Beatific One

ItoSaithWebb's page

701 posts. 1 review. 2 lists. 1 wishlist.



2 people marked this as FAQ candidate. 1 person marked this as a favorite.
UCB page 93 wrote:

Coordinated Charge (Combat, Teamwork)

You are an expert at leading your allies into the fray.
Prerequisites: You have at least two other teamwork feats,base attack bonus +10.
Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.

OK, so am I reading this right? It seems to make no mention whether or not this uses up your normal turn if you take advantage of a coordinated charge but only says you use an immediate action.

Now if that is the case I would house rule it so fast that it uses up a normal charge because even if it does use up a normal charge this is a devastating teamwork feat.

Imagine being the GM, create a squad of Dragoons (total of 6) who all have this feat, mounted and also the spirited charge feat against a group of PCs of equal level and numbers. The highest initiative Dragoon charges one of the PCs hits and then one after another they charge that PC until that PC goes down all in one turn.

Now if all those others still get their normal actions then that just spells doom, I hope though that I am wrong. However, even if I am wrong this could be a very nasty tactic especially if each of those Dragoons were wearing Rhino Hide Armor.


1 person marked this as a favorite.

One of the ideas I had personally was to use sandpaper. It is an invention that has been around for a long time. Take the sandpaper and keep working it over the same area of sensitive part of their skin. They will of course need to be bound. After a few examples of how painful this would be, threaten to sand off their nipples.


1 person marked this as a favorite.

OK, so my group is currently playing an evil campaign and my character is doing pretty well but will be picking up a dip or two of Alchemist Vivisectionist to come in line with the concept that my character is into anything that deals with pain. With this I also plan on him becoming a torturer in case we ever need to bleed information out of someone.

So what I am asking for is a complied list of different torture ideas. I want a lot of creative ideas that could be used against various races. I not only want to torture them physically but mentally as well.

For instance, I was thinking a good warmer up against a dwarf would to shave his beard off, slowly and unevenly. If that does start loosing his tongue then I start to bring the physical pain.


1 person marked this as a favorite.

I am sure that people have house ruled this before but I am wondering how it affects the game.

I am thinking however that this would apply only to melee and sub-melee types but caster types shouldn't get it.


1 person marked this as a favorite.

Just posting this here is as well because the forums went wonky again.

Spes Magna Mark wrote:


Glad you liked it. I've not really looked to in-depth at the magic item creation rules for PF. What problems do you see with them?

Mark L. Chance | Spes Magna Games

Well where do I begin. The system is still a legacy hold over from 3.X should I say more? Just kidding. The only change was that there was no longer an XP lost for creating an item.

The first problem: Time

This is similar to crafting regular items. The problem is that no matter what a caster or artificer can never make more than 1,000 gp worth of items in one day. They also basically say that an magical artisan (crafter) can not work more than 8 hours at a time on a magical item but does not take in the fact that some artisans might be able to endure more than others.

Second Problem: Ignores the power of the artisan
It makes no room for the skill, his stats or character level of the artisan character.

Third Problem: Not flexible and costly
Spell are the primary component in creating the item which is problem because players often get locked into the idea that they are locked into using only those effects. Now they do say that the spell are only a guide line and that it is up for interpretation, mainly by the GM.

What if I just wanted to create a magical cigarette lighter that I could always use unlimited? This item would not be super powerful and is mostly for flavor but you can start fires of course with it. The only way to do this is to make it have unlimited charges of prestidigitation which by RAW would make a light be around (500 something gold) that is a really expensive lighter.

Last Problem: Personal Cost

Magic Item creation has always been a problem area in D&D since 1st edition. Back in 1st and 2nd edition you were required to give up a point of Constitution, permanently. That was real harsh.

In 3.X you had to give up permanently your experience points which also didn't make sense and caused all sorts of problems with their system.

In Pathfinder, there is no personal cost which means that a level 5 Artificer could easily set up shop and make items forever and never need to go on adventures. BTW the ToS artificer, stay away from that train wreck, he is OP in my opinion, good flavor though.

This last problem has always been on my mind as of late as I have always been interested in the character who makes the magic items. I do believe that their should be a personal cost and so far my idea is centered around the temporary loss of ability scores, primarily at least two of the physical ones: Strength and Constitution. I could see this solving the whole time problem because this would allow you to push yourself to your limits but you have to rest in a major way afterwards or have magic help restore your ability loss which can cost the group.

These are just some of the problems that I have had with magic item creation that I can remember at this time.


1 person marked this as a favorite.
ItoSaithWebb wrote:


3. Music selection based on situation, in other words what music do you

For music selection I have found that classical music is often my goto genre although time to time I do select more modern tracks.

The last adventure I ran my group did a dungeon crawl through an giant ant nest composed of giants ants hopped on with alchemically Royal Jelly from a near by Giant Bee hive. During that I used Gayane: Sabre Dance for whenever the ants attacked which gave the feeling of a fast and furious attacks and not to mention the image of ants crawling all over the place.

Some good boss/ final fight music I have used before was:
El Amor Brujo: Ritual Fire Dance ( This is good when you do a slow build up fight)

The Firebird Suite (1919): Infernal Dance Of King Kastchei ( this is great for big boss fights and is meant to scare your players a bit)

The Planets, Op. 32: Mars, The Bringer Of War
( great for not being to fast but intense enough for intense fight)

Feste Romane (Roman Festivals): Circus Maximus ( great for againts the odds scenarios)

The Rite Of Spring: Sacrificial Dance (The Chosen One) ( Great big boss fight)

Some good ambient music I have used before was:
El Amor Brujo: Ritual Fire Dance (great for sneaking into places)

Gregorian chants (These are awesome for mystic dreams and holy places)

Dark Country, Foggy Country This is great for mystic forests or sad moments

Lots of Drops of Brandy, The Donegal Set and Medley by the The Chieftains ( are great for taverns and lively villages)


DO not use:
As fun as they are they are to familiar and will only make your players sigh.

1812 Overture, Op. 49 (Conclusion)
Die Walkure: Ride Of The Valkyries

That is much as I can remember at the moment will be back later.