Imrijka

Jen' Dalash's page

137 posts. Alias of Movin.




So I'm playing a Plant type creature in a PbP game here, I was just affected by a polymorph spell.
By the Plant traits i'm immune to polymorph even though there is a whole line of spells for turning into plants and polymorph any object can turn a raven into a writing desk.

Is it explained anywhere why plants are universally immune to Polymorph effects? I tried some Google-Fu but came up with nothing.


I am currently running a ROTRL campaign with a player who is a Catfolk that has Scent.
I'm having difficulty adjudicating when it is fair/what is fair in regards to information to a person with a scent check when I as a human being have no experience with such senses.

Have any of you had success with rewarding a player with Scent while keeping sight and hearing based perceptions relevant?


So, you are a free captain of the shackles, you settle down to a dinner of sumptuously prepared reefclaw secure in your knowledge that you are king of your castle. A haze of screams, fire, gunshots and glorious motion as you cut though fools attempting to take your life. the lap of waves a steady rhythm to it all. You think you remember your ships mage tossing lightning bolts at you. As you think on this you are distracted by a large shark attempting to eat you, you dispatch it. As the blood clouds the water below, you realize with shock that it was in fact not a dream.

That is when you see it, in the distance with only the center mast above water is the burned out husk of your beloved Wormwood.
Somehow you were drugged, and in between then and now someone burned your ship to a cinder and scattered your crew to the four winds.

What do you do now?

Suffice it to say due to shenanigans the party of L2 players managed to drug the officers and stage a Coup. It succeeded because Harrigan managed to roll a Nat1 on his fort save.
The druid set the ship on fire to serve as a distraction to him stealing harrigans chest of loot from his bedrrom (he entered through a porthole)
They also tricked Peppery into following them up onto deck, covered her in chum and blasted her into the ocean with a True strike+ hydraulic push combo. Plugg and scouge got a similar treatment and are in the ocean somewhere.
The Ad hoc solution was letting them escape in the jolly boats and row to the nearest land (Bonewrack)
It leaves me the question of what to do with a omnicidally infuriated free captain of the shackles + surviving officers though.

Anyone care to toss me some advice?


Right, so I have a group of people that are doing a Skull and shackles game. One of them wants to try out the siege mage and while digging the flavor is completely off-put by the terrible abilities.

He likes the concept of controlling siege weapons but the archetype is incredibly limited, so I put this out here as a plea to help a friend. Were you given the task of making the Siege mage a viable option in a campaign that will be using Siege weapons quite often what would you do?

So far my concepts have been:

1.removing cantrip loss,

2. making the siege weapon bond thing an at will ability
and the Int modXday thing being mental control of multiple (likely Intmod or 1/2Int mod # of weapons (*only one instance of the ability may exist at any one time*.) at the same time.

3. A multi siege weapon attack would be a full round action, not sure If I ought to apply penalties to the attack due to the complexity of using multiple siege weapons at the same time as a single person or just calling it magic and blowing off an actual explanation. Might just use the broadside rules. not sure

4. Making the Spell Sac swift action mechanic function with the now increased number of weapons a Siege mage can fire at the same time so you can justify not just using the spell slot for a fireball.

5. Siege engineer gains Animate objects as an arcane spell, not sure if any other spells relating to the Siege engineering thing that exist which are not already on the wizard list but any thoughts on that would be cool too.

Any thoughts, suggestions or opinions to my additions to the to my budding concept would be enjoyed and digested for future use.


The group i'm in consists of a Ninja, Cavalier, gunslinger and cleric/inquisitor. The GM is somewhat insane and has a roll system that results in stats between 60-100 point buys.

I've been allowed to take Suli as a race (part genie +2str/Cha and -2 int) so long as I pick one of the nerfs from the ARG that puts the race more in line with core. I was thinking Fire.

With 18,18,16,16,14,14 as stats I've decided to play a ninja flanking buddy/ skirmisher bard with the intention of maxing inspire courage modifiers to make everyone more awesome.
Outside of combat I plan to roll as Knowledge monkey/ Party face what with no one else really being interested in either job.

Character is currently L2 as a Vanilla bard, thinking
20 st (racial+)
14 dx
16 cn
14 in (racial-)
14 Wi
20 Ch (racial+)

Feat: Flagbearer (using a longspear to capitalize on it)

Considering taking a level of Lore oracle to get Cha to AC. The concept of deflecting blows with my force of personality as a bard is quite amusing.

I've read treantmonk's bard guide but it does not have the newer books included. Anything absolutely required for a Melee/ buff focused bard such as myself?


So I've got a group that I recently ran through We Be Goblins, they were entirely bemused by the concept. We had a roaring time playing out the events of the game and much merriment was had. The group of them have been prodding me for a bit about doing something like it again. I want to but I'm not sure how to go about it, so I come here for a bit of advice.
I thought about just doing a home game running the goblins through PFS adventures with a bit of refluffing. I thought for a moment about that remembering the cardinal rules of goblins, that went down the tubes.

Has anyone expanded on the premise of We Be Goblins before?
What advice have you for a poor fool such as me in order to keep the same flavor and general concept of the first adventure?
Thoughts, advice and adventure seeds are all equally appreciated.


I'm a GM from a group running a ROTRL game. One of my players recently had a character die and brought to me the idea of his next character being the child of a trade tycoon. He wanted to have his character endeavor to create a trade empire and take over the world. I bartered him down to just working on Varisia for now.

What with the premise of ROTRL this gives me some excellent chances to foreshadow certain villains that normally don't get much limelight till much later. Right now the group I'm GMing is just starting on Thistletop so I figure much of this is for later, but good to have it now and not need it.
What I'm considering doing is dropping the experience progression of the group and tossing in some extra side quests and missions across Varisia.
This would give me time for the character and the party in question to gain contacts and amass resources in an organic manner.

I'm not sure if the Kingmaker rules would cover such a thing as trade routes or even begin to press on the idea of rival nations and companies exerting their economic might. I get the feeling, with my read through of the nation rules, that as the system was not designed with such a thing in mind that it would fall flat and be more harm than help in emulating what I want to.
I think this might be possible to make enjoyable but I lack the experience to do so and would prefer to find a balance between difficult and impossible that makes the character cry and the player smile.
So, I ask anyone who has had the patience to read this rambling message.

Have you ever GM'ed for a player or group of players that wanted dominance of the world though trade, what did you find useful and what did you find did not work?

Advice and suggestions of any stripe or flavor would be appreciated, thanks.


So, my GM decided to put us against a group of four rock trolls. They had went and stolen some orphans from town and were eating them.
suffice it to say instead of killing the surviving one, surprise attack multi-acidic fireball deathtrap,the wizard decided he needed more arcane materials and flensed the thing of its skin 10 times before it died in agony.

So we have 13 troll skins and a wizard with craft wondrous item.
Problem being that the GM has ruled that rock troll skin/bones excet shares the trolls weakness of turning to stone in sunlight.

I'm trying to think up some good thematic magic items one might make out of rock troll flesh/bones, a few eyes as well.
If you can think of any some useful mundane objects to make out of skin that permanently turns to stone that would be fun as well.


making an item for a 20th level campaign, tried to follow the magic item rules but I'm not horribly handy with them.
Over priced? Too powerful?
Anyway Id like some feedback if you guys would be so kind.

Fluff:
Wings of the Iron Angel CL 20 200,000 GP
A cloak made of thousands of feathers each one made of a type or shade of metal on command the cloak transforms into a pair of wings composed of iron feathers, a cloud of loose feathers swirling around the wearer granting a 20% miss chance but not impeding her vision in any way. The wings grant a +5 resistance bonus to all saves and can store objects inside it in the same manner as an Efficient quiver.

Crunch: (tried to follow the basic rules of the magic item part)
wings of flying 56,000
Cloak of resistance 25,000 +12500
Cloak of minor displacement 24,000+1200
Efficient quiver 1800 +900
132,200
+66,100 (50% price increase, (reason: Slot Value))
198,300 total
(round up to 200,000 because I can't much think of anything else flavorful to tack onto this)


The questions:

How much weight would a purple worm lose from becoming skeletal? (1)

How much weight in iron would it be to cover a Purple worm's carapace in two inch thick plate mail(2)

I'd like to know this as it is quite possible this thing will fall from a ceiling in the near future and my DM runs with the 3.5 CW weight to damage ratio for large objects (3)

I'm also aware of the time drain crafting such an item would be normally, but my character happens to have armorsmithing ranks and the spell fabricate.

(1 The Remorhaz is a huge creature of similar dimensions to the purple worm it is 10,000 pounds
Englarge person states that a size spike increases the creature by 2x height and 8x weight So my rough estimate is 80,000 pounds and 70 ft long from tip to tail for a living purple worm

(2) yes I am aware plate mail is much thinner than this, even for a gargantuan creature. hence why I haven't just multiplied the weight factor by eight on an armor type and moved on.

(3) Page 159 CW *but the system is essentially a 200-1 ratio*

If anybody has some advice on how I might figure this out it would be appreciated. I also fully accept and enjoy the number of cat girls I am killing with this line of discussion.