Paladin of Iomedae

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Pathfinder Adventure Path Subscriber

Hello all! I just had an idea for a one-shot. I wanted to get the community's take on it before I started to put work into it for some future group. It's just a concept; I haven't fleshed anything out yet.

After the Wish:

General idea: The PCs have just gotten their wishes granted (what the wishes are will be worked out with the GM ahead of time), and now they must deal with the consequences of the wish, whether it was poorly worded, twisted by the granter, or somehow went wrong.

The concept would be to have a group of adventures who had made wishes, come to regret them, and must either find a way to reverse them or learn to live with them.

Any thoughts on this?

Thanks!


Pathfinder Adventure Path Subscriber

Hello!

My group is about to start Book 5, "The Slave Trenches of Hakotep."

I want the final battle at the end of the book, where they have to fend off the ossumentals while the Pharoah's Key is charging up and preparing to tear down Hakotep's flying tomb, to be different, epic, and rigorous. However, it's a five-minute stretch of time, but I don't want to run a 50 round combat.

For context, I have a 6 player party made up of a Paladin/Monk, a Paladin, a Unicorn Bloodline Sorcerer, a Warpriest, and a Fighter/Wizard (who specializes in riding his enemies like a cowboy on a bull). They're pretty great at tearing through enemies.

I'm not necessarily asking how to make the fight harder (the influx of unending ossumentals should be challenging enough), but I want to make it more dynamic than a 50 round fight.

Are there any suggestions on how to make this an epic and memorable conclusion to this book? Something more than just a fight with a timer?

Thanks ahead of time!


Pathfinder Adventure Path Subscriber

I'm new to Starfinder, mr group has been trying it out, and so far, we've been enjoying it. However, there's one rule that we discovered while playing. And that's having class features not function when you're not fighting a "significant enemy" or "an enemy that has a CR of APL-4, but for the most part, it's GM discretion."

If I understand this correctly, the GM can decide that your class features don't work for this fight. I'm playing a Solarian, and my Stellar Mode is the main feature of my class. This being our first time experiencing this kind of a fight, I wasn't allowed to enter any of my modes, which made my core abilities not function, and my mote less useful in the fight. I became pointless in the fight, as did another PC who also had a build hampered by this rule.

In one swift moment, the game became a joke and not fun. I shot, I missed. I moved, I shot, I missed. I got hit. I took damage. I nearly dropped. Granted, we won the fight, but ONLY because of the characters who were NOT hampered by this rule. It made me, as a player, feel useless.

I've been playing RPGs for a long time, and I've never seen a written rule where the GM can decide if you get to use your class features today or not. By its very nature, this rule is there to allow any GM who doesn't like it when players have an effective build to just shut off their powers whenever they want. If it were simply APL-4, okay, there's a hard and fast rule for it--though it's still dumb because I don't believe in robbing a PC of their class features without a reasonable cause (AKA something is affecting them, which usually has a saving throw connected to it). But because it also includes "GM discretion," any GM can declare it an insignificant enemy at the start of any fight and turn off certain PC class features.

Our GM wasn't being a jerk; we discovered the rule and used it for that fight. But even the GM thought it was weird. I will talk to him and request we ignore that rule, as it's not fun for the people who are hampered. I'm sure he'll consider it.

Does anyone have positive things to say about this rule, or do a lot of people house rule it out? Because from where I'm sitting, it can be abused by a bad GM and/or make PCs feel irrelevant.


Pathfinder Adventure Path Subscriber

One of my favorite types of encounters is dragons, both as a GM and a player. I just love how ruthless and clever, or even kind and pragmatic dragons can be (depending on the type and personality). So, I'm curious, what have been your favorite encounters involving dragons? And I mean as a player or a GM, whether it was a fight or resolved diplomatically.

If it's from a published campaign, please use the spoiler format, so nothing gets spoiled.


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Pathfinder Adventure Path Subscriber

Hey! Does anyone know when the Strength of Thousands Player's Guide will be available?

Thanks!


Pathfinder Adventure Path Subscriber

So, have a human character who is about to become a 7th level Spellscar Oracle. I won't go into the whole build, but when you need to know is that I am building this character to control chaos. Magic breaks down around him and goes wild. I need a feat to pick up at level 7 that can fit into this idea, but it's been a long day and my brain is mush.

Here is what my character already has:

Feats:
- Extra Revelation
- Deft Hands
- Improved Initiative
- Spell Penetration

Revelations:

- Eldritch Bolt
- Mystic Null
- Primal Mastery
- And at level 7 I will be picking up Eldritch Scar

Also if it helps, my character is also a con-artist and pickpocket with poor impulse control. He's a blast to play. The setting is custom, and the GM will sometimes have magic go haywire around me.

I could use my feat to get another extra revelation. But I want to see if there's a better feat out there for causing wild magic, controlling wild magic, or protecting against wild magic.

I've looked around the feats section, but there is so much there.

Does anyone have any thoughts? Thank you in advance.


Pathfinder Adventure Path Subscriber

My group just finished Kingmaker (which ended with a TPK in book 6), and we are planning on starting Mummy's Mask in two weeks.

I'm reading through the books to prepare, but I wanted to come here and ask this awesome community if you have any tips or advice for GMing this AP?

Thanks in advance!


Pathfinder Adventure Path Subscriber

I need some quick advice. I have a session this coming Monday (10/14/19), and in the adventure I have the party about to enter and climb down the massive pit. There will be an encounter inside the pit as they descend. I would like to alter the battle map to be upright and vertical instead of flat and horizontal on the table. Similar to this picture.

I thought of this pretty late, and I have a very small budget to buy all kinds of cool stuff to make something like that (I have the map already).

What can I use (on a limited or no budget) to get a similar effect, rocky platforms and stuff like that? Any ideas?

Thanks in advance!


Pathfinder Adventure Path Subscriber

I need someone who's Pathfinder Rule Fu is better than mine. Maze is a great spell, but how does it function for aquatic monsters? If you maze an aquatic monster, especially those that need to breathe in the water, what happens? Does the monster start to suffocate? Does the spell not work?

Thank you in advance for your thoughts on this.


Pathfinder Adventure Path Subscriber

Teleport trap states that it redirects all teleportation, but does that include spells like dimension door and plane shift?

Thanks!


Pathfinder Adventure Path Subscriber

Hello! I'm running a custom campaign and one of the things the party needs to do is travel to the Crystal Womb Vault of Orv and retrieve a MacGuffin to help a fallen god regain his divine power.

This part of the adventure has a lot of travel and most of it will be underground; cave systems, Nar Voth, Sekamina, and the Crystal Womb itself. A guide (if they are willing to pay her fee) will offer two ways they can go, a longer but safer route, or a shorter but more dangerious one. I have the long, safe route mapped out already with a decent amount of combat, and several non-combat challenges along the way.

However, I'm hitting a brick wall creatively for the shorter, but more dangerious route (if they choose that one). I would like to have some non-combat based encounters that will truly challenge the party. Again, it's mostly underground situations, massive and small caverns, tunnels, underground roads. Some of the things they will experience if they go the long way I can port over and they can have some of the same non-combat encounters, but I would like some more. So, I'm looking for tips or ideas for fun non-combat encounters that may challenge them.

My party is currently level 10 and consists of a kitsune paladin, an elf magus, a svirfneblin alchemist, a human druid (with a deinonychus animal companion), and a catfolk stormborn sorcerer (a thundercat if you will). They're decent in a fight when they're smart, but sometimes make fatal mistakes when they forget to heal themselves or make dumb decisions. They will also likely have a 15th level NPC guide who will be taking them to the Vault. She will be a powerful wizard/fighter. She is knowledgeable of the direction they're going and the customs and ways of the Underdark. She is there to guide them and help them fight or get out of sticky situations, but not make decisions for them.

By the way, this is me planning ahead, it's not like they're heading to the Vaults of Orv next week, so I have time to craft some fun stuff.

Thanks in advance for any advice or tips you would be willing to share.


Pathfinder Adventure Path Subscriber

I have a question about the Candlestone Courtier's Fey Bargain ability. I ask because my party will be encountering one and there will be a chance that they fall victim of this trick, and I want to make sure I understand it and use it correctly.

Fey Bargain (Su) wrote:
Once per week, a Candlestone courtier can grant a limited wish or a permanent +2 inherent bonus to one ability score. In exchange, the bargainer is cursed to be carried off in its dreams each night by the courtier to a never-ending fey ball that, while pleasant as often as not, affects the dreamer as nightmare, requiring a saving throw each night (Will DC 21 negates). The DC to remove this curse is reduced by 4 if the courtier is killed, and a successful coup de grace on the courtier with a cold iron weapon automatically ends the curse. Ending the curse also ends any noninstantaneous effects of the bargain. A creature can have only one fey bargain at a time.

The ability says it's a curse and says that removing the curse when the fey is dead reduces the DC by 4, also killing it in a certain way will end the curse. Does this mean that the only ways to end this nightmare from happening every night (short of the will save each night) if to coup de grace the fey with a cold iron weapon or use the remove curse spell? Is that correct?

Also, if so what is the DC to remove the Fey Bargain ability?

Remove Curse wrote:
If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed.

The only DC the bargain ability lists are the will save to avoid the nightmare for a night, is that the same as the DC to overcome for remove curse?

Thanks for the help!


Pathfinder Adventure Path Subscriber

I have a dungeon I'm building with a specific hallway that is 5 ft. wide. They will be fighting a medium monster down there that has a 60 ft. cone breath weapon. How does a cone breath weapon work in a confined space like a narrow hallway? RAW makes me think no different, but I wanted to get some opinions before deciding to go with this monster.

Thanks a lot!


Pathfinder Adventure Path Subscriber

One of my players just got this spell: ShadowTransmutation.

He's level 13, and used the polymorph part of the spell to turn into a CR 20 monster, I told him that seemed too powerful to me. I looked over the spell and it didn't list a CR limit for its use of polymorph to turn into a monster from the shadow plane. I ruled for the time being that he couldn't transform into something with a CR higher than his level and told him I would look into it.

I haven't been able to find a CR limit anywhere, so now I'm coming to the forums for help. How exactly does this spell function? Can you turn into any CR creature from the shadow plane or is there a limit?

Thanks in advance.


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Pathfinder Adventure Path Subscriber

To start off, I just wanted to share my own experience with RPGs for the sake of context. I have over 14 years of RPG experience both as a player and as GM. I have experience in playing many published systems and many homebrewed systems, and have even homebrewed a few of my own systems. I play or GM quite regularly with several different groups, all of which have differing playing styles. At the moment, I’m playing mostly Pathfinder and D&D 5e, and one of my groups agreed to do the playtest of 2e with me. The group I am running the test with are all people with player and GM experience equal to or greater than my own; a great group to test with, in my opinion.

I would also like to be completely open with this community and admit that upon reading many of the preview blogs as well as the core book when it was released, I did not like a lot of what I read (though some of the changes seemed promising). However, I wanted to keep an open mind, and see the game played as a whole rather than just judging the individual elements of it. Our GM for the playtest likes most of what he read in the core book. Everyone else is somewhere in between.

After playing the first part of Doomsday Dawn, I have reversed some of my opinions on some of the things I disliked. Seeing it as a whole made me see how well it worked with the new system. But I do believe there are some things that can be adjusted and fixed.

With all that said, I will try to keep things concise and brief.

The Party:
• Gnome Rogue (me)
• Half-Orc Barbarian
• Halfling Fighter
• Dwarf Druid
• Goblin Alchemist
• Elf Sorcerer

A six person party, but our GM was able to use the adjustment rules in the core rulebook to adjust the encounters to fit our party size. And it was brutal! We had 9 times that someone was knocked to 0 HP, my character being 2 of those times. We almost had a TPK with the fight in the cave with the goblins (the trap room). It was only luck that kept us alive.

I’m not complaining about the difficulty, I like games to have some challenge to it. But it felt like a beat down. We had no money to buy potions with; we eventually had to go back to town and rest for several days until we could go back in and deal with the boss.

Overall the first part of the adventure it was fun and we enjoyed ourselves.

Things I like about Pathfinder 2e:

• Action Economy: This is good. It’s easy, it’s simple, and you don’t have a million types of actions. I think this was a great change and it offers some variety to what you can do in battle. I feel like it’s better than 5e’s action system.

• Silver Standard: I thought this was a good idea the moment I read about it. It puts more value on gold and silver in general. Also, I joked about this on the forums, but I love the fact that a spyglass doesn’t break the bank. Not much else to say about it. I think this is great.

• Weapons: Weapons feel different from each other with their new qualities. I love this! I want to implement this into 1e! This makes every weapon do different things and nothing is chosen for a fluff reason, really. I really, really like this. Though, a bastard sword really should be listed as a slashing weapon, not piercing.

• Character Creation: This wasn’t too bad. Pretty clear and easy, I’m not a fan of the attribute cap, but I can get used to it. The only suggestion I can make here is really clarify were features can be found in the book so that CC can be smoother.

Things I dislike about Pathfinder 2e:

• Resonance: I feel like resonance as it is written now is like cutting off a hand can calling it a fix. I understand the purpose of resonance, and I don’t hate resonance as a whole, but the way it is now is just not good. Say you have a character that is out of resonance, he drops to 0 HP, and a buddy throws a potion down his throat to save his life. The player rolls against overuse of resonance, critically fails, he now can no longer drink potions. He dies because of this. This did not happen in our game, but it can happen. A magic restriction mechanic should not have the chance of killing a character, in my opinion. I suggest resonance being there, because as a whole, it’s not a bad idea, but remove it from consumables like potions and scrolls. I also suggest removing charges from wands and adding a per day limit or have it operate only on resonance to eliminate CLW spamming. I think if resonance was dialed back a little, it can work. But as it is now is a deal breaker for me.

• Crit System: Oh boy, I was not a fan of this. I’m sorry to say, but it’s not intuitive and easy, not even that fun. It sounds simple on paper, but in practice, it’s not. Its mechanic is easy: 10 greater or lesser than DC and it’s a critical success or failure. What’s not intuitive is that it’s there are four degrees of success, but it’s not universal. Some things have all four degrees; other things only have three or two. Different things happen on a crit with some weapons or spells, but not others. It bogs down battle when you have to look up several different effects based on a crit. It was not a fun element to the game. I did enjoy the chance to critically fail skills, but I’m not a fan of the degrees of success. It got confusing almost every time there was a Nat 20 or some other kind of crit.

• Death too complicated: I went down twice in the first part of Doomsday Dawn, some other members of the party did as well. It’s confusing how the DC of what downed you was figured out, and it was a constant question. Also, I don’t like that your place on the initiative tick moves. I get the purpose of it, to allow you a full round for people to help you, which is a good idea, but then it takes even longer to get back to your turn, and you sit around with nothing to do for a while. It just got a little boring for me waiting for my turn to come around when I would have been next, I now had to wait another whole round before I got to see if I stabilized.

• Layout of the core rulebook: Yeah, I know Paizo is aware of this, and are probably already working on the layout. It’s a bit of a mess here and there and just needs to be better. Also, some of the wording is hard to read even for experienced players, I feel bad for new players who don’t know much about RPGs in general.

• Character Sheet: The same can be said about the character sheet. AC needs to be more visible and bigger on the page. There were some things that I felt should be on there, like your dying status (similar to how 5e has it would be nice). A horizontal sheet didn’t bother me in the least, but a few of the others didn’t like it very much.

• Half-Elf/Half-Orc/Goblin: Goblins have been made core, and Half-Elf and Half-Orc have become feats added to Human, it felt like a demotion. I do not like this at all. Half-Elf and Half-Orc tend to be popular choices and to make it so that it’s simply a feat added to Human seems cheap to me. I feel like they don’t get enough features to make the feat required to be one is worth building one. And I’m not 100% anti-Goblin. But I don’t think they should be core. Based on the history already established in Pathfinder, they are not welcome to have around due to the violent and chaotic nature. I feel like they should be moved to 2e’s APG (if there will be one), and Half-Elf/Hlaf-Orc be made full ancestries.

• Lock Picking: Three successes to pick a lock. With numbers at low level and the crit system, the chances of succeeding are too small. I played a Rogue, with a +5 in Thievery, and I was unable to open the lock because I critically failed my second attempt at success. Please reconsider this.

Things I’m on the fence on about:

• Magic: I’m a little on the fence about magic. I love cantrips being able to scale and do damage! But I’m not sure about Sorcerer not getting an auto heightening like some of the other classes get. I’m also not sure if I like the crit system with magic (again because it’s too complicated and may nerf magic too much). However, we didn’t get to test the full capability of magic just yet due to low levels. We’ll see in the next few parts.

• Secret Rolls: I don’t have an issue with secret rolls in general, but I felt like almost half the rolls made in the first part of the adventure were secret. Every time I looked around or sneaked around, I didn’t get to roll. I like rolling dice. Let me roll dice. But again, I think we’ll have to wait to decide until I see this in action a little more.

Those are my thoughts; I’ve been enjoying the playtest so far.

I hope this feedback was clear and concise and didn’t sound angry or hateful, because that is not how I wanted it to sound. So, forgive me if it did.

Thanks for reading.


Pathfinder Adventure Path Subscriber

I have seen some positive and negative feedback about the playtest so far, but from what I can tell (with a search of these forums), no one has yet to mention the greatest change from 1e to 2e. It's so wonderful, I'm baffled that no one has yet to praise it in their "like it" lists.

A spyglass costs only 200 sp in 2e! That's right, spyglasses are no longer just for nobles or adventurers with too much money and nothing left to spend it on, but common folk with a few extra coins can afford this amazing magnifying device. No longer do you need to save every gold coin until you have 1,000 so you can see ships on the horizon clearly, or spy on your mean ol' neighbors who are obviously up to no good. They may still be pricey, but it is no longer ludicrous. Even shop keepers can have one to keep an eye on the creepy guard at the gate from his storefront.

200 sp for a spyglass! God bless you, Paizo!


Pathfinder Adventure Path Subscriber

I'm playing a slayer in a game and I have evasion from taking a Rogue advanced talent. However, Slayers don't get access to improved evasion as it's not on the list of advanced talents they can take.

However, I would like to still gain this ability if possible. Are there other ways can I gain improved evasion?

Thanks!


Pathfinder Adventure Path Subscriber

This might be a strange question, but does favored enemy work if you don't know something is your favored enemy?

Example: You have human as a favored enemy. You see something in a cloak sneaking around in the dark. You want to try to get a better look at it, so you use perception to try to see it better. It could be a human or it could be a drow for all you know. Would the favored enemy bonus apply to the check before you actually knew that it's human or only after?

RAW makes me assume that if you have a favored enemy, you get the bonus. Period. However, in terms of the game, I've had players use favored enemy to cheese information they wouldn't otherwise have. "I attack the shadowy cloaked person. Are they human? I get my bonus if they're human." Just like that a little of the mystery of what's skulking around is solved with no real effort.

But if you don't KNOW they're human, how can the bonus apply?

I don't know if that makes any sense to anyone. I'm not arguing for either side, I'm just trying to understand if the bonus can help you gleam information you wouldn't otherwise have (in or our of character).

Thoughts?


Pathfinder Adventure Path Subscriber

I'm asking this here because more people see it than in the Kingmaker thread, and it is more of a rules question anyway. I've using a spoiler just in case.

Kingmaker Book 4 Spoilers:
I'm running Kingmaker, and the party's sorcerer picked up Ovinrbaane (https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/ovinrbaane- enemy-of-all-enemies/), He failed the ego check and the sword became dominate and cast modify memory on him. Here's my issue, RAW modify memory only works for 5 minutes, yet the sword slowly turns you into Armag. The way it's written makes me think that it modifies your memory, and the transformation begins it's slow process until you turn on your own party. If I have that wrong, how is it supposed to work if the modify memory only lasts 5 minutes?

Thanks in advance!


Pathfinder Adventure Path Subscriber

Hello everyone!

I'm running a custom campaign in the standard Pathfinder setting, and there is a chance that the party may get captured and imprisoned in a silver mine where slaves mine the silver ore. I'm planning on a drow fighter/rogue to be the warden of the mine, I already have him statted out. However, I've used a lot of humanoids thus far in my campaign and I would like to throw something unusual/fun at my players. So I was thinking that maybe the slavers in this mine are some kind of monstrous creature (besides goblins or kobolds) that you wouldn't normally see guarding a mine.

I'm having trouble thinking of good monsters to use for this situation. What kind of monster would be comfortable in a silver mine, be intelligent enough to take orders, brutish enough to keep the slaves in check, and yet not too tough for the party when they make their escape?

I would appreciate any ideas.

The party is level 7 and consists of a paladin, a barbarian, a gunslinger, an oracle, and a ranger, by the way. If they get captured, they will lose all of their equipment and will have to find it in the mine.

Thank you!


Pathfinder Adventure Path Subscriber

I have a level 17 paladin. I was thinking about picking up the Mantel of Faith (https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/man tle-of-faith/), but I don't want to waste the gold if it doesn't stack with the DR I get from my Aura of Righteousness.

Do they stack?

Thanks!


Pathfinder Adventure Path Subscriber

I'm sorry if this was mentioned somewhere, but there's a lot of playtest information to sift through at this point.

How does Paizo intend on collecting feedback from the playtest once it's released in August? Will they be going by the forums here or will there be an official survey to fill out or something like that?

Me and my group plan to test it out when it's released, but it would be nice to know head of time how the thoughts and opinions are being collected.


Pathfinder Adventure Path Subscriber

Hello,

I have a part of my adventure coming up where the party must get past a sphinx that is guarding a treasure trove of knowledge that they need to get to.

I'm not a huge fan of riddles in game, so I want to stay away from the classic, "Answer my riddle or I shall devour you." I do want there to be some kind of challenge though, but at the moment I'm drawing a blank.

Does anyone have any advice on some non-riddle challenges that a sphinx might give?

Thanks in advance.


Pathfinder Adventure Path Subscriber

Has there been any talk about how BAB will be handled in the new 2e? I know they're moving to a 3 actions, 1 reaction system, and with that you can attack 3 times at a 0/-5/-10 iterative. I usually play full BAB characters as I tend to like them more than 3/4 or 1/2 BAB characters. So, how will 2e handle BAB? Will it be completely removed because everyone has 3 attacks they can arguably make, or will there be something to make up for it?


Pathfinder Adventure Path Subscriber

Okay, here's the situation: I'm running a custom campaign in the normal Golarion setting. The party is currently five members, all level 4. They are on a quest to collect the weapons of four minor gods who were killed by someone or something called the Godkiller. They were tasked by Iomedae herself to find and collect these weapons.

I don't want all the collection stages to be the same. So I have one where they had to just get to it first (they failed, and they'll have to get it back from the anti-paladin later), another where they have to face a fighting trial.

The third one (they're not at this one yet, I'm planning ahead), is a 40 ft. diameter wall, 3 ft. thick, and 400 ft. tall. At the top is a wall of force preventing anyone climbing over. They will not be able to dig through it either. They will be told by the statue of the dead deity that they must solve the secret of the wall to get inside and obtain the weapon. The god is a minor god of motion, so I feel movement should be involved in the answer somehow. But I also kind of want this to be a maze of traps and tests too, not so much brute fighting.

I've hit a creative roadblock, and I need some help of some other creative GMs.

What do you suggest for a good puzzle/test connected with getting through a wall of this kind that may involve an extradimensional maze of some sort? Or is that a terrible idea? I'm open to any kind of suggestion.


Pathfinder Adventure Path Subscriber

So, a while back I played through Kingmaker and when we got to the mass combat rules, I found them to be complicated, tedious, confusing, and overall not fun. We even used the more expanded rules from Ultimate Campaign We pushed through though and starting having fun again when the mass combat was over.

Now, I'm GMing Kingmaker for a different group and we're almost to the part with the mass combat. I know my players, and like me, I know they won't enjoy the mass combat system. I would like to make this part of the books enjoyable.

I don't want to skip the events of the book as I feel like they're important to the story, but I don't mind tweaking them a little. I looked around on the forums here, but I didn't find anything that helped.

Does anyone have any alternatives to using the mass combat system, or advice on how to make mass combat more fun?

Thanks in advance.


Pathfinder Adventure Path Subscriber

I know it's not technically legal according to Pathfinder rules, but my GM dropped a +5 keen vorpal sword. That would make it a +11 weapon between the magical enhancements and special abilities. It's a major artifact that allowed an enemy to ascend to demigodhood via a ritual, but in the process he dropped the weapon, and my character grabbed it.

I don't intend to sell it at all, but I am curious as to how much it would be worth. The prices end at +10 at 200,000 gp.

Does anyone know how much the price will jump with a +11 weapon?

Thanks!

P.S. For those who are curious, the weapon does have a drawback. If the wielder gets a Nat 1, then confirms that with a second Nat 1, it will cut their head off. No save. Very dangerous to use. My character happens to be the best one in the party to use it as I have the trait "Called", which lets me reroll a Nat 1 on an attack roll 1 time per day. So my chances of rolling 2 Nat 1s in a row is not as high.


Pathfinder Adventure Path Subscriber

I would like to preface this by saying that I have not yet had a chance to play Starfinder, though I have read through the Core Rulebook. So, I'm saying this based off what I read rather than experience.

Magic in Starfinder seems underwhelming. It only goes to 6th level, and it just doesn't seem that strong. Like the two magic classes would be at a disadvantage. It almost seems like it's dumbed-down ported Pathfinder magic.

What are people's thoughts about this? What are some of the pros and cons of Starfinder magic? Does it seem worth it?


Pathfinder Adventure Path Subscriber

Okay so there's this entry in the Setting section of the CRB:

Starfinder CRB, Pg. 459 wrote:
In addition to searching for alien technology within the planet’s vaults—either on official contract or by slipping past drow defenses—visitors often come to Nightarch to study the eponymous arch at the center of the city. This arch is similar to those that link many of the system’s worlds—and a functioning ring of such portals within the city provides access to most of the other Pact Worlds—yet this particular arch is covered in markings that have so far defied all efforts at analysis. When it activates, spontaneously and at rare and random intervals, it creates a gate to unknown landscapes. So far, no group that’s passed through these short-lived portals has ever returned.

That sounds a lot like a non-sentient version of the Guardian of Forever from the Star Trek episode City on the Edge of Forever. Am I crazy? Do you think that was thrown in for the fun of it.

Either way, it seems cool to me.


Pathfinder Adventure Path Subscriber

Hello!

Now that Starfinder is out and we've been able to read up on the Gap, I wanted to make a thread where we can discuss theories as to what happened based on the little fragments of information we have about it in the Core Rulebook. Why did it happen? How did it happen? Where is Golarion? Why are the gods so closed up about it? Do they know what happened or is it a ruse?

If you have a theory about the Gap, share it here. We can have a nice discussion about it and see what kind of interesting plausibilities we can come up with.

* * *

I believe the gods do know what happened, I don't think they're faking it. But I also think that whatever happened was so traumatic that Golarion needed to be moved and hidden away from someone or something. The gods remain closed up about it because of a pact they all made to keep quiet, because if it leaks, the greater the chance that whoever or whatever will find Golarion.


Pathfinder Adventure Path Subscriber

One of my favorite types of monsters in any fantasy based RPG are dragons. They're a ton of fun to fight and GM.

What are your favorite types of dragons to use and why? Also, what are some of your best dragon stories as a player or a GM?

My favorite dragon story:
My favorite dragon story was from a homebrewed d20 system. For that system I use basic Pathfinder/D&D dragons for stats with some modifications to fit my system. There was a man long ago who was a part of a dragon slaying team, who soul switched (a body swapping ability in that game) with the red dragon, then a special magic cast that trapped him inside the body of the dragon accidentally, but there was no way to reverse it. Over the years his mind warped and twisted and he began to collect a devout group of followers who worshiped him as a god. He became Ataceon the Everlasting, the god of the Cult of the Dragon.

Due to a life-force transference ritual he preformed from time to time with his followers, he could live forever. He was eventually "killed" by an order of holy warriors, but he had a contingency in place to keep him alive in the case that his body would be defeated in battle (he would eventually regenerated unless a specific spell was cast on him when he was close to death).

Over twenty years after that, Ataceon had returned to life and was secretly gaining power and wanted revenge on the order that took him down. This is where the party came in. We played a year-long campaign of them learning of the threat, gaining allies, hunting cultists, speaking with or fighting other dragons, and finding the spell that would kill Ataceon forever.

Due to choices the players made, the end fight could have been with a weakened or full-powered Ataceon, and they got the full powered version of his stat block.

It was a crazy, long, and difficult fight. And they had three ways of ending the campaign. Success: where they party wore the dragon down in health, used the spell, and killed his body, thus ending the dragon god forever. Failure: TPK. Or Bittersweet: They kill the body again, but don't expel the man's soul, meaning he will eventually come back again.

The players knew before going into it that the campaign could end in TPK, and it almost did, due to the one holding the scroll with the spell on it dying. However some luck and careful planing, they ended up with the bittersweet ending. They technically had a fail and a win. They killed the body of the dragon, but didn't expel the soul, so he will one day return. But there's hope, the order has the spell and can prepare for the next time the dragon shows up and can destroy him again.

This campaign had a lot of dragons in it (besides Ataceon), and it ended up being a huge success. There were some awesome things that happened all throughout the story, both good and bad. The players still talk about how much fun that campaign was to this day.

That's my favorite dragon story so far!

I also think time dragons are cool. I want to use one sometime.

What's your favorite dragons/dragon story?


2 people marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber

Okay, My question is about a black pudding vs. a monk.

I know that every time someone attacks a black pudding they must make a DC 21 reflex save to avoid the weapon getting damaged, and +1 (and up) weapons have increased hardness and HP, so they're not going to break as fast. However, I'm wondering about a monk's attacks. They usually attack with their fists.

Do they take extra acid damage for attacking a creatures covered in acid, or would they have to make a reflex save for every blow they make (flurry of blows included)? And would that damage be applied to them directly, or to their bracers (if they have any) first?

Also, does anyone know if acid bypasses hardness, or does hardness apply when it comes to weapons and armor?

Thanks!


Pathfinder Adventure Path Subscriber

I was playing last night and we were fighting a nasty enemy that had a decent amount of DR. Most of our attacks were only scratching it. Later in the fight we learned that it was DR/magic. I told our GM that my bow was a +2 bow, so my damage should have been cutting though it's DR. He then told me that that's not how DR/magic works. That it's only the magical enhancement bonus that gets through. So, only the +2 any any damage over the DR threshold were actually hurting the monster.

All of us weren't too sure about that. The GM said he would look it later just in case he had it wrong. I looked it up myself, and now I'm not sure.

In most games I've played in, and ones I've GMed, if a monster has DR/magic and the weapon has at least a +1 bonus, it will cut through the DR.

According to the SRD:

SRD wrote:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

I can see how it may be interpreted as only the magical enhancement getting through DR, but I see it as it being a magical weapon, and so all the damage that weapon does gets though DR.

Who is correct, me or the GM?

Thanks in advance.


Pathfinder Adventure Path Subscriber

I have a build I would like to try for an Inquisitor. I would like the advice of those a little more experienced than I am.

The idea of the build is an Inquisitor who considers himself the hand of fate itself. So, I want him to be able to have abilities that force enemies, allies, and even himself to reroll unfavorable dice. I have most of him built already, but I'm looking for some recommendations on other feats that have reroll abilities and good feat trees in general for an Inquisitor I've described.

Here is the current build:

Class: Inquisitor (Preacher)

Race: Human

Deity: Chadali (The Serendipitous Path)

Domain: Luck

Subdomin: Fate

Alignment: CN

Traits:
- Called
- (Depends on campaign)

STR: 14 (+2)
DEX: 12 (+1)
CON: 12 (+1)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 6 (-2)

0 Level Spells:
- Guidance
- Detect Magic
- Resistance
- Detect Poison

1st Level Spells:
- Cure Light Wounds
- Doom (or True Strike)

Possible Feats:
- Extended Bane
- Inexplicable Luck (human)
- Defiant Luck (human)

Weapons:
- Shortspear
- Longspear

Armor:
- Chairshirt
- Shield?

Nothing is set in stone yet and can all be reworked if need be. The weapons and armor are just there for place holders for right now, I haven't fully decided on them for sure.

If you want to read the character's backstory, feel free (spoiler for space):

Character Backstory:
Law and order are not useless; you need them to provide a structure to society. However, if law and order become anything more than structure, they become oppressive and constrictive. Oppressive order, weather good or evil, needs to be broken back down to structure, and the people given the freedom of the unexpected and openness to the chances of life.

Jonas Davina believes in the chaotic flow of fate and serendipity. From a young age, the Aasimar was raised to revere Chadali and her ways. At a young age, he left his family to pursue a more active service of her. He felt like he was called not only into her service, but to be a force for whims.

One night, as he slept, The Serendipitous Path came to him and thanked him for his devotion. She told him that she wanted to bring him directly into her service. She wanted him to preach about the Path, and lead her inquisition against law and order, but not all the time, only when he found the need, and to keep flowing down the river of fate. She wanted him to be Serendipity's Hand and be a guide of fate. She kissed him in the dream and placed something in his hand.

When Jonas awoke, he had a holy symbol of Chadali in his hand, which he keeps around his ankle. He travels around, going where the winds of fate lead him, and when he finds injustice that bothers him, he casts judgement upon it, and when he finds too much justice, he casts judgement on that too.

Complete chaos is harmful. Law and order are necessary for structure, but anything more than that appalls him. He is Serendipity's Hand. He is fate. He is Jonas.


Pathfinder Adventure Path Subscriber

I'm a little confused about Paizo's lich entry.

From my (admittedly limited) understanding, one has to be a very powerful spell caster to even attempt to become a Lich. And in most fiction and other RPGs like D&D, Lichs are incredibly tough foes to face.

However, according to Paizo, liches are only a CR 12 monster, and a demilich is CR 14, far less powerful than a high level spellcaster, or even a well put together medium level party.

In Kingmaker, Vordakai who is an extremely old and atrophied lich is a CR 12.

Does this mean that all liches a party would face are atrophied and weak?

Where are the strong, powerful liches? I've heard other GMs talk about them using liches as foes for high leveled parties, but I've never found a stat block for them.

Am I missing something somewhere?

Thanks in advance!


Pathfinder Adventure Path Subscriber

Is the Alien Archive to Starfinder what the Bestiary is to Pathfinder?

Thanks!


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Here's a fun discussion topic: Lawful Good lawmakers. For example, a Paladin who becomes a king (say in the Kingmaker AP, or in some other fashion becomes a ruler), or another LG character who becomes a ruler of some kind, or in a position of power where they make the laws.

Lawful Good, in its basic form, means they try to be as good (to the morally right thing) as they can within the letter of the law.

But what happens if that Paladin (or other LG character) is in a position to say what is and is not legal; what is law and what isn't?

So long as it's within the realm of what is good, could they not just make up laws that support what they do in the land?

Discuss...


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I was playing last night with some friends. Two of the characters are a married couple. She is a druid. Well, from time to time, the characters like to go off when she's in wild shape and have some fun. Nasty, but there it is. The other characters, including mine, like to ignore the fact that this happens, as it's better for our sanity that way.

But from this came a interesting OOC discussion. If a druid were wild shaped, got it on with someone, and happened to become pregnant, what would happen?

Would the baby grow like normal?

Would it be human like the parents, or half-breed if one of the parents is an elf or orc? Would the baby be part animal, whichever one she was transformed into at the time of conception?

Would the baby miscarry just because of the circumstances?

Would the mother be forced to remain in wild shape until delivery?

I thought that might make for an interesting discussion. So, what does the great people of the internet think about this?


Pathfinder Adventure Path Subscriber

Does anyone know if there is a Pathfinder or a 3PP conversion of The Apocalypse Stone from AD&D?

I'm just curious.


Pathfinder Adventure Path Subscriber

In a Kingmaker game I'm playing, my 13th level Paladin king and his companions just won a tournament and received a Rod of Lordly Might. This Wondrous Item has a lot of cool features, but one of them intrigues me, buttons 4 and 5. According to the item's stat block:

Quote:

When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the climbing pole by pushing button 5.

The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.

My thought is trying to use the rod as a unconventional weapon. When being used as a ram to force open doors it has a STR of +12! Imagine using that on an enemy. It also has a "range" of 5-50 ft. in a round. Imagine an enemy standing 30 ft. away, you aim at him and use Button 4, and the ladder strikes him at +12 STR. That's gotta do some damage/knock him prone. It has spikes and hooks, so maybe piercing/bludgeoning damage?

I'm looking for advice about this, what are your thoughts? Is there any way this can be a viable unconventional/surprising weapon?


Pathfinder Adventure Path Subscriber

In a Kingmaker game I'm playing, my 13th level Paladin king and his companions just won a tournament and received a Rod of Lordly Might. This Wondrous Item has a lot of cool features, but one of them intrigues me, buttons 4 and 5. According to the item's stat block:

Quote:

When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the climbing pole by pushing button 5.

The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.

My thought is trying to use the rod as a unconventional weapon. When being used as a ram to force open doors it has a STR of +12! Imagine using that on an enemy. It also has a "range" of 5-50 ft. in a round. Imagine an enemy standing 30 ft. away, you aim at him and use Button 4, and the ladder strikes him at +12 STR. That's gotta do some damage/knock him prone. It has spikes and hooks, so maybe piercing/bludgeoning damage?

I'm looking for advice about this, what are your thoughts? Is there any way this can be a viable unconventional/surprising weapon?


Pathfinder Adventure Path Subscriber

I have a guy building a level 10 Monk, but he wants access to a feat that requires either Abundant Step or the ability to cast Dimension Door. He wants access to this feat quickly, so he was wondering if he can build a character with a good UMD skill to allow him access to Dimension Door.

My thought is that using a magical device like a wand or a rod will not count as "being able to cast the spell" and thus not able to obtain the feat like that.

Thoughts on this?

Thanks in advance!


Pathfinder Adventure Path Subscriber

Hello!

Question for all you amazingly helpful people. I'm running Kingmaker, and we're on Book 3 at the moment. My party have just entered Vordakai’s Tomb.

My party consists of a Fighter, a Ranger, a Paladin, and a Wizard, but we have a guest joining us for the next few sessions who is a Monk (a previous player who left for college, but is back for Christmas break and wants to play with us). All level 9.

They have been able to handle just about everything I've thrown at them with little difficulty, and I've done a few things to make the encounters harder by tweaking the monsters and situations a bit, but it's still mostly a breeze for them. I understand that Kingmaker is like that do to there being mostly just one battle a day thing.

However, they're about to go though Vordakai’s Tomb, which is supposed to be difficult, but I have the feeling they'll push past it, especially with the guest Monk. I would like to make the tomb harder without upsetting the balance.

Are there any tips for making this dungeon more difficult? Should I just throw a few more enemies in the rooms? Tweak stats? What do you suggest?

Thanks in advance.


Pathfinder Adventure Path Subscriber

Hello!

Question for all you amazingly helpful people. I'm running Kingmaker, and we're on Book 3 at the moment. My party have just entered Vordakai’s Tomb.

My party consists of a Fighter, a Ranger, a Paladin, and a Wizard, but we have a guest joining us for the next few sessions who is a Monk (a previous player who left for college, but is back for Christmas break and wants to play with us). All level 9.

They have been able to handle just about everything I've thrown at them with little difficulty, and I've done a few things to make the encounters harder by tweaking the monsters and situations a bit, but it's still mostly a breeze for them. I understand that Kingmaker is like that do to there being mostly just one battle a day thing.

However, they're about to go though Vordakai’s Tomb, which is supposed to be difficult, but I have the feeling they'll push past it, especially with the guest Monk. I would like to make the tomb harder without upsetting the balance.

Are there any tips for making this dungeon more difficult? Should I just throw a few more enemies in the rooms? Tweak stats? What do you suggest?

Thanks in advance.


Pathfinder Adventure Path Subscriber

My party will be finding some dragon scales (silver and black) pretty soon. Knowing the party, they're going to want to sell them. However, I can't seem to find the price on individual dragon scales.

Does anyone know how much they're worth, or can give advice on how much they should be worth if they're no set number?

Thanks!


Pathfinder Adventure Path Subscriber

I have a party who just obtained four undamaged, unfertilized roc eggs. They need one for a quest, but plan to sell the other three.

Any advice on how much three roc eggs would be worth?

Thanks!

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