) handle them, so let's see what you've all got!


Hey there. Played a game with a friend of mine who is new to GMing today. Everyone died in the first encounter against a Hangman Tree. We figured it might have been bad luck, so we rewound. Again, everyone died. We opted to try once more, and finally managed to beat it by sundering all its vines, but still lost one of our PCs.

The rest of the adventure went fairly smoothly, so I can't really say it was poorly-built characters to blame or anything, that leaves me wondering whether it was potentially the monster. I know monsters that are more challenging than their CR would suggest occasionally exist, and so perhaps the Hangman Tree is one of them.

As a note, the party was a melee-based human cleric, an archery-based grippli ranger, a human witch focusing on spellcasting, and a half-elven summoner (caster summoner, melee eidolon).


Perhaps this is addressed somewhere and someone can tell me what the answer is:

Would a cross-classed wizard/other spellcasting class be able to prepare/cast spells from their opposition school without penalty when using their other class' spell slots.

For example a wizard/druid with divination as an opposition school; would they be able to prepare and cast their druid spells of the divination school like detect magic without penalty despite the opposition school.

(Yes I know, multiclass spellcasting, bad idea, etc. etc.)


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I don't see any threads up for this part of the AP yet, so here we are.

(I don't have anything to ask yet myself, just figured I'd get this thread out there for others to use.)