Kellid

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Just a quick question, is the Spell Toolkit from Kobold press (Cantrip, summon any tool to complete a specific task, +2 to craft).
Is it specifically only for tools used for the craft skill? or are we assuming we can summon a grappling hook/drill/glass cutter/ladder/hammer/piton/crowbar/stretcher/etc?

Both are useful for gear light characters, but one is much better than the other.


Hello all. I am currently playing a Halfling archaeologist Bard and was curious about this particular magic weapon. Scatter-Sling for reference.

Is this a great or a terrible weapon?
On the one hand 1d3 [P] in a 15ft cone at a 50ft range, it is a cone so useful as a weapon attack AOE vs swarms (that aren't immune to weapons). Can theoretically split an adamantine/silver/cold iron bullet into many. Regular attack with no action to use, so iterative attacks/Rapid shot can stack.
On the other hand, 1d3 damage is tiny, worse than burning hands at 1st level.

Would this 1d3 cone add any modifiers to it for extra damage as the bullet fired normally would?
EG: Enchantment bonus (from being a +1), STR for being a sling bullet, Slipslinger or related damage to sling attack abilities/Feats, Archaeologists luck, other enchantments (like adding flaming to the weapon).

Or is this a terrible 1d3 static damage small cone, with [P] only damage ignoring bullet material, and only useful on a single standard attack? Making it literally worse than just a +1 sling (for 3.3k vs 2k gold)?


I am theory building some various characters as backups for an ongoing campaign. One idea I had was a staff sling wielding lucky warslinger Halfling.
Slipslinger is critical to the build so that I can use the staff sling like a sling.
The trouble is I want to get to slipslinger grenadier feat before it becomes irrelevant, but I would need lingering performance to take advantage of archaeologists luck more than a few rounds a day. Coupled with the usual required feats, I am not sure what the best progression is. Focus would be on few, powerful shots, thus rapid shot is a secondary concern for this particular character (but nice later on). Assuming 20pt buy, anything 1st party my idea is thus.

17 (-2), 12 (+2), 10, 10, 8, 15 (+2).
Halfling: Warslinger, Adaptable Luck.
Traits: Fates Favoured, Helpful.

1: Mutation Fighter: Weapon Focus (Sling) [Mandatory tax for slipslinger], Point blank shot.
2: Mutation fighter 2: Slipslinger (Now slingstaff counts as a sling for feats and traits).
3: Archaeologist Bard: Precise shot, finally get spells and luck pool.
4: Mutation Fighter 3: Ability score +STR, mutagen unlocked (use STR mostly).
5+: Archaeologist Bard 2: Deadly aim, rapid shot, arc slinger, throw anything, and slipslinger grenadier, lingering performance, all need to fit somewhere. Rogue talent: combat trick will help with 1 of these.

I will seek out belt of mighty hurling, and a CHA headband so I can focus almost solely on STR and CHA for stats. Later buy boulder bullets for fighting bosses.

Is there a cleaner way to get slipslinger grenadier earlier? Better class/archetype to pair with archaeologist slinger? Better stat array? Advice is much appreciated.


Hello. I am currently theory crafting a mesmerist for social primary games. It is a fantastic frame, but lacks a few small features. Thus I am thinking of multi classing it.

The idea would be a character that talks/enchants their way into places, then has painful stare+blowgun to get out in a pinch. Vishkanya sleep poison is a nice bonus here.

The trouble is what to multiclass with, and how far. Assuming random roll d6's for stats, at level 5 or 7 start.

My thoughts are Unchained rogue: 2 levels for rogue trick Underhanded trick. This grants sneak attack, dirty trick to help the party damage dealers, weapon finesse, and evasion on a squishy class.

Or Lotus Geisha: Go pure enchanter. Double spontaneous spells at cost of spell levels. Free spell focus enchantment, which mesmerist would want anyways, plus performance which can focus for added bonus, and the option of arcane strike for the lolz (and to better hide weapons that aren't magic until required).

the final idea was unchained monk, with catch off guard as the bonus feat, idea being to flurry 2 poisoned shuriken or double unarmed plus stare in an emergency. Bonus fort and stunning fist are nice to get away and let others do the killing.

Thoughts? Advice on the build?


I am making some small weathered looking scrolls as gifts for my players. Each player will receive one as a little Christmas bonus gift. I am not a terribly crafty individual, so this is mostly going to be done digitally, printed, and cut out. I have some stock designs and all that selected.
My trouble is I am not sure what to write on these scrolls. I want them to be traded back to me as a one time, get out of any trouble/bad rolls/near death situation, with a GM Fiat. Something more substantial than a token on their character sheet.

EG: Player is about to be gored to death by a minotaur crit charge, hey play the scroll to save their character, and the minotaur falls through a flaw in the floor.
or, the party failed a dozen checks in a row and the kings guards are pissed and coming for them. Play the scroll and the King reveals it was all a big joke after all. etc.

I was hoping to make the text on these sound like in universe items. Reality altering fate/luck/divine artifacts created by some long forgotten deity for their most valuable worshipful.
"May the bearer of this scroll be blessed by the fates. Offer this scroll as sacrifice and let reality be altered to suit your desires". "Tradeth away this scroll to lady luck, and receive her gifts". "The gods shall imbue their power upon sacrifice of this scroll upon the bearer." type of thing. Obviously these are rubbish lines, and I cannot seem to make something that sounds convincing.

What short phrasing can I put on these things that might appear on a similar in game item the characters and players could share. I appreciate any help you can offer.


Hello, I am currently creating a campaign where the BBEG will be the archetypical aristocrat. A charming, dashing, manipulative figure that convinces his victims that it was a good thing he beat them. He is going to be a Varissian Human noble that is the darling of his court running a proxy war (with allies he manipulated or enchanted into following him). When his charm (or spells) fail him, he can always fall back on a large pool of panache and quality steel and dueling skills.

I was thinking a lvl 12-14 character, 5-7 of swashbuckler (or an archetype that lets them parry and riposte). And 5-7 of an enchanter spellcaster.

The trouble is, I have never played a swashbuckler or an Enchanter specialist. I am somewhat at a loss on how to build this BBEG using first party paizo materials only (to be fair to my players who are likewise limited to first party materials).

I am curious if anyone has a solid build already, or can help me stat out the feats, spells and classes needed to pull this enemy off as a credible threat to the party and their allies.

Thank you all.


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I am thinking of putting together a Sarkoris Adventure for a homebrew game, and hoping for some help. It seems like a fantastically chaotic land where arcane casters will have to show restraint in public. The lost kingdoms primer has some information, but the realm is lacking in a lot of details. Mostly we know they were a celtic/slavic/gaulish/scandinavian blend of culture and tech; aka - Kellid, hated Arcane magics, and worshiped a massive divine pantheon.

This is just in the planning stages, but what I am wondering is what would stationary Kellid cities, run by Druids, and summoners, and witches look like? What kinds of homes would they have? (longhouses? Communal forts? Permanent yurts? European style country homes?)
How could massive cities be so perfectly balanced with nature enough to appease Druids?

What would the primary ambient foes of the Sarkoris people be? Fey? Plants? Abominations? Demons? Megafauna? I am thinking Fey and fauna are most likely, but I am not entirely certain.

What are some unique cultural quirks that would set them apart from nomadic or tech mad Kellids?

The government seems to have been mostly a formality, with individual clan heads running things as they saw fit. So how did they have an army unified enough to defend their borders? Was there a shared law, or was it just on a district by district basis?

Mostly curious on peoples thoughts and examples as there are zero adventures set in pre-worldwound Sarkoris, and little to base an adventure on. Thanks!


I am using the monster Codex vampire Lord (CR 15) with a lower crit range weapon. Campaign is a homebrew set in the nation of Katapesh. Party is 4 PC's, lvl 10, with some decent magic items putting them at lvl 11 wbl. No full casters, but 3 can cast spells.

I am hoping to make my Vampire harder to hit, or at least able to survive a little bit longer.

Is there a way to gain resistance to Holy weapon damage? Or to mitigate the damage from a Silver arrow tipped Holy bow, wielded by a Zen archer monk?

Is there a way to defend against the Sunbeam spell which has a very good chance of crippling (Blinded and up to 30d6 at CR appropriate level), or outright destroying them?

Is there an easy way to surreptitiously help buff my low WILL party against baleful polymorph and Dominate?

I am hoping to make this an epic, but fun fight the party enters ready for. They know there is a Vampire behind the scenes, and they are currently doing research on Vampires in general. The boss will have Bleed inducing minions, but should i add a lesser vampire spawn as well to soak up some of their abilities? Or should I just stick to regular minions?


I had an idea to build a monk specializing in throwing clubs, shuriken, daggers, javelins, alchemical splash weapons, or other similar cheap weapons I can apply disposable weapon and splintering weapon if needed for instant confirm crit and 1d4 bleed as long as my weapons have the fragile quality (make them from cheaper primitive materials). This also grants me DR options.

I chose empyreal sorcerer for positive damage bolts vs low level incorporeal, and buff spells (plus wands for no UMD).

Race is suli, for elemental strikes a few times a day with my thrown weapons.

The trouble is Monk gets few feats, and I am subject to AOO's for throwing. Close quarters thrower would help, but I would need 2 feats extra on top of an already packed feat tax for throwing (Precise, Point blank, far shot, Martial focus [Thrown]), and incremental assault for the Suli ability.

Is there a faster way of bringing this build online? Or at the very least avoid AOO's while throwing regular and alchemical weapons?


I was thinking of a different type of build for my next campaign. In it we have been warned that items and gear will be easy come easy go, and it will be relatively fast paced meaning time to craft specific greater items will be difficult. It also means a few classes relying on animal companions/familiars/bonded items/holy symbols would not be ideal choices. Gold will not likely be an issue, but safe places to spend it in will be. As such it will be a gear starved survival style game, so the ability to craft alchemical items and brew cheap potions is nice.
Full casters are out.

So I have decided to attempt to make a Halfling with the Warslinger and Adaptable luck alternate traits. Taking Well prepared can help with the losses of gear 1/day. Slipslinger feat will allow for ranged attacks without provoking using a slingstaff. And Lucky halfling can help with squishy save martials.

The idea is to be an alchemist handing out infusion buffs, use slings to throw bullets, rocks, and alchemical weapons at range. Use bombs to range heal with healing bomb or do closer ranged damage. Plus I was hoping to fit in the helpful halfling trait, so I can use total defence and aid another buff the party tank or DPR classes.

I'm not going down the entire Aid another Munchkin route, and I don't want to become cleric-light. I am hoping to be a DPR capable supporter as we will likely have some very powerful characters made by some skilled min/maxers who love melee.

Grenadier is a nice archetype for alchemist, but Brew potion is a very valuable skill in a low magic/few shops game.

25pt point buy. Anything first party Paizo is good, 3rd party requires GM permission.

My idea is: Alchemist/Fighter
Alchemist brings: Bombs, discoveries, brew potion, Swift Alchemy, Mutagen, healing.
Fighter brings: Martial proficiency, feats, Armor/weapon training.

STR>INT>DEX>WIS=CON=CHA

1 Alchemist: Slipslinger
2 Alchemist: Healing Bomb
3 Alchemist: Point Blank shot
4 Fighter?: Rapid Shot
5 : Precise Shot
6 : Weapon Focus (Sling) or (Sling staff)
7 : Slipslinger grenadier style (Add alchemical weapon damage at 80ft increment, +STR, +INT, +Bullet damage)
8 :
My problem is that I will be coming on relatively late and i can't seem to fit well-prepared or lucky halfling into the build, which isn't critical, but would be nice to have while it still matters.

Clearly this build needs a lot of work, and I just don't know what the best route would be. My priorities are sling damage and support more than anything else.

I would appreciate any advice.


Ok, long story short: I am the GM, the party has the macguffin, and they have rebuked all opportunities to get it to move into any NPC's hands. So the story has stalled as they mess about with side quests.
The setting is in a bustling small city north of Katapesh.

My idea is for them to meet in the black market and get a contact to sell the macguffin. I want that someone to be a Kitsune shape changer, they direct the party to their "contact" (The same kitsune) for a daylight meeting in a back alley.
Naturally the party is going to be alert (and paranoid as the maguffin is a fist sized gem worth a decent amount) and expecting an attack or an attempt.

The party is 5th level with no full casters, but some 40ft movement sylph swashbuckler mesmer (and a half elf ranger/monk/slayer, a half orc Skald, and a Human gunslinger/scroll wizard with a pistol).

What is a great fast thief build for a Kitsune with the fast shifter and fox shape racial feat?
How can I reliably get the maguffin from the parties hands into my thieves, and keep it there long enough to start a shape-changing chase sequence through back alleys, under fences, and among crowds? Would a dash and grab spring attack be good? Grabbing spells? Mass stuns? Dimension door? How can I resist the dreaded readied action?

My thoughts are silent image "guards", fireworks (also alerting the city guard), liberal application of the grease spell, preset traps, or tar papers. maybe they could have a ranged accomplice, I don't want to kill or maim the party, just steal from them!

If they can distrust or hate Shape-shifters all the better (plot related it comes up in later zones of the setting, if I can get them there naturally). This will be my first serious chase sequence as a GM (My players have had great luck in ending them before they begin). And the first time I am doing more than stealing a few coins with a general pickpocket event.
Thank you all in advance.


Hello, I have attempted to make the Bolt-Ace archetype of the gunslinger work once before. It was a bit of a disaster (part campaign, part stat rolls, part build), but I am still committed to the idea of a master of the crossbow.

There is no campaign selected yet, so looking for a generalized option, typically any non 3rd party is acceptable in our groups. Non PFS btw.

My new idea is to obviously play a Human (that free feat is almost mandatory it seems) and take the much maligned Hunter Class , mostly for the spells (Gravity Bow ), and for the aspects to make the Human more interesting.

My plan was as follows
DEX>WIS>Everything else

Human - MWK Light Crossbow (Underwater or crank), Sawback Lead Lined Machete.
A survival expert, skilled in wilderness travel and monster hunting. Designed around few powerful hits with special ammo and abilities.
Works with or without an animal companion (not sure if they are viable for ranged hunters).

1 Bolt Ace 1 - Rapid Reload (level) point Blank Shot (Human)
2 Hunter 2 (Vanilla, or Feral) - Spells
3 Hunter 2 Precise Shot (Hunter), Rapid Shot (level)
4 Bolt Ace 2
5 Bolt Ace 3 (level) Deadly Aim?
6 Bolt Ace 4
7 Bolt Ace 5 [Final level for BA] Gun training kicks in, as well as second BAB attack.
(Level) Vital Strike? Focused Shot? Winter Strike? Quickdraw? Evolved companion, Spirits gift?
8 Hunter 3? Something better?

Are there alternative races that can get up and running as quickly? Kitsune can provide beast shape, +DEX and +INT for -STR, and weapon Finesse for the cost of that Human Feat. They are more fun to play, but a lot less optimal and slow feat progression by quite a bit.

Is it worth continuing on with Hunter past lvl2? I know they mostly focus on Animal companion improvements (and companions are considered very sub optimal at the best of times), but get decent spells and more aspects.

or

Should I switch over to a fighter, or something similar to help with ranged crossbow combat, or melee alternatives. The Empty Quiver style is accessible by an Unarmed fighter, or a Monk. Alchemist is interesting, but getting a little MAD. Unchained rogue for TWF combat with Crossbow and Melee and occasional sneak attack. Divine Hunter (Paladin Archetype) is likely out as it is a front heavy class.

What are the classes best to drop into for a Hunter/Bolt Ace build?

Is there an alternative way to get gravity bow/lead blades/similar spells early?

Is there just a better arrangement of levels? Prestige that make sense (I couldn't find a lot of crossbow support there)?

thank you in advance for the help. Hopefully this can help other future Bolt-Ace multiclass builders.


I am currently in the planning stages of a homebrew campaign.
My players and I have attempted to run kingmaker, but find it is not our style.
I would like to allow the players some influence in the larger political struggles, without having to run a massive meta game.
Is there some way to simplify the politics between a planned 3 factions, allowing the players to change influence of their preferred faction with quests or direct diplomacy if they want?

Is there something published I can draw from? or is it possible to design a simple system to represent all of the intrigue, backstabbing, bribery, alliances, and other things so I as GM need only roll some die and add the players contributions to determine the balance?

Some background: This is in the Katapesh region in a small city. The City is run by a council of nobles, there are 2 equal factions in power (land based, vs the sea based), and 1 faction trying to take over. The taxes/markets/select merchants will change with whomever is in power, thus indirectly affecting the players for the later acts of the campaign.


Hello fellow GM's, I am currently building my own campaign in the Katapesh region, with a small border city that the PC's will mostly be based out of. A second city will act as the second act (but they will hopefully remain in contact with suppliers and allies in the first city).
The city is run by 2 leaders of different factions and their small council of nobles (the majority of whom have no particular alliance, but are very sensitive to scandal). A third faction seeks to usurp one or both of these factions.

This is not a kingmaker game, my players mostly want to be independent, but they also seek ways to affect their world with quests, skills, and diplomacy.

I am hoping to have the party, acting as mercenaries, help political or guild factions tip the balance of power in whichever direction they see fit, but there are three factions in a game for 2 and one will have to lose.

The ultimate idea is the PC's shape the city, and gain a particular ally or 2 for the second act (or lose allies and make the second act more difficult).

The idea is each faction has a leader, with family strengths and weaknesses, and a handful of major allies that plot on their behalf. PC's would dig up secrets, sabotage deals, diplomacy at dinners, provide grand gifts, intercept messages, and protect from these same counter acts.

Faction 1 is the Farming and mining leadership and his close allies.
Faction 2 is the Dock owners and fishing fleet masters and his allies.
Faction 3 is a ruthless slaver master and his (very) few allies.

Faction 1 and 2 are in power, 3 wants in by any means. I was hoping to have each of the factions in power affect the markets, available quests, safety, and value of things in town. But representing faction struggles is proving difficult. I am hoping to be able to reduce things to PC actions as being major and immediate, or PC's idling or spending time away as letting the faction powers shift on their own.
I want faction 3 to be destabilizing, and clearly evil, he will attack both faction 1 and 2, while faction 1 and 2 mostly target each other in less ruthless ways.
This way I can roll a few dice and say in your (x weeks) away markets have changed, and costs have increased/decreased accordingly.
NPC traders for particular goods will come and go as their favoured faction is in power.

How do I represent these struggles in a simple way?
Is it better to have some kind of fixed metric (as 1 goes up, value of x goes down). Or just have specific points where if that faction hits x influence then event y occurs?

Do I have PC's single quest have immediate and large effects on power balance? Or are they more incremental (thus failure is a smaller drop)?

Is there a better way of showing this? and how can I implement something like this without allowing for (strong) market manipulation (horde items, do quests to increase item value, then profit)?

Or is this an ungainly idea and I need to look at something else?


I like to have a few types of characters ready for campaigns, that way when i come in I can have something ready to fill the parties needs.
Also, I am a sucker for a good flavorful character that doesn't hurt the party. Anything first party is almost always allowed, and 3rd party that isn't cheesy.

With that in mind:
I would like to create a small Brawler, optimization is not the goal, but being effective for most encounters is still important. Goblin is one race I have yet to play and Brawler seems like an interesting class for them.

I was thinking of making a nuisance Goblin Brawler that would focus on Dirty trick, and disarm/steal with flexibility. High DEX, mobility and dodge would be the main methods of survival, and charge plus flurry should provide decent melee damage. The Goblin feat Roll With it seems like a wonderful survival ability for shrugging off mighty blows from BBEG's.

I am not sure if Eat anything (better survival, better saves vs sickness/nauseated), or if Big Head Big Teeth would work better for the occasional grapple?

I am thinking DEX>STR>CON>MENTAL>INT(10) for array (we roll for points).
1) Combat Expertise
2)(C) Roll With it.
3)...
4)...

Would weapon finesse be a viable route? TWF? Power attack? Are fists sufficient with pummeling style? or would close weapons and some other style work more thematically (Kitsune for tricks?)?
I am thinking of prioritizing survival>Debuff>Attack>Damage

What is the best order for Brawler skills? What should be taken as a feat and what should be saved for flexibility?
Equipment? Probably Brawling Light armor and Monks robes, or quick runner shirt.
Would a 1-2 dip in multiclass benefit the build any?

So community, can we do this? Can we make an annoying Goblin Brawler that suddenly flies at enemies faces with a handful of something pulled from his nose before bruising them from the knees down while they are dazed and confused?!
What does a good build for this idea look like?


I am intrigued by the bolt ace archetype for the gunslinger, so i am giving it a shot for an upcoming game.
But, our party lacks any reliable emergency healing, I figured an arcane duelist bard would give us some nice limited support while synergizing with the bolt ace (I hope).
I am hoping to be a primary damage dealer, with support options.

I have never player a bolt ace OR a bard, so I am not sure if I am taking the most optimal route. I am hoping the community can help me out.

And yes, I know a ranger or zen archer monk with compound bows are superior archers, and I know pure bard has better spell casting. I am wondering how i can make the bolt ace into a damage dealer with ok support on top. My stats are pretty good from my rolls, letting me be a little MAD. (13,18,13,10,16+2,17).

I am playing a Human, Bolt ace 1 to start.
I chose light crossbow (over repeating), rapid reload (necessary feat tax), and point blank shot (necessary tax for archer line).
Arcane duelist will give me arcane strike at lvl 2, making my crossbow magic, and hit a little harder.

Is this the right way to go, do I have the best crossbow?
Is there a better bard class I am missing?
What feats and order and amount of multiclassing should I take?
I there some must have gear for bards or bolt aces early?

Thank you in advance.


I have run a few (short) homebrew games, and in all of them I find fighters don't seem to fill the role of tactical commander very well. Limited skill points mean they cannot identify a wide array of foes via KNOW checks, thus they have little to contribute tactically besides their AC. Others figure out how to hurt the enemy, and the "living weapon" fighter lags behind in team contributions.

I may have a solution for this:
Fighters may add their fighter levels to any check to identify a targets; Weaknesses, DR, Resistances, Immunities, and supernatural abilities. Starting at lvl 6 A fighter may repeat one failed KNOW check against an opponent after receiving or dealing damage from that target, at lvl 11 he may repeat a second time, with no penalty to the check.

This represents the fighters experience in assessing opponents on the fly and determining what works and what doesn't. Fighters are supposed to represent skillful weapons masters who have spent their lives on the battlefield, working alone or part of a unit to bring down foes quickly. They should understand where an enemies vulnerabilities lie merely by the way they move in combat.

I was also thinking of maybe letting the fighters count identified opponents DR as 1/3 fighter levels lower (min 0) for all attacks that day vs that target.

So, good idea? Too much? Not enough? Is it stepping on the bards toes too much? I would like to get the advice of those with more experience and better math-fu than I.
Thank you.


Druid lvl 6 Divination.
Duration 1 min./level

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.

So is this spell tremendously useless because each individual stone in a castle would have a very limited perception, I suppose a player could ask the entire room if there is a hidden door. SO not too bad so far, not epic for a lvl 6 spell.

The real question is this: A mountain range is a single "Stone", so does that mean a lvl 6 druid spell lets a druid know every aspect of an entire mountain range? And if a mountain range is one "stone" with a CONTINENT...

Well, this is suddenly a potentially amazing spell right? Or would a continent (or mountain) simply not apply to the spell?
I ask because this almost came up in one of my games, a player wanted to know the entire natural cave network of a mountain and all of the invisible creatures they were fighting at the time. The 10 minute casting time prevented its use, after, the player and I agreed that any future use was simply too ambiguously worded to be used practically by us without some kind of community support one way or the other.


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I am running a home brew campaign where my PC's (6 players, lvl 10-11)are fighting various false gods. Through some clever use of Druid spells they have come upon my next big false God a little earlier than I would have liked (Druid, dragon disciple sorcerer, inquisitor/fighter, magus, rogue/summoner, ranger +wolf), They are powerful for their levels, even though I have them on the low wealth track.
I have the area planned, as well as the minions prepped, I am just lacking a BBEG!

For this particular boss I was hoping to do a "Living Dungeon" crawl, resetting roof spike traps at entrance, acid walls and floors, strange poison gases (and diseases) as they fight their way down. Various Oozes really seem to fit this concept well, I am hoping to have a variety of Oozes and one that is fully controlled by an intelligent God artifact (accidentally swallowed by the Ooze).

What would be an appropriate stat block for this Ooze? Should I add templates to one or make up something new? Is it possible to give an Ooze speech? Telepathy? Can Oozes swim (as the room fills with blood (reduced visibility) can Oozes survive this? Is this just not a feasible BBEG and I should use something else?

I would appreciate any help I can get making a tough and memorable monster to really test the party. Thank you.


Halloween is a time of silliness and fright, I feel that Pathfinder is no exception to this. So I created a festival that celebrates the harvest and death (Day of the Dead idea). This whole event is in honour of a god no one really believes in (God of Halloween). Naturally when the PC's get involved the God decides to let themselves be known.

What follows is a festival full of games, harmless pranks, magic gone awry, and quests without any real consequence. The first time I pulled this off on my PC's they were naturally very paranoid (I had them run a gauntlet of betrayals and tough quests in prep. But they loved the few booth style games I made, unfortunately there were few games and most were either pure chance or physical ability based (Easy for the PC's to break).

This year I am hoping to do things a little better. I would like to have more Skills used in each booth. I want those "useless" or "throwaway" points to mean something, this doesn't mean there can't be fun STR challenges, I would just like some variety. I have a few ideas already and some appropriate (Hopefully hard to break) rule sets and thematic skins.

Undersized arrow shoot, climb the slippery rope, identify pictures using all KNOW skills, catch the most chickens, Owlbear ride (Ride the bull machine), blind obstacle course race, polymorph pole climb, Defend the hill (Bash harmless skeletons before they reach the middle), 3 card monty (Perception and concentration mini games), whack a mole and plinko, and of course the classic chance based dice games.

What I am looking for is more creative game ideas, unusual or strange ways to utilize skills or abilities for prizes. Maybe just some interesting skins for classic events. I would like the players to have plenty to distract them while the bigger events unfold. My theme for this is Bones, chickens, and being foolish.