Boggard Swampseer

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Pathfinder Adventure Path Subscriber

This is the situation: A drow enters the space of an invisible and hidden wayang ninja without detecting him. The ninja has the option of striking the drow with an attack of opportunity but, reasoning that they'll do more damage with two weapon fighting and a full attack later, opts not to.

If the drow had continued his movement this wouldn't be a question but the drow finishes his movement in the same square as the wayang.

RAW says that you can't occupy the same square. Core p194: "Accidentally Ending Movement in an Illegal Space:
Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer."

The wayang ninja had three options:
1) Maintain invisibility and move out of his way;
2) Maintain invisibility and block him by standing still (not an attack on his part so invisibility is unaffected);
3) Make an attack of opportunity and lose invisibility.

The wayang ninja chose to actively avoid the drow and the drow who was unaware of the wayang ninja.

The GM ruled that the wayang ninja would move to the nearest unoccupied square for free but the option of squeezing into the same square was bandied around.

How would you rule on this?


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A Cleric with Merciful Healer Archetype takes the Versatile Channeler feat allowing them to channel negative energy as well as positive energy. They then take the Soul Warden prestige class.

A player asked about making this in a game. They had a couple of questions.

First can the cleric channel negative energy at all?

My ruling was as follows: The merciful healer archetype bars the cleric from harming undead with channel energy in exchange for some additional benefits of healing.

Nothing prevents the cleric from taking Versatile Channeler to channel negative energy but the archetype's restriction would still apply. They could heal undead with it, harm living creatures with it, or use it as a prerequisite for a feat like Command Undead. It seems like the cleric's church hierarchy might question them about that but there is nothing in the rules that prevent it.

The second question was whether the Soul Warden prestige class would add 1d6 to their channel energy to damage undead roll or whether they would stack their class and prestige class levels to determine the damage.

My ruling was as follows: The text is clear, they gain 1d6 Channel Damage at the first level of the prestige class or they calculate your damage dice by taking the class level in a class that channels energy and stacking it with the Soul Warden. So a cleric 5/soul warden 1 would still channel 3d6 damage against undead rather than 4d6 and a cleric 5/soul warden 1 wo channels positive energy but has the versatile channeler feat would do damage as a cleric of two levels lower, 2d6.

Specifically regarding Soul Warden and Merciful Healer, Soul Warden grants the cleric the power to harm undead which the archetype prohibits. In that case the cleric does not have the ability to channel damage against undead as a cleric and would only gain 1d6 channel damage as the prestige class. However the channel damage from Soul Warden and the channel positive energy from cleric class features would be independent unless the cleric dropped the archetype through retraining.

Do you think that my rulings are fair. If you interpret them differently, please explain your reasoning.


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I've just started running Wrath of the Righteous and the party has managed to capture Millorn alive. In keeping with the redemptive arc of the game they have taken pity on the dwarf and seek to do something to help recover his sanity and bring him back to the side of good.

For that I need to flesh out his background a bit. I've decided to make him the younger brother of Staunton Vhane. I don't really like the rather vague idea that Millorn left civilisation because he was dabbling in the dark arts and want something a bit more specific to flesh him out.

This is what I have so far:

Millorn Vhane was never a warrior like the brother who he worshipped as a hero. Staunton had all the drive and the skill at arms that he lacked. Nevertheless he followed his example and joined the crusades. Though his own contribution was not nearly so worthy as Staunton's he had the respect of his peers. When Staunton turned from the side of good he revealed his secret to his brother, hoping that the pair could work together. Millorn could not bear it. His hero was revealed as a traitor by his own words. He fled in horror, never telling anyone of what he had learned. It played on his mind though and whenever he assisted a crusader in battling the demonic forces of the Worldwound he held in the back of his mind that that crusader was also a traitor. After many years he could no longer bear it and retreated to the caverns beneath Kenabres to try to put his thoughts in order. Solitude and deprivation have done nothing to help him over the years and he has slipped into insanity. After all, if even his paladin brother should fall then what hope is there for someone like him?

Quite brief but it explains Millorn's presence under Kenabres and provides a bit of foreshadowing regarding Staunton Vhane. More importantly it means that the PCs have a way to redeem him. If they can bolster Millorn's belief in himself and provide a consistent example of people uncorrupted by self interest and evil then he'll shift his hero worship onto them. Perhaps he'll even abandon hero worship entirely and becoming a hero himself.

Any time the PCs slip or take the easier course of action Millorn will sigh in disappointment as his biased opinions are confirmed. They'll have to be extra good and brave to keep him on the right track. I'm thinking that he should probably latch onto an arcane caster. He considers himself weak compared to warriors so seeing another caster perform well will do more to strengthen his opinion of himself and his capabilities than the actions of a paladin or holy warrior.

What do you think? Does this create any real problems with the timeline or with Staunton's past?


Pathfinder Adventure Path Subscriber

My current Eberron campaign is reaching an end and I've been reading the Pathfinder books with interest. They are well constructed and contain a very rich background. I don't want to abandon all the history and background that I have from my Eberron campaign when I start a new one.

I'd initially thought of placing the new campaign in Xen'drik and placing the Pathfinder world in Menechtarun.

What changes would be necessary to Pathfinder to make this possible?


Pathfinder Adventure Path Subscriber

There was an earlier thread about converting the Savage Tide from the Greyhawk setting to Eberron. Is anyone running the adventure path in the Eberron campaign and how have you coped with the latest developments as the party is catapulted to the outer plains?

I'd love to see a breakdown of changes to the adventure path by Dungeon issue but that's probably just laziness on my part as well as wishful thinking.

Given the different cosmology that Eberron has to other D&D campaign settings how have other people explained the outer plains?

If some kind soul has already done this I apologise but would appreciate being pointed in the right direction.

Thanks.


Pathfinder Adventure Path Subscriber

Following the Sacred Performer feat from Dragon 357 (p87) I created this feat for one of my PCs (an elven Cleric (Undying Court)\Mage). I'm thinking that it may be too powerful. Can you let me know your thoughts please.

Undying Arcana
Your knowledge of magic is transferrable to your understanding of the undead.

Prerequisites: Ability to turn or rebuke undead, ability to cast 1st level arcane spells
Benefits: Your cleric and arcane spellcaster levels stack for the purpose of determinining your turning check and turning damage. For example a 4th level mage\1st level cleric turns or rebukes undead as a 5th level cleric.
Your levels of Mystic Theurge count as single levels for the purpose of determining your turning check and turning damage. For example a 3rd level mage\3rd level cleric\3rd level Mystic Theurge turns or rebukes undead as a 9th level cleric.


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I've just reported a missing issue on another thread and it occurred to me that this sort of thing would probably be better as an email.

It may be that I just can't see it but contact information or an email page would be a useful addition to your site.

Jason


Pathfinder Adventure Path Subscriber

Below are some magic items for my Eberron campaign but I would like some suggestions as to improving the formula for calculating the price for the items. The DMG does not have any mention of how to create magic items that grant or simulate feats. The items below perform this function.

Let me know your thoughts please.

Tools of the Magewright: This set of craftsman’s tools appears as a set of exceptionally well maintained tools of masterwork quality. When used to make an item they give the user a +4 competence bonus on Craft checks.
Faint Alteration; CL 3rd; Craft Wondrous Item, magecraft; Price 1,600 gp; Weight 5 lb.

Tools of the Exceptional Artisan: This set of craftsman’s tools appears as a set of exceptionally well maintained tools of masterwork quality made from mithril or adamanitium. When used to make an item they give the user a +4 competence bonus on Craft checks and the effects of the Exceptional Artisan feat i.e. -25% on GP cost for item creation.
Faint Alteration; CL 6th; Craft Wondrous Item, magecraft; Price 3,600 gp; Weight 5 lb.

Tools of the Extraordinary Artisan: This set of craftsman’s tools appears as a set of exceptionally well maintained tools of masterwork quality made from mithril or adamanitium. When used to make an item they give the user a +4 competence bonus on Craft checks and the effects of the Extraordinary Artisan feat i.e. -25% on time taken for item creation.
Faint Alteration; CL 6th; Craft Wondrous Item, magecraft; Price 3,600 gp; Weight 5 lb.

Tools of the Legendary Artisan: This set of craftsman’s tools appears as a set of exceptionally well maintained tools of masterwork quality made from mithril or adamanitium. When used to make an item they give the user a +4 competence bonus on Craft checks and the effects of the Legendary Artisan feat i.e. -25% on XP cost for item creation.
Faint Alteration; CL 6th; Craft Wondrous Item, magecraft; Price 3,600 gp; Weight 5 lb.

Only one set of tools can be used at a time.