Keeper Myre

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I'm having a bit of a disagreement with my gm about the Thermal Regulator (the item, not the armor upgrade.) We're understanding the rules differently and I'm hoping for some clarification here.

Thermal Regulator (item): A thermal regulator unit works like a thermal regulator armor upgrade. However, the unit is a harness you wear with temperature regulating fluid and a belt-supported pump and power unit. The harness and belt unit can be worn under armor, but they have an independent power source. A thermal regulator unit can use any sort of battery, and the unit has a usage of 1 per hour or a fraction thereof.

Thermal Regulator (armor upgrade): While activated, a thermal regulator reduces the severity of dangerous temperatures by two steps for its wearer. For example, severe cold becomes comfortable, while extreme cold is reduced to cold. A thermal regulator can be set to protect its wearer from cold or heat, but not both simultaneously. The regulator consumes the attached armor’s environmental protections, but at one-quarter the rate of having protections fully activated.

From what I read, the Thermal Regulator (item) gives you the benefits of having environmental protections without having armor, just powered by a battery. It can be worn under armor and still function, using the battery instead of using the armor's environmental protections.
My GM argues that it still would use the environmental protection of your armor, but allows you to use the Thermal Regulator (armor upgrade) as an item rather than consuming an upgrade slot.

Some clarification would be great!


Hi all. I'm about to DM Curse of the Crimson Throne.

Spoiler:

I have a pc who wants to play a Dhampir Vigilante. He belongs to a matriarchal society and is looked down on for being a male half-breed. He wants his family to be among the nobility in Korvosa (though nobody knows they're vampires) and he takes up a vigilante persona to disguise himself from his family while he attempts to prove himself to them by gaining power with his end goal to take the Crimson Throne himself and rule Korvosa.
I think this is really cool and by all means I want to reward his creativity. Would it harm the adventure if Ileosa was a vampire all along and he knew? Or perhaps his family is just a rival family of the Arabasti family?
I haven't read the full adventure yet and I'm just looking for ideas here from people who have played or ran the adventure on how to best incorporate this player's ideas in a way that is fun and not destructive to the campaign plot.


Golarion is huge, and while I'm a big fan and trying to study up on every aspect of it that I can, I'm far from a master...
I'm going to start a side game with just 2 players and a GM. Both players have a ton of experience with roleplaying and the 3 of us are just looking for something to fill the void between our main game sessions.
I plan to run a very RP-heavy, lore-heavy, character focused game. I'll expand on elements of the character's backgrounds and make them feel more like important individuals rather than an imoortant adventuring party. (I'll probably also make use of automatic bonus progression, background skills, and give a free Leadership feat at 7th level.) I'd also like them to come from a region that isn't already flooded with adventurer hopefuls, or maybe a place under strict martial law that punishes heroes and prevents anyone from gaining any kind of status. Is there anywhere on Golarion that fits that? Or even somewhere close? All ideas are appreciated!!


It's recently been brought to my attention that I may have been using the rules for wands and scrolls wrong the whole time I've been playing pathfinder (about 3 years.)
We had always ruled that as long as you could cast or prepare the spell, you could use the scroll or wand of that spell freely. (Ie: a Cleric that can cast 3rd level spells can use all wands and scrolls up to 3rd level provided they're on the cleric spell list, and the appropriate caster level rule for scrolls.)
Though recently I reread the section in the PHB on them and it makes me think differently. The PHB says that you can use a wand of any level provided that it is on your class spell list. So a 1st level wizard could get his hands on a Wand of Fireball and blast away because it's on his class' spell list? Or a 1st level sorcerer could active a scroll of Wish (provided he makes the caster level check) even though it isn't in his spells known?
It makes sense to me that I've been doing it wrong. Just looking for some clarification.


Our ranger's badger companion was just slain and he wants to replace his animal companion (when he got the animal companion he insisted that he just walked into the forest and found an armored badger, thought it was cool, and brought it back the the camp and it's been following us ever since) But seeing as we're currently in Artrosa, and there are no animals to be found that isn't really possible. So is he out of luck? Or are there some animals in the area that could conceivably be in Artrosa?


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Has anyone done anything not directly written in the AP? I just mapped out some fun encounters with Yellow Musk Creeper Zombie Giants under the control of the 26HD Colossal Yellow Musk Creeper! Also planning on having the PC's encounter a Dread Wraith if they choose to explore the crematorium, and maybe making some type of variant Flaming Flesh Golem to further complicate things (maybe some ash giants too, but CR 11 is a bit weak at this point.)

I'm really interested in Shahlaria as maybe even a dungeon after the defeat of Karzoug, but am not really sure how to even begin with this. It sounds like it could be Jorgenfist 2.0 with it being a giant stronghold, but I'd like it to be something more than that.

Just wondering what other people have done in this scenario, and fishing for some ideas too ;)


How have you survived in the death zone? With Fortitude saves every 10 minutes increasing the DC by +1 each save, someone's obviously going to fail and die. Even elixir of the peaks doesn't function in the death zone. My PC's relied heavily on those to get through Xin Shalast but now that we're ascending to the pinnacle and into the death zone, I just don't see a viable way to get around those saves and inevitable death. I currently have a party of 4: A Paladin, Oracle, Bard, and Fighter. Any suggestions on this? I'm going to be running it tomorrow so any suggestions are welcome.


If I'm not mistaken, I remember reading a feat somewhere that allowed you to infuse your sorcerer bloodline power into a spell, but do less damage with the bloodline power.
For example, a sorcerer casts fireball and can also use elemental ray while casting fireball.
This feat would really improve the usefulness of 1d6+1/2 level damage, and we just hit level 7 so I'm sure my party's sorcerer will appreciate this just as much as me. Thanks!


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I just recently purchased the Mythic Realms book, primarily because it finally stats out the Oliphaunt of Jandelay. After Karzoug is defeated/killed I was planning to continue to level 20 and have it culminate with a world saving battle vs the Oliphaunt.

I then considered the very real possibility that my PC's will use their usual "run in and destroy everything in our way" tactics against Karzoug and his minions and I don't think that would end well for them in that particular encounter. So that brings up the question: What if Karzoug wins? By the book he summons Mhar, who is said to be a nearly insurmountable foe.

The Oliphaunt is a CR30 creature. That's right on par with Cthulhu, who I always thought to be the king of all creatures, putting even the most powerful to shame. But the way that the book makes it sound is that Mhar is even more powerful than the Oliphaunt. Is it possible that something like could even be given a stat block? Or is the summoning of Mhar basically designed to just be the end of the world?


Hypothetically, Say I have a party of 4 fighters using greatswords and nothing else. If They encounter an enemy with a fly speed of 20ft, can the enemy just fly up 20' in the air and hover there and take them out with ranged attacks?


So I recently purchased the RotR anniversary edition, but I'm also seeing all of these supplements to go along with it.
-Pawn Collection
-Item Deck
-Face Cards
-Map Folio
Am I missing any? Those are the 4 I was able to find. Would any of these be deemed "essential?" And if not, which are the most useful? And are any of them a complete and total waste of time and money?

Also, I have the Core Rulebook, Advanced Player's guide, Advanced Race Guide, Ultimate Combat, Ultimate Magic, Bestiary 1 & 2, Ultimate Equipment, and the Gamemastery Guide. Any other core books or supplements I'll need, or any that you can recommend?

I'm not new to d20 roleplaying, but am still fairly new to Pathfinder, (I've only ever DMed a homebrew adventure through level 10) so any advice before delving headlong into this is much appreciated.

:)


I'm sure there are plenty of threads asking this same thing, but how is the attack bonus calculated for the full attack action?

Say a summoner has an eidolon with 2 claw attacks, a tail slap, and a bite attack. His BAB is +1 and his Str. is +3. His full attack action wouldn't be: 2 claws; +4, Tail slap; +4, and bite; +4? or would it?


One of the PC's in my game is a human rogue using the poisoner build. He had asked if there was a way for him to gain poison immunity by ingesting different types of poisons. And eventually ingest so much of it that it would make his blood toxic so that he could poison his weapons using his own blood.

I'm 90% positive that there are no rules on whether or not this is possible, I'm a fan of the idea but it seems like it would be a rather high level thing to be able to do. Has anyone done anything along these lines or have any ideas for a house rule to allow this?


Like many before us, my friends and I feel that the 4e rules sucked and have made the switch to Pathfinder. I had planned to just do a straightforward dungeon crawl to let them get the hang of the 3.5 rules again, collect some loot, level up a few times, and then see where we were at that point. But the players are dead set on doing something set in Dark Sun.
Now, I have the conversions from athas.org but seeing as I am new to Pathfinder, has anyone found anything that works particularly good/bad with these?
Secondly, I'm completely new to Dark Sun. The only thing I really know about it is that the world is a desert ruled by sorcerer kings, and the whole arcane defiling thing. Any recommendations on a good starting point or maybe even a campaign focus?
Third, the PC's don't want to begin as a party. They want to each have their own identity's and somehow become intertwined as the story progresses. I've done a few campaigns where the PCs have been living in the same city and meet before any adventure takes place, but it feels forced and I really don't like to do it. Any tips on this?

Thanks in advance, I know this is a lot at once.