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This came up on the OPO Discord, so I figure I'd ask it here in the hopes it gets an FAQ. The question is basically the title of the thread. What is the caster level of the spell gem cast with a spellthrower fusion. For context, spellthrower rules can be found here, and spell gems here. For the purposes of this discussion, I will highlight the important text in spellthrower fusion. Spellthrower fusion wrote:
So we have two effects here: We have the full action that "lets you use the spell gem as if you were a spellcaster with the spell on you...list" and states that you can use spell gems "even if your caster level is 0" (in other words, you have no levels in a spellcasting class). From this together, what do we determine the spellthrower user's caster level to be? There is no language that grants an effective caster level, so I assume your CL is 0 unless you get a caster level from somewhere else. Some people argue this would make spellthrower not function. I would disagree, but that's tangential to the question of this thread.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, I have 2 questions regarding this scenario: 1. Where is the trapdoor that descends to the ruins? It says it's marked with a dotted line on the map, but I don't see any dotted lines. I'm assuming this was lost/forgotten in editing. 2. Where is the golem? The description says it stands in the "Eastern End" of area A2, but it's unclear where, exactly that is. I could place it down near the tunnel where it might never attack, or I could place it closer to the northern tunnel where the party might still trigger it with incautious movement.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Recently on Discord a disagreement came up with regards to Whirling Throw and its interaction with Forced Movement Rules (specifically with the capacity to throw people into dangerous situations, like pits or bonfires). To recap, Whirling Throw says you throw a target 10 ft. + 5 ft x Str Modifier. The feat does not mention that it follows Forced Movement rules (such as seen in the text of Guiding Riposte or Guiding Finish), and it does not call the movement a Shove. It's a "throw." Now this raises the question: Can you throw someone off a cliff with Whirling Throw. One school of thought says "no." The case for "no" is that anything that moves you against your will is Forced Movement. A Forced Movement effect must say it can move you into dangerous situations. Whirling Throw doesn't say that, therefore you can't throw someone off a cliff. On the other side of the coin, most other forced movement effects either reference the Shove or Drag action, or has an explicit clause that mentions the ability obeys forced movement. The argument further observes that a "throw" is more similar to a shove--the person that your moving has no control of their momentum. All of this together, along with some common sense interpretations of the word "throw" would suggest that you could, in fact, throw someone off a cliff (much like you could Shove them off a cliff). Now, I clearly have a horse in this race, but I want to know what other people think. I'm generally in favor of making things fun for the players, but I also like seeking community consensus (since it's often the only precedent we have). I'm also hoping that this conversation will earn a clarification from the developers--either to clarify that throwing someone is a "Reposition," a "Shove" or something that follows its own rules entirely (and what those rules might be).
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I am presently preparing a few tables of #2-19 Truth Keepers, and I've noticed a few things I would like to ask about. 1. For the encounter in Part B, the Creatures entry states that there are four Keepers that ambush the PCs. However, only 3 Keeper locations are marked on the Encounter B map. The Encounter CR seems to add up to four enemies. Where should the fourth enemy be located? GM's choice? 2. In Part C, Area C1 describes a door to the West and a hidden garbage chute to the North. However, the compass indicates the top of the map is North, which would mean that the door is North and the garbage chute is West. What is the correct orientation of the map?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I've been seeing people talk about explosive ammunition lately and it's utility against swarms--specifically that it counts as having the explode quality and thus allowing single-target weapons to attack them. I'm not sure explosive rounds damage swarms the way people think they do, however, and would like some clarification on the sentence that contains this rule. The rule in question here is Fiery. Fiery is a weapon property granted by Explosive ammunition that says "Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures) and counts as a weapon with the explode special property against creatures with swarm defenses." The important part is contained within the dependent clause. Now I will be the first to admit that grammar isn't my strong suit, but the way I parse the sentence is:
What some people argue, however, is that there are actually three separate clauses within the sentence:
I have difficulty agreeing with this second reading, because it seems to me that if the author wanted to indicate that fiery ammunition counts as having the explode quality vs. swarms, they would have included that in a separate sentence. Instead, it is included in the same sentence as the rules about critical hits with fiery ammunition, suggesting--to me at least--that the "explode" quality only happens on a critical hit. Obviously I would love some input from the devs here as to what the purpose of fiery is supposed to be. Is it the former, or the latter?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey folks, I made some handout cards for Starship combat, based on some resources I prepared for MAGFest. Each card is 5" x 8" and can be printed out (usually front and back) to give players a full list of their role's options. The pdf can be found from this google drive link. C&C welcome, but be kind--I made this on Powerpoint and don't own a heavy-duty application like Illustrator.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
The body of the text is in the spoiler tag. Question: In preparing for the scenario I noticed that a major component of the risk in Part 2, while the PCs are inside the Tekenki, is trying to safely retrieve the stolen relics. Now, I had the thought that psychokinetic hand might make this retrieval too easy, but I don't know if the relics can be moved by it or not. The only information I have to go by is that they are "roughly the size and shape of a human femur," but the scenario otherwise does not give them any bulk. From my own knowledge, a femur weighs less than 5-10 lbs, so it would fall under the 1 bulk or less category. Even if you were to treat the femur as a club, it would still be 1 bulk. Should psychokinetic hand be able to pick these things up?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
(I've added a spoiler tag just in case criticism of the society references specific scenario content). Aside from the green text in 2-01 Pact World Warriors, the media assault on the Starfinder Society has been mostly left up to GMs to determine what is being said. I'm curious to see what elements of the Starfinder Society my fellow GMs have chosen to attack. I think it'd be awesome if we all shared what we've said, or either verbatim or paraphrasing. I'll start: I attack the military aspects of the society. Here are some things I've used.
Punditry:
In one scenario I had political pundits on Absalom Talks discussing the expanding military capabilities of the Society.
"The Starfinder fleet is resembling, more each day, the terrorist Corpse Fleet. If you look at the schemata for their new commissions, the Gorgon, the Bulette, you do not see ships meant for peaceful exploration and discovery. You see warships, spy ships, weapons that don't belong in the hands of anyone except the Stewards or the respective governments of the Pact Worlds." "And I'd like to add on to that. The recent operation--and that's what we have to call it--operation, in the Scoured Stars system was a demonstration of force projection capabilities. Not to mention they've only recently completed retrofits to a gargantuan warship! They say it was out of respect for the society's legacy and symbolic of their reconstruction, but I'm not so sure." More condemnations of the Society's growing militarism I've used include the following talking points:
Talking Points:
What scenarios or elements of the society's recent activities have you chosen to attack?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
The premise is simple: An ousted River Kingdoms noble finds a trinket that transforms her into a warrior capable of reclaiming her stolen destiny. I was playing around with the Medium class, and how it might be used as a multiclass dip, and I struck upon a fun idea: What if I used a Relic Channeler Medium/Vigilante who channels the spirit of an ancient warrior to transform? Immediately infatuated with the idea, I set about trying to make it. So far, I've had a few ideas of how to do it, but none are completely satisfactory. As a note, I've been building PFS-legal, 20 pt. characters, since if this build works out well why not surprise a few PFS GMs with it? Permutations to Date (all level 11):
So what's the problem? Well, so far she fights well, but sorta lacks mobility and, well, magic. I mean, the flavor is there--channel the spirit and use transformation sequence, but it's the rest of her abilities that are somewhat lacking. She lacks any magical attacks (I know a more martially-inclined character could expect much in this regard), and a way move around easily. Ideally, she would express her magic through feats of great athleticism, like jumping high into the air. Now to the question: What suggestions do y'all have to make this magical girl work? Is there an archetype or feat I haven't thought of, or a spell or magic item I should know about? Thanks!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hello folks, I'm looking for some feedback on a magus idea I had and am currently playing in PFS. The original character concept was supposed to be something of a mounted spellcaster (inspired by the Dark Knight class in Fire Emblem), but what it turned into was something a bit different--a spontaneous caster raised by wolves. Here's the proposed build:
Str 14+2, Dex 14, Con 14, Int 12, Wis 8, Cha 14
The reason I want Improved Familiar is because I've got a boon that qualifies for a pretty good one (explained in spoilers, below). The more important question is: Is this character too greedy? Or should I pick a different feat spread? My reason for going for a familiar is pretty straight forward--the right familiar gives you an improved action economy. Given his relatively low intelligence (I went 12 just so I could have 3 skills...I'm using my favored class bonus for extra arcane pool points), a Sage archetype familiar could also help out with knowledge checks. Familiar Choice:
I qualify for a pseudodragon at level 5 thanks to a boon from Perilous Portent. Pseudodragons are pretty great because they can use wands and have blindsense. Plus, it sets up a good dynamic, as the character is a Minkaian worshiper of Tsukiyo, who is closely tied to Shizuru, whose sacred animal is a dragon. What does everyone think?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hello. I will be moving to New York (Westchester County, specifically) in August and I wanted to know if there are any active Pathfinder Society organizations in the area. I've looked around on Paizo and online, and so far I haven't had any luck. I would really like to keep up my involvement in PFS, so please let me know if there are any extant groups. NB: I know there is a society in Long Island, but it is pretty hard for me to go all the way out there from where I will be living (it would be either a very long drive or a very expensive train ride).
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hello, So I'm setting-up to run the Scions of the Sky Key mini-arch for my current PFS group and I've got a question about what the
Spoiler:
Grippli's Favor boon earned in 6-14 means.
PFS Scenario #6-14 wrote:
Does this mean that characters can apply this boon to make a grippli or re-build as a grippli (as per the 1st-level rebuild rules)? Or would a "race boon" be far more explicit in it's language? In the latter case, what does it mean that characters have access to "grippli-related options"? Access to grippli-specific feats and spells? Thank you.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I can't seem to find any thread that addressed this specific question, so I'm posting it here: I attended GenCon 2015 and participated in the 7-00 The Sky Key Solution event. I played a pre-gen at the time, but did not have my PFS # on the chronicle sheet (I had forgotten my number and was assigned one by my table GM for reporting purposes). Can I still apply the chronicle sheet to a character of the appropriate level, so long as I can also produce the temporary number card I was handed by the GM? What do I need to do in order to apply credit, if possible? Thanks.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey all. I'm currently in the middle of preparing for a fresh Jade Regent campaign, and I have been thinking a lot about making the game and its travels feel more organic, especially once we get to the latter half of the story. Insofar as I'm aware, what we have on Minkai is limited to about a handful of pages in "Tide of Honor" and half a page in the Dragon Empires Gazetteer. Sadly, mostly what gets mentioned are the major cities in Minkai, but nothing of the villages and settlements that doubtlessly dot the massive countryside. My question is: Are there any products, threads, etc, that have further developed Minkai? Do we have any additional information on local rulers, threats, and so forth? Anything you guys can share would be great!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, Mythic Realms came out on Wednesday. That's pretty sweet. It's packed with information on mythic locations, legendary foes, and founts of mythic power where the characters can achieve their ascension to mythic power. All-in-all, it's pretty great, except there's this one big problem sitting between pages 16 and 17. Can you guess what it is? Hint:
It's the Starstone I can't really stress how disappointed I am with this development. First and foremost, this is an utter betrayal of the lore. Why, do you ask? Because the starstone in Pathfinder Chronicles lore has always done one thing, and one thing only: Make you a God. But now, now completing the mythic dungeon that transformed four other mortals into living gods instead just gives you your first mythic tier... WHAT!? That's it? You complete the test, get a mythic tier, and a pat on the head from your favorite god? What happened to the divine apotheosis that Cayden Cailean achieved? Or Iomedae? Or Norgorber? Or Aroden? Are we expected to buy this Pathfinder Chronicles Campaign Setting product and not be expected to remember that the starstone is a godmaker? Really? Maybe someone's got a reason for this, but I doubt it's a good one.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hello. I was wondering if anyone might be able to answer a question I have about drawbacks (a developer, preferably). You see, I find the phrasing on drawbacks a little vague and am uncertain as to what exactly it means. Here is the full explanation of drawbacks as provided by the book. Ultimate Campaign wrote: Drawbacks are traits in reverse. Instead of granting you a boon, they grant you a negative effect, typically in particular circumstances. If you choose to take a drawback, you can take a third trait that you have access to. You don’t have to take a drawback. Now, there are two ways this can be interpreted: 1.) You can take three traits and a drawback, or 2.) you can take two traits and a drawback. Let me explain my reasoning for 2: Recall that it says "Drawbacks are traits in reverse." This statement suggests that a drawback would be selected as a trait, and furnishes you with a third bonus trait just so you're night behind your peers in terms of power. This interpretation makes sense with drawbacks being purely for flavor, but also makes characters with drawbacks slightly weaker than their peers, although far more interesting. I do realize that my thought process here might be a little too complex, and that I might be getting caught up on the semantics of a vaguely worded sentence. However, I would still kindly appreciate some clarification.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey, so I was reading through Magnimar, City of Monuments when I noticed the Lord-Mayor's menagerie entry mentioned a rather familiar gorilla—Mandali. Now, I know it is unwise to ask such questions of the fabulously wealthy, but why is Mandali, Sheila Hydemarch's longtime friend, living in a glorified zoo? I certainly hope this situation was done at Mandali's benefit, I'd hate to see what would happen if Sheila discovered her boon companion was languishing in some noble's gilded cage.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey folks! I was wondering if anybody knew of any maps that exist for the Rusty Dragon Inn. I'm a consummate planner, and I figure it's always nice to be able to throw a fight into the PC's (or what essentially amounts to their) home. Let me know if there are any good resources (personally, given how often Sandpoint has been visited I'm surprised there aren't more 1"x1" grid maps of various popular locales)!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
After a quick search of Paizo's messageboards, I have been unable to find the answer to the question I seek, so I will ask here. When advancing monsters using character classes, what are the key roles of prestige classes? Is there something that spells this out, or are we to decide the prestige class's role using common sense? For example, succubi, strangely enough, come with all the necessary skill ranks for becoming an assassin. Granted, they lack the roleplaying requirement, although I don't think it would be hard for succubi to kill just for the heck of it. Anyway, the problem becomes "what role does the assassin play?" I'd assume it was the Skill role, because the assassin doesn't seem like much of a fighter (any more than the rogue anyhow), but the fact is I just don't know. The same problem occurs whenever I try to advance monsters using prestige classes. I'm really just making educated guesses as to what role the Prestige Class might fill (Duelist = Combat, Arcane Trickster = Skill & Spell, Eldritch Knight = Combat & Spell, etc). I get that creating a comprehensive list of prestige class roles is next to impossible, given that the number of prestige classes continues to grow with practically every book Paizo publishes, but I was hoping the community might have its own wisdom to share on the matter.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hello all. For a while now I've been trying to figure out a way to make the player's revolution in Crown of Fangs more interactive, and I have come up with a fun little idea- a "war game" of sorts. I've posted the rules here because, well, I need help making sure all the math and stuff makes sense and the rules are balanced. Plus I'd also love to hear suggestions about more stuff I could do with it! The system is derived from a mash-up of (fixed?) caravan combat (from Jade Regent) and army combat (from Kingmaker). Anyway, here are the rules. Please read them at your leisure. I'll try to respond to comments/questions as fast as I can. I've excluded the information in the special missions because It's not exactly pertinent to the "war game's" system (it's regular PF RPG stats and stuff). Please pardon any misspellings on my part, the rules were written in Wordpad. BATTLE FOR KORVOSA
RESOURCES
TIME
Turns and Turn Order: During each turn, the players and the GM chose where to move their units. The players always act first in the turn, and the GM acts second. During a turn each unit is allowed one action with which to move or activate special abilities. Movement: When moving, units may move up to their full speed within any one district. Crossing between districts requires a separate movement, and places the unit in the closest adjacent ward of that district. Night Phase: At night, units bunker up to rest and recover, maintaining minimal activity during this time. Normally, no units may act during the night phase, although certain units may acquire tactics that allow them to do so.
DISTRICTS, LANDMARKS, AND CONTROL
Starting Control: When the battle begins, Ileosa will have control over all districts of Korvosa except Old Korvosa, whose control will depend on previous player actions. If the players left either Bahor or Pilts Swastel alive, then one or the other controls Old Korvosa. If the players left both alive, then Bahor has long since disposed of Pilts and rules Old Korvosa uncontested. If both Bahor and Pilts are dead, then the Cerulean Society controls Old Korvosa. Gaining, Keeping, and Losing Control of Districts and Wards: In order to control a district, one side must first occupy the majority of the wards in that district. Occupation requires that no visible enemy units be present in any given ward. After successfully occupying a ward, the ward must remain under the occupying side's control until the Night phase. At this point, any player present in the ward must make a Diplomacy or Intimidate check, the DC of which is equal to the control DC of the distric the ward is in (Ileosa always uses Intimidate, at a +13 bonus). If no player is present in the ward to make the check, the check is made with a +15 bonus.
Fortifying Wards: In contested districts and controlled districts, it is possible to construct barricades and fortifications to aid with the defense of the area. During the night phase, players in may have units in wards they control attempt to construct barricades and fortifications with a DC 15 Leadership check. For each additional unit present in the district, that unit receives a +2 bonus to the check. For players, each barricade requires 2 bp to build. For Ileosa, she may only construct 3 barricades per night.
Districts
Gray District-
The Heights-
Midland-
North Point-
Old Korvosa-
South Shore-
Controlling Landmarks: Throughout Korvosa are scattered various locations of significance and note. These locations, called Landmarks, are special resources that control benefits to those that control them.
On Ileosa's Control: Ileosa receives no benefits from Landmarks she controls. Rather, Ileosa is able to capture Landmarks in order to deny the players their benefits. Landmarks
Arkona Palace (Old Korvosa)
Bank of Abadar (North Point- Five Corners)
Castle Korvosa
Cathedral of Pharasma (Grey District)
Citadel Volshyenek
Kendall Amphitheater (The Heights- Citadel Crest)
Longacre Building (North Point- Five Corners)
Temple of Asmodeus (The Heights- Citadel Crest)
University of Korvosa (The Heights- University)
COMBAT
Routing: A unit routes when it is reduced to 0 hit points or fewer. Routing units are still valid targets in combat, but cannot attack and must succeed on a Leadership check to escape (DC = enemy unit's leadership bonus + 10) to escape. For each 5 points of damage a routing unit sustains, it loses 1 member of the unit instead. Each time a unit loses a member it gains 1 permanent negative level. Should a unit gain a number of negative levels equal to its original size, it is utterly defeated. Losing and Replacing Unit Members: If a unit loses a member, it gains a permanent negative level that represents the unit's weakened state. A unit suffers a -1 penalty to attack rolls, leadership checks, and AC, and loses 5 maximum hit points, for each negative level it possesses. These negative levels cannot be removed, save by training a new member or cannibalizing an identical unit.
Special Actions: During the battle, each side has a set of special actions they may perform during their turn. Special actions may only be used a limited number of times, as noted by the action's description. Special actions can affect the battlefield, and can also grant units bonuses or penalties. PLAYERS' SPECIAL ACTIONS
Cry of the Hippogriff
Into the Vaults
Rally
Underground Movement
Uprising
Vault Running
ENEMY SPECIAL ACTIONS
Cunning Ambush
It's Trifaccia, Run!
Kayltanya's Handiwork
Martial Law
Night Raid
Threat of the Sword
Upon Black Wings
UNIT STAT BLOCK
PLAYERS' UNITS
Pharasman Inquisitors (CR 2)
Resistance Foot Soldiers (CR 4)
Sable Company Marines (CR 10)
NEUTRAL UNITS
Abadarian Paladins (CR 4)
Academae Wizard (CR 6)
Cerulean Society Thieves (CR 3)
Gray Maiden Defectors (CR 6)
ENEMY UNITS
Asmodaen Inquisitors (CR 2)
Grey Maidens (CR 6)
Korvosan Guards (CR 4)
Red Mantis Assassins (CR 11)
Zombie Horde (CR 4)
HERO UNITS
Archbanker Tuttle (CR 12)
Cressida Kroft (CR 9)
Field Marshal Baradin (CR 8)
High Priest Ornher Reebs (CR 11)
Blackjack/Vencarlo Orsini (CR 9)
Player Characters as Participants
Starting Distributions
Furthermore, Ileosa must place most of her Gray Maidens in specific wards:
SPECIAL MISSIONS
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, looking back over Ultimate Combat, I cannot help but wonder if Two-Weapon Feint was meant to be a prerequisite to Improved Two-Weapon Feint. Otherwise, it raises the question "why even take Two-Weapon Feint?" when Improved Two-Weapon Feint is just better. Can someone clear this up for me?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
There are many reasons I've been eagerly anticipating Varisia, Birthplace of Legends. For one, I love reading the new companions, and the updated organization and new traits and feats seemed like a real treat. I was especially excited in this case because I believed that Sable Company Marines would finally get a text publication that explained their hippogriff mounts, so we didn't have to rely on a blog post that is getting progressively more difficult to find. Yet, to my great disappointment, that did not happen, and the Sable Company Marine role entry causally mentions you favor hippogriffs as your mount without offering any rules as to how to get one (especially given that both suggested classes have a Mount/Companion feature). This is upsetting because hippogriff mounts are part of the identity of the Sable Company and to leave rules for hippogriff mounts out of official publication is a great oversight.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
No GM will deny that magic items are an essential part of treasure. There is something rewarding to players when they scramble over a heap of gold and discover a glowing sword buried half-way-up to its hilt. Even more exciting is the discovery of rare or unique items with strange but useful effects.
The trick here is that act of selling. Read literally, the rules for selling and trading goods (as found on page 140 of the Pathfinder Roleplaying Game Core Rulebook) state that anything not considered "treasure" (i.e. do not include a "worth such-and-such gp" line when listed in the hoard) must be sold at half their listed cost. This makes sense for common gear, as chain shirts are by no stretch of the imagination rare, but the line starts to get "blurry" when it comes to the sale of magic items. Magic items are, by their definition, rare and might be thought of as treasures by those that trade in them. If a merchant buys a diamond ring (worth 600 gp) for 600 gp, a magic item merchant could certainly buy a +1 longsword for 2,315 gp. Or perhaps the character could trade the magic sword to the merchant in exchange for a collection of items at equal value (in this case, 2,315 gp's worth of goods). Alternatively, magic item merchants may be hesitant to make such a trade. They may only insist on purchasing the sword for a set amount of gold (in this case, 1,157 gp and 5 sp). Trading magic items for their worth would seem like bad business, as it is difficult to gauge the worth of an item based solely on the criteria used to price gems and treasures. The worth of a star sapphire set in a solid gold ring, for example, is readily apparent, and will always be apparent to any shopper. A battered iron sword, on the other hand, while looking to be of shoddy quality may actually be a +2 dragon bane vorpal longsword. So it can go either way. In my group, we tend to allow magic item trade-ins, but that can cause players to have magic items and gear that far exceeds their wealth-by-level by a few levels (around +2 or +3). Still, I'm asking the community: What do you think?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey guys, I know this probably comes up a lot, but I wanted to just straight ask the community what their opinion on Clustered Shots is, and what, if anything, should be done to fix it. We've recently come to notice the power of Clustered Shots (and archers in general) in our JR campaign, in which the archer routinely kills the boss monster in a single round of combat. And while we can't point to a single element that makes her overpowered, we've noticed that Clustered Shots tends to makes a nonsense of the only weakness the archer has (or had, rather)- damage reduction. Caveat:
Yes, we know about Storm Spire, we've gotten past that part. However, there are hardly ever any wind effects in play in JR, especially when you're underground or indoors- where much of the adventure takes place Personally, I think Clustered Shot comes way too earlier for the archer-fighter. It's prerequisites are Point Blank Shot, Precise Shot, and a BAB of +6. This is approximately 6 levels before fighters qualify for Penetrating Strike- a feat with a similar effect (for the archer, at least).
So, I posit this question: Is Clustered Shot too powerful? If so, what should be done to fix/balance it. If not, why?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Seeing as the article was published in Forest of Spirits I think the Jade Regent thread should be the most appropriate place to post this. If there is another (better) thread, please do tag this for a relocation. While reading up on the ninja clans of Minkai, I stumbled across a curious decision made by "The Way of the Ninja" article's author to make the Black Lotus Clan a primarily lawful neutral organization. For background, the Black Lotus is a clan of spies and assassins that favors poison and kills almost anyone for the right price. Such a characterization of lawful neutral is, to me, problematic, and I think it would be more appropriate to label the Black Lotus as lawful evil due to their willingness to destroy intelligent, peaceful life. The Black Lotus ideology is, in many ways, similar to the ideology of the Red Mantis Assassins, the most obvious parallels being their absolute commitment to their task and their association of monetary gain with the assassination (although for the red mantis this is something of a sacrament and not actual payment). As near as I can tell, the only major differences between the Black Lotus and the Red Mantis Assassins are:
It would seem, therefore, that what makes the Red Mantis "evil" and the Black Lotus "neutral" is how they treat the victim after the assassination. It is "evil" to repeatedly kill the target, should he or she be resurrected, and it is "neutral" to only kill them once. But this does not fit with the description of evil as defined by others of identical roles to the Black Lotus. Looking at the Assassin prestige class, we can see in the alignment section it is written "due to its necessary selfishness and callous indifference toward taking lives, the assassin class attracts those with evil alignments more than any others." Such a moral outlook could also be applied to the Black Lotus- they possess a "callous indifference" toward taking lives which necessarily makes them evil. But now we come to the definition of lawful evil itself. Pathfinder Roleplaying Game Core Rulebook wrote:
The problem arises because the moral outlook of the Black Lotus does not fall squarely within this definition of lawful evil. The Black Lotus views each assassination as "a singular loyalty in and of itself," not the intentional propagation of evil, and they condemn all to death equally. To the Black Lotus, it is only a matter of payment. However, this fails to reconcile the fact that killing for no other purpose than to kill is a necessarily evil action. The Pathfinder Roleplaying Game Core Rulebook defines evil as "hurting, oppressing, and killing others" and states that "evil creatures simply have no compassion for others and kill without qualms." This would make the Black Lotus evil, as their organization concerns itself with the cold destruction of life, devoid of compassion. As the clan description states: "No job is too despicable for the mercenaries." From these considerations we may state that the actions of the Black Lotus are obviously evil, due to the morally wrong nature of murder, and the clan's views on such. Furthermore, the argument can be made that while the definition of lawful evil does not create a perfect fit because the Black Lotus do not serve an evil deity or master, their willingness to perform evil (cold-blooded murder) and their preoccupation with honor create a strong fit within the alignment's definition that help distinguish it from the vaguely defined lawful neutral. Therefore, we may conclude that the Black Lotus ninja clan should be considered Lawful Evil rather than Lawful Neutral, as such an alignment is more appropriate to the moral outlook of the organization and its members.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So I'm not really sure where to put this thread, so I'm going to post it to the Products discussion, just to be safe. In my reading of the Dragon Empires Gazetteer, I noticed that it did not include a section on holidays, which I thought would be nice to have (although I see why it would not be considered necessary). I'm well aware that there are many holidays celebrated throughout Asia, but I was wondering if Paizo had any specific names for the Golarion versions of the more famous festivals (like Tanabata). Are there any, or should I just make them up?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
This is just a fun question I want to toss out there: Has anybody decided or written up birth days for the various significant NPCs? I think it would be rather fun to have exact dates on the calendar, especially because this Adventure Path has a rough idea of what time of year it's supposed to be. That way you could have special events on the characters' birthdays- how fun!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, I recently read through the character archives in the back of Brinewall legacy and stopped to look at Sandru's stat block. Needless to say, I was a little surprised by what I saw. No doubt James Jacobs intended for Sandru to be a less-than-ideal rogue (optimized characters are the domain of PCs after all), but I was still surprised by what I saw, especially armed with the notion of Sandru as a swashbuckler- a term that in modern parlance conjures up images of deft duelists like Inigo Montoya or Jack Sparrow (and to gamers conjures up the Weapon Finesse feat). For starters, there's his 16 Strength and 14 Dexterity. To me these scores seem odd because, normally, they'd be switched. After all, the rogue places a great emphasis on agility and mobility, and most of his key skills (Acrobatics, Escape Artist, Disable Device, Stealth, etc.) rely on that score. Then there was his intelligence score: 10. Now, I'm not going to say that a swashbuckler should necessarily be bright, but a good swashbuckler should*- especially if he's shooting to be a Duelist (the quintessential swashbuckling prestige class). Now, from what I read of the Devotion boon, Sandru has "a dance-like fighting style," something elegant and flowing. I was therefore also surprised when I discovered he had no ranks in Perform (dance). The dance skill would also naturally lead in to becoming a Duelist later in his career path, which to me only deepened the mystery. Noting, however, that Sandru's favored weapon was the Scimitar and he supposedly had a dance-like fighting style, something in my head clicked and I got to thinking. Now, we all know about the best feat** ever published in the Inner Sea World Guide, sitting smugly on page 286 while it ignites all sorts of Kensai Magus optimized builds across the forums. That feat would be, of course, Dervish Dance, and I thought Sandru would be a perfect candidate for it. Now, I'm keenly aware that the flavor behind Dervish Dance takes after the Sufi Medlevi Order of 13th century Konya. However, even though Sandru worships Desna and not Sarenrae (whose fanatical warrior-priests are called Dervishes in distant Qadira), I feel that his "dance-like fighting-style" would still make this feat a natural pick. After all, the feat was written so that it was open to all cultures, it just happens to resonate more strongly with some cultures than with others. All you need to do is give him ranks in Perform (dance), which can easily be done by swapping one of his other skills, or reworking his ability scores as such: Str 10, Dex 16, Con 12, Int 14, Cha 13. This gives him 8 extra skill points to work with, and guarantees his attack and damage stay about the same (although his CMB and CMD suffer for it). Then there's just the task of giving him Weapon Finesse and Dervish Dance, which can be done by swapping out two of his feats (I picked Toughness and Dodge). Of course, he'll have to take Dodge and Mobility at later levels to qualify for Duelist, but I foresee no complications there. Of course, with this framework in mind, I'm setting Sandru up to be an actual swashbuckler, rather than allowing him to delude himself into thinking he's a swashbuckler, which could ultimately lead to a deeper character development than what I'm offering. So there's that to consider. Well, that's my 2 copper pinches, what do you all think of this hair-brained rework? * This is also true in real life, as fencing (the modern sport of European sword fighting) is often called "physical chess," connoting that some level of thought must be put into the sport. However, Sandru is a sabreur, so I suppose that I shouldn't be too surprised that he's not heavy on the thinking component. **I don't actually think this is really the best feat ever, but I will concede that it's pretty great.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I'm not sure if anybody's posted this before, but if they did I couldn't find it when I searched the forums. I noted there were a lot of comments on the Ultimate Combat errata thread about the Tetori's bonus feats, but no answers. So I decided to see if I couldn't work out what these bonus feats were and post them here, for the sake of convenience. I invite discussion about my choices, as I am by no means the authority on what the tetori was supposed to have (that would be the domain of it's lead designer Jason Bulmahn, or any of its 13 other designers). Anyway, now that all the disclaimers are out of the way, let's commence. Ultimate Combat wrote: Bonus Feat: A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Crushing Embrace, 6th level—Greater Grapple, 10th level—Twin Lock, 14th level—Chokehold, 18th level—Backbreaker. These feats replace a monk's normal bonus feats. The feats in question are "Crushing Embrace" (2nd), "Twin Lock" (10th), and "Backbreaker" (18th). Crushing Embrace = Final Embrace
Pathfinder RPG Core Rulebook, Monk Class wrote: A monk need not have any of the prerequisites normally required for these feats to select them. Twin-Lock = Non-Existent This one I am unsure about. In Shaolin martial arts, there is a technique called the "double lock," which is a blocking technique that utilizes the forearms. However, I doubt this is what the designer was going for. Most likely, based on the feat's name, it would allow the Tetori to grapple/pin two foes at once. To my knowledge, there are no feats (or rules) that cover trying to grapple multiple opponents at once (only for breaking grapples against multiple opponents).That being said, the feat I'd probably put here is Rapid Grappler, which builds on the Greater Grapple feat received at 6th. Granted, the monk already qualifies for Rapid Grappler at 9th level, but this seems to be the most logical step (to me, at least). I might also recommend replacing this with Sleeper Hold (Dragon Empires Primer), as it's a bit out of the Tetori's qualification range (requires BAB +8), but fits thematically with a wrestler character. Backbreaker = Neckbreaker
Well, I hope this helps all of you Tetori aficionados out there. The tetori's a great concept because it creates an enticing way to play a character that was pretty much impossible in 3.5 edition D&D. Of course, another reason I love the tetori is because he can put ghosts in a full-Nelson- I mean how cool is that?!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Recently, I opened up my Ultimate Combat to show a friend the text to the spell pup shape, which I absolutely love (not for any mechanical reason, mind you). However, as I read through it a typo caught my eye (emphasis mine): Ultimate Combat Pup Shape wrote: You transform the subject animal into a Small magical beast, creating a young magical version of itself for a short period of time. While in this form, the target has only 1 HD (maximum hit points), and the target takes a –4 penalty to Strength, Constitution, Intelligence and Wisdom (minimum 1). The creature also gains a +4 size bonus to Dexterity and a +2 natural bonus. Checking online, I found that the same typo exists on the PRD. I checked the forums and couldn't find any mention of this error either. Would someone be willing to speculate on what this +2 natural bonus is to?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I'm not certain if somebody has asked this question before, but every time I read through Land of the Linnorm Kings it keeps coming back to me: Why isn't the Infuse Effigy spell a witch spell as well? For a class that is all about placing curses and hexes on their targets, why don't they get one of the more versatile and flavorful curse spells? Was this perhaps an editorial oversight, or did the author(s) really think that witches shouldn't have access to this spell? And, if so, what was their reasoning behind that decision?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, in the Bestiary 3 all Asura have the Elusive aura, but I can't seem to find where the aura is defined. Now, the Tripurasura defines Elusive, but only in the context of the effects on itself, and it does not have the Elusive aura, unlike its other Asura brethren.
Here is my reasoning:
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
OK, so here's the deal. Recently, I've been working on a flying city campaign setting, and I've come to realize that traditional land-based mounts might be a little...disadvantaged. As such, I've come to realize that the cavalier is woefully handicapped at dealing with this issue. Originally I thought the Beast Rider archetype would be able to handle it, however after reviewing the list of possible options, I realized that every beast rider option present was terrestrial.
This is what I have so far: Sky-Knight (Cavalier Archetype)
Armor Proficiency: A sky-knight is proficient with light and medium armor, and with shields (with the exception of tower shields) Winged Mount (Ex): At 1st level, the cavalier forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. A Medium-sized cavalier must select a giant bird as his mount. At 4th level, the cavalier can also select a Hippogriff. At 7th level, the cavalier can also select a Griffon. [Small-sized cavalier details to come] A cavalier does not take armor check penalties to Ride checks while riding his mount. The mount is always considered combat trained and begins play with Flyby Attack. A cavalier’s mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. Giant Bird (Eagle/Owl)
[Hippogriff and Griffon blocks to come] This ability replaces the standard cavalier’s mount and expert trainer abilities. One last thing to add, and this should go without saying, I'm posting on this board for discussion and advice, so please keep criticism constructive. Anything that's obviously just mean-spirited will be flagged.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, this question has been ruminating in the back of my mind ever since I first played Rise of the Runelords and got a treasure reward which didn't sum to a multiple of 10. How exactly is treasure determined in an Adventure Path? Is it by author's choice, or is there some sort of guideline that authors follow? For example, do the treasure values follow the wealth-by-level table?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
OK, so I was reading through the JR player's guide and under Courageous Caravan, you get bonuses on Security checks to resist a rout. It then directs me to Caravan combat for the details concerning a rout. However, nowhere in the caravan combat section does the word "rout" ever come up. I think it refers to the Security check made to escape a foe, but that's really not what "rout" means.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
For those of us players who like to be difficult: Would it be conceivable to "create" a horse train if you got 6 heavy horses somewhere? Like if you fight a bandit camp and the bandits had 6 heavy warhorses (for some reason), would you be able to make a train out of that?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, I've got a question I was hoping someone might be able to help with. It seems to me that Jade Regent makes the assumption that characters are not from Minkai, or Tien-Xia in general. The campaign traits mostly assume you're native to Varisia, or you have been for many years. Playing a character who was born in Minkai and lived there for near 28 years (his reasons for leaving are his own), I find it hard to reconcile the fact that he's not proficient with any of the "exotic" Eastern Weapons that the Eastern-flavored classes (samurai and ninja) are proficient with.
My reasoning on why he should be proficient are put in these spoiler tags, to save room and to spare those who don't feel like reading it. Argument: The katana and wakazashi are weapons that would be quite prolific in the Minkai Empire. Now, although my swordsman is not a member of the noble caste and as such does not have a daisho, this is not a reason he would not have practice with katana and wakazashi. If we take the Minkai Empire as Edo Japan- that is, the period of Japan which we most often think of when we think "Feudal Japan." This was the time of the Tokugawa Shogunate, and is the period in which most "samurai dramas"- tales of wandering swordsmen- are set. This is no doubt due to the cultural influence of Miyamoto Musashi, the legendary swordsman who lived during the Edo period. In Edo, or the popular perception of Edo, swords were worn openly and there were many schools of sword-combat. This means that your average swordsman would probably begin his career with the Japanese long sword, the katana. Musashi, for instance, was a master of the Hyogo niten-ichii koryu, or "Hyogo Two Heavens as One Old School," which taught that a master swordsman is one who can wield a wakazashi and katana at the same time. Alright. So, that being said, it is safe to assume that a warrior from Minkai would probably have experience with weapons native to that region, especially if it is a fantastic setting in which these weapons are somewhat common, as we assume they are. That being said, I see no reason why a fighter from Minkai should not be proficient with a katana or a wakazashi, because 1.) the weapon would be relatively common and available, so 2.) he would have ample opportunity to train and become proficient with it as is natural to being a fighter. To address the objection that he might not have trained with that specific weapon, I counter with the point that learning to fight with a halberd is nothing like learning to fight with a longsword, a battle axe, or even a long bow. A fighter's proficiency with martial weapons suggests a natural aptitude with weapons common to his environment. Therefore, a fighter who is native to Minkai ought to be proficient in weapons native to Minkai. I would also respond to the possible objection that certain weapons are more difficult to masters than others, which is why they are constitute as "exotic." This is true, and might disqualify the katana from being considered as part of the weapons that Minkai fighters ought to be proficient in. After all, it is easy to consider the katana as the equivalent of a bastard sword (the true "long sword"), as both weapons are heavy and awkward to wield in one hand without special training. This does not disqualify the wakazashi, on the other hand, which is simply a short blade- its utilization should come naturally to someone familiar with bladed weapons. So in conclusion, I believe that Minkai fighters should at least consider the wakazashi as a martial weapon, rather than an exotic weapon, as they would have plenty of time to practice and learn how to wield it in their native country. The katana can either be martial or exotic, depending on how one might be able to argue its utility, although traditionally the blade was two-handed, so a strong argument can be made that it should be considered like a bastard sword.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So far we've got three players with characters and one player without a character. Below is the group. How screwed are we? Human Two-Weapon Warrior Fighter
Note: We've got 1 more player making a character, but I don't know what she'll play yet. Also, nobody told her what everyone else was, because the only guy who put us in contact with her won't, because he doesn't want to "taint her character-making decision." Commendable, I guess...
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, I have a question that I'm hoping someone might be able to answer. While in the midst of preparing to run "A History of Ashes" it occurred to me that the Shoanti expressions in the back of the AP leave a lot to be desired when it comes to describing their language. This got me thinking, does the Shoanti language have a real world counterpart it was modeled off of? And, for that matter, does it actually have a set of grammar rules or other qualities which might make it a more believable, if not exactly complete, fantasy language?
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I know that this question may look simple, but it's given me a big headache. So, as we all know vampires have the Undead (augmented) type. This means their primary type is undead. However, they still have the augmented subtype, the rules for which read as follows:
Pathfinder Roleplaying Game Bestiary wrote: Augmented Subtype: A creature receives this subtype when something (usually a template) changes its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. From my reading, I understand that a creature with the augmented subtype is still also it's original type, as the augmented subtype is "paired" with the original type. The reason I ask is because I need to resolve issues in my game with bane weapons and ranger favored enemies. We recently had a fight with a vampire in which I ruled the ranger's favored enemy (humanoid {human}) counted against the vampire because it was an augmented human. I'd just like to have this confusion cleared up in the future, if possible.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey guys. I'm trying to make a facebook for my players, so they can know the names and appearances of the major NPCs they interact with (Grau Soldado, Vencarlo Orsini, Cressida Kroft, etc), so I don't have to show them the adventure's text along with the picture every time the adventure brings in a new NPC.
To Clarify: A facebook is a collection of people's pictures and names; it's not just a social networking site.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hi guys. I've been busying myself converting this campaign over to Pathfinder for my gaming group, and I've seemed to reach a snarl with the rules. More specifically, the Red Mantis assassin's Death Mantis Form. According to the old 3.5 D&D rules, the spell functions like polymorph, however in Pathfinder polymorph has been significantly altered so that it now performs the functions of three spells, beast shape II, elemental body I, and alter self. Unfortunately, none of these transformations permit the caster to shift into vermin (which is what the Giant Mantis is typed as and thus would be the ability modifiers I would want to use).
This is what I have so far:
spoiler: Death Mantis Form (Su) Once per day the Red Mantis Assassin can assume the form of a blood red giant praying mantis as per the spell beast shape II. She becomes large-sized with a reach of 10 ft., gains a climb speed of 30 ft., and a fly speed of 40 ft. (poor), gains darkvision 60 ft., the mantis' bite and claw natural attacks, and the grab and lunge special attacks. In this form, the Red Mantis Assassin also gains a +4 size bonus to strength and a -2 size penalty to Dex, as well as a +4 natural armor bonus. She does not gain the mantis' racial bonus to Stealth checks in foliage, but she does gain a +4 bonus to Strength and Constitution in this form. In Death Mantis form, she gains three additional abilities: she might cast a quickened still silent fear spell once per hour, she deals 2 points of Constitution damage in addition to normal damage when she makes a successful bite attack, and her first successful attack in a round imparts a negative level (DC 10 + class level + Con modifier save 24 hours later to remove this level). Each negative level heals 5 points of damage for the Red Mantis Assassin. While in death mantis form she gains DR 10/good. She can remain in Death Mantis form for a number of hours equal to her Red Mantis Assassin class level.
About ZimdozZimdoz Buffed:
Zimdoz Male ratfolk alchemist (gun chemist, toxicant) 8/gunslinger (gulch gunner) 1 (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 152, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Combat 9) NG Small humanoid (ratfolk) Init +9; Senses darkvision 60 ft., see invisibility; Perception +19 -------------------- Defense -------------------- AC 28, touch 17, flat-footed 22 (+5 armor, +6 Dex, +5 natural, +1 shield, +1 size) hp 72 (9 HD; 8d8+1d10+28) Fort +13, Ref +17, Will +6; +2 trait bonus vs. charm, compulsion, and emotion effects, +2 vs. disease Defensive Abilities fortification 25% -------------------- Offense -------------------- Speed 20 ft. Melee longspear +9/+4 (1d6+1/×3) or . . tailblade +9/+4 (1d2+1) Ranged +1 dragon pistol +18 (1d4+4/×4) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks alchemical ordnance 14/day (4d6+6 fire, DC 20), deeds (flash and shock, gunslinger's dodge, quick clear), grit (1) Alchemist (Gun Chemist, Toxicant) Extracts Prepared (CL 8th; concentration +14) . . 3rd—fly, resinous skin[UC], resinous skin[UC] . . 2nd—barkskin, barkskin, barkskin, barkskin, false life, see invisibility . . 1st—ant haul[APG] (DC 17), comprehend languages, cure light wounds, heightened awareness[ACG] (2), reduce person (DC 17) -------------------- Statistics -------------------- Str 8, Dex 22, Con 14, Int 22, Wis 12, Cha 10 Base Atk +7; CMB +7; CMD 21 Feats Extra Discovery[APG], Extra Discovery[APG], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot Traits local ties, principled Skills Acrobatics +18 (+14 to jump), Appraise +8, Bluff +0, Climb +5, Craft (alchemy) +22 (+30 to create alchemical items), Diplomacy +2, Disable Device +23, Disguise +2, Escape Artist +15, Fly +16, Heal +7, Intimidate +2, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +11, Knowledge (local) +11, Knowledge (nature) +22, Knowledge (planes) +15, Knowledge (religion) +11, Perception +19, Ride +8, Sense Motive +3, Sleight of Hand +12, Spellcraft +20, Stealth +12, Survival +8, Swim +1, Use Magic Device +16; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device Languages Aklo, Androffan, Common, Dwarven, Gnome, Goblin, Undercommon SQ alchemy (alchemy crafting +8), anointing uses, cartridge savant +2, cheek pouches, cleanliness, discoveries (chemical stability, infusion, mercurial oil, mutagen[UM], orichalcum dust, preserve organs[UM], tanglefoot ordnance[UM]), gunsmith, mutagen (+4/-2, +2 natural armor, 80 minutes), poison use, secreted toxin conditions (dazed, fatigued), swift alchemy, toxic secretion (6 dmg, 3 rounds, DC 20), weapon secretion Combat Gear mutagen[APG], acid (5), alchemist's fire (3), bore brush (2), cytillesh stun vial (3), firearm oil, smokestick (3), tanglefoot bag (3); Other Gear +1 mithral chain shirt, mwk buckler, +1 dragon pistol[UC], black powder[UC] (6), bullet[UC], entangling shot cartridge[UC], longspear, paper cartridge[UC], pellets[UC] (9), tailblade[ARG], belt of incredible dexterity +2, cloak of resistance +1, cracked dusty rose prism ioun stone, headband of vast intelligence +2, alchemist starting formula book, alchemy crafting kit[APG], masterwork backpack[APG], masterwork thieves' tools, powder horn[UC], reinforced scarf[UE], 27 gp, 6 cp -------------------- Special Abilities -------------------- Alchemical Ordnance 4d6+6 (6 rds, 14/day, DC 20) (Su) Infused ammo deals 4d6+6 fire damage (10 with scattering shot). Lasts 6 rds before becoming inert. Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Anointing Uses (11/day) An alchemist can use any of the anointings he knows a total number of times per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an Cartridge Savant +2 (Ex) DC to negate or reduce a catridge’s effects increases. Add +6 to damage done by catridges that replaces firearm’s normal damage. Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells. Chemical Stability Misfire from alchemical ordnace is reduced by 1 and ignored from alchemical cartridges. Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves, Darkvision (60 feet) You can see in the dark (black and white only). Dazed Toxic Secretion dazes opponent. Deeds Use Grit to perform special abilities with your firearms. Fatigued Toxic Secretion fatigues opponent. Fortification 25% You have a chance to negate critical hits on attacks. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Infusion Create an extract can be used by anyone but takes up a slot until used. Mercurial Oil (Su) Increase weapon damage 1 step, or add DR 2/— to armor. Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 20) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes. Orichalcum Dust (Su) Alter item power or abilities elemental damage type. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag Rapid Reload (Dragon pistol) You can reload fast with one type of Crossbow or Firearm. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Swift Alchemy (Ex) Construct alchemical items in half the normal time. Tanglefoot Ordnance (2d4 rds) A creature that takes a direct hit from a tanglefoot ordnance must save against the ordnance's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in th Toxic Secretion (1/day, DC 20) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks. Weapon Secretion (14/day, DC 20) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion. Zimdoz
Spellbook
2nd
3rd
Background:
Zimdoz 1) Zimdoz was born in Torch to itinerant ratfolk native to the Warrens of Chitterhome. When Zimdoz was born, his parents decided to settle in Torch to ply their trades as mechanics and smiths working with the numerian starmetal by using the eternal flame of Torch to refine their creations. Zimdoz followed in their footsteps somewhat, but his parents managed to save up to send him to school outside numeria, at Lepidstadt University in Ustalav. 2) Zimdoz is a slight ratfolk with black fur and long whiskers. He typically wears outfits with many pockets and wears protective eyewear except when in polite company. Zimdoz is quick and talks somewhat quickly, but is deliberate with his word choices and tends to approach problems as an engineer would. 3) Zimdoz graduated from the university early, and has returned to Torch with a lot of theoretical knowledge and was eager to apprentice to any engineer in town that would have him. He has been working for a friend of his parents, Khonnir Baine, a wizard and munitions engineer that has sought to improve the defensive capabilities of Torch by refining their weapons capabilities using the firearms secrets first discovered in the antimagic zone to the sputh, in Alkenstar. 4) Zimdoz is fascinated by the melding of technological practices found in early firearms, and to that end he has fashioned for his personal use a dragon pistol of his own design. He is generally wary of weapons and would like to avoid hurting anyone with them, but understands how dangerous the world can be and keeps his weaponry hidden on his person should the need arise. 5) Zimdoz is wary of the high technology that occasionally emerges from the depths of Numeria. He has a decent understanding of how some of it works, due to his apprenticeship with Tadash, but is concerned about how potentially destructive the technology is. He has recently become concerned about the extinguishing of Torch's flame, as it directly affects his parent's livelihoods. Step 2: Goals 1) To uncover secrets of the futuristic technology and keep them out of the hands of people who would use them to harm Torch, his family, or any other innocent folk. 2) To find Khonnir and reignite the flame. Step 3: Secrets 1) Zimdoz is secretly fascinated by technology, though he represses the emotion and would never admit it. He overcompensates for what he believes to be an embarrassing predeliciton by condemning its use (mildly) Step 4: Relationships 1) Zimdoz looks up to Khonnir and is very worried about his disappearance. 2) Zimdoz's parents only had one child, and they're worried about his choice of profession. They are more practical, and tend to disbelieve what they don't see. As Zimdoz works in the realm of chemical engineering, the results aren't always immediately apparent, and the concoctions are dangerous and unpredictable, so they always urge caution to Zimdoz. Step 5: Memories, quirks, and mannerisms 1) Zimdoz is impeccably tidy and clean, and keeps his gear and possessions organized and labeled. This includes all of his extracts, potions, and alchemical creations. He tends to avoid risky behaviors with his alchemy. 2) Zimdoz is very honest and forthright, though he understands the need for deception he's pretty bad at it and tries to dea fairly with everyone. He assumes the best of people until proven otherwise. |