Erdrinneir Vonnarc

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I thought I would be clever and buy 3 1e rulebooks for a good price at 40% off, well I thought wrong.

Despite the shipping warehouse being a mere 13 hour drive from me, the shipping charges were nearly $48 Cad for onlt $52 Cad worth of books, and to top it all off I realized too late that they company does NOT collect taxes, which means I get the honor of paying the shipping company for collecting it another $23 Cad.

NEVER AGAIN.

This is my first and Last purchase from this website, as frankly I could have gotten a better price at my local game store without the discount.


Now normally animate dead is limited to 6 bodies as per touch spells, however reach Metamagic changes the range, so I am wondering can you then just raise anything within range up to your HD limit??


let's say you cast force cage and made it permanent with permanency, either in an area of natural anti-magic, or in an area of mythic anti-magic field that allows permanency, regardless of how it was done, can you use a rod of cancellation in an anti-magic field to destroy the forecage? if it can cancel a Sphere of Annihilation that even a mage's disjunction has no effect on I assume it would.


so the Maximized Fireball Trap on Pg.421 of the CRB has a DC of 14 for it's reflex save, but the magic trap rules state that "If the spell in a magic device trap allows a saving throw, its save DC is (10 + spell level) × 1.5." Now I'm no mathematics wizard but does this equation even make any sense?? Fireball is a lvl 3 spell and maximized metamagic makes it a lvl 6 spell, which would make for a DC of 24 so that's not right but even if I did it 10 + (Spell lvl X 1.5) it would be a DC of 19 not 14, and if the +3 from metal magic is removed (10+3)x1.5 is a DC of 19. something is clearly not right here, even something as simple as the Burning hands trap on Pg.420 would have a DC of 16.5 with this equation, the equation must be 10 +(Spell level x1.5) which would make sense as 10+(3x1.5) rounded down is DC 14. is there an errata on this or am I on my own here to figure out the DCs of these traps?


the skeletal champion template lacks the text of the skeleton template "lose their defensive abilities and gain all of the qualities and immunities granted by the undead type" so I am wondering if say a skeletal champion Teifling would keep their energy resistances or if say a hill giant would keep it's rock catching ability and it's rock throwing ability?


so I wasn't feeling any of the flavors of Hag (Blood, Night, Mute) and my Party's APL is 11 so I'm throwing them a CR 11 Encounter, where this hag will try to sell them some somewhat beneficial but ultimately cursed items, and she doesn't take window shoppers well lol. They will be outside a necropolis so I went with a necromancy/Void type of hag, her stat block below. Lemme know your ideas as to her special abilities :)

Void Hag CR 11
LE Medium monstrous humanoid (Extraplanar)
Init +9; Senses Darkvision 120 ft.; Perception +21
DEFENSE
AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 175 (14d10+84)
Fort +10, Ref +14, Will +13
DR 10/cold iron and magic; Immune cold, acid, charm, fear, death effects, sleep; SR 22
Weaknesses vulnerable to fire
OFFENSE
Speed 30 ft.
Melee 2 claws +18 (1d6+4), bite +18 (1d6+4)
Special Attacks ????
Spell-Like Abilities (CL 14th; concentration +19)
Constant—detect magic, detect thoughts (DC 17)
At will—cure light wounds, inflict light wounds (DC 18) poison (DC 20).
3/day— Enervation, blindness/deafness (DC 19), Empowered Acidic Spray (DC 19), Ray of Exhaustion(DC 20), Silence (DC 16), Dispel magic, Aggravate Affliction (DC 21).
1/day—Walk Through Space, Greater Contagion (DC 23), Wall of Force, Call the Void (DC 18).
STATISTICS
Str 19, Dex 20, Con 22, Int 20, Wis 18, Cha 20
Base Atk +14; CMB +18; CMD 33
Feats Spell Focus Necromancy, Spell Focus Conjuration, Combat Casting, Empower Spell-Like Ability (Acidic Spray), Spell Focus Greater (Necromancy), Improved Initiative, Toughness.
Skills Bluff +19, Know Arcana +19, Know History +19, Know Planes +19, Spellcraft +19, Sense Motive +18, Sleight of Hand +19, Stealth +22, Perception +21.
Languages Aklo, Common, Draconic, Giant, Dark Folk, Infernal.
SQ ??????


so my party is level 10, got a harpoon wielding fighter, a ranger with an orc hornbow, and a gunslinger with a rifle. APL is 9, campaign is set in the victorian era. I want to have an encounter with some kamikaze koblods with a stick of dynamite on their back and detonators in their palms. I'm not quite sure how I want to balance this though. my homebrew dynamite sticks work like so, 3d4 Bludgeoning 2d4 Fire, DC 16 Reflex for Half radius of 10 ft, and additional sticks increase damage substantially, DC, and fuse time (I based it on the necklace of fireballs which btw you can yeet the whole string of the damn things for one big super fireball if you didn't know already lol) and I plan on giving them 1 stick of dynamite each so it would just be base damage though. so I have the damage worked out but the finer details of the mechanics I need some suggestions, should detonating be a melee touch attack? should these guys ideally be one shot to kill?, should they explode on death like exploding skeletons? should I let the dynamite be lootable given it's power when given additional sticks? do you think the damage model needs work considering i want to throw a horde of these lil buggers at them? let me know your thoughts and suggestions


So last session i sent my party against some Goblin rogues, I attacked them at night while they slept, and because goblins got crazy high stealth bonuses and sleeping rendering everything blind and deaf except the one guy with a ring of sustenance, i got to sneak attack each of my lvl10 party for 34 damage in the suprise round while they slept before the scuffle unfolded. But it just occurred to me, I dealt 34 damage, which for most of them was a good 1/3 of their health and it was a fun and hairy raising encounter, but I coulda done a coup de grace on every one of them but the ring of sustenance and it woulda been a complete tpk, now my party has no arcane casters or ring forgers so they don't have access to things like alarm or multiple rings of sustenance unless I hand them out like candy, so the most obvious defences against attacks in the night aren't gonna work, but most of all I'm just not sure if coup de grace is a mechanic I think I need??? We all know pathfinder criticals are BRUTAL, and a coup de grace is an automatic crit, not only that but the do or die save is in most cases neigh impossible to do, so I'm wondering if perhaps I should house rule that there is no death save, or at the very least the death save should be the damage dealt not 10 + Damage dealt? As really no matter the magic defenses there is always ways around it and night ambushes will inevitably happen. Let me know your thoughts and suggestions or your personal house rules regarding coup de grace :)


just a shower thought :/


so my party is level 9 soon to be 10, and the party just finished a deadly encounter with a group of orc mercenaries that attacked their favorite local tavern. the stats for the orcs and their leader can be viewed Here
the encounters were as follows
Outside Tavern Orc Warriors x4 CR 7 attacking lvl 5 Warrior City Guard
Ist floor Orc Warriors x8 CR 9 (ally lvl 5 alchemist bartender)
2nd Floor Orc Warriors x4 Orc Manhunter X1 CR 10

now my party ranger and IRL roommate is a lvl 9 half elf ranger with a wolf companion (with celestial template from bargaining with a god), he uses a +1 Composite longbow with +1 STR, however he has constantly complained in the past and especially last night that he feels never does any damage though he constantly neglects to use spells no matter how many times me and the party point out the spell cards I printed for him and when he doesn't use deadly aim or rapid shot he complains he does no damage, and when he does use deadly aim and rapid shot he complains he never hits anything. his attack bonus is +14/+9 and damage is usually 1d8+2 unmodified by feats. now simply put he spent the entire session last night b!&~~ing that my encounters are Darksouls level difficulty and he wants to abandon the party to go peruse his own ends and I never throw his favored enemy at him (he fought 3 humans the session before), on top of complaining that the orc archer they fought at the end was so much more op an archer than him when they practically had the same feats just different classes and the orc had more STR and Less Dex. I'm at my wits end trying to help a player that is never satisfied with how many boons and cool items and bad ass story moments I give them and does nothing but complain and point out the holes in my story and everything wrong with my game, all the while they can't be asked to read their class page or use any of their abilities or spells. I offered to change his class to fighter no cost no retrain time if he was that unhappy with his combat performance and he refused


so I'm looking for some elevated stone stairs and catwalks for a dungeon I am building and i'd really like to get some 3d terrain to give it that extra feel of danger that they might fall as the player's minis move about on the narrow platforms.

for those who don't know what I'm talking about click Here.

Any info or links to store pages or terrain building tutorials for similar terrain would be greatly appreciated :)


I'm sending my group to a necropolis soon, they will be lvl 11 by the time they fight it as a prelude to the Main boss
Dracolich


So my players are a part of a government organisation in my campaign and for the better part of 6 in game months have been working to dismantle an insurrection against a group of terrorists made up of monstrous humanoids, by killing it's members and sabotaging their operations and losing friends along the way and it is all coming to a head in what is expected to be a civil war. However a party member wanted to have a meeting with the leader of the terrorists only to discover that though his methods are brutal he does with the best for the people he is fighting for and his reasons aren't completely unfounded and he truly care for the monstrous humanoids who he feels are neglected by the government. there is now maybe 2 weeks until the civil war is going to break out and my players have expressed to me that they want to try and prevent a civil war they basically spear headed for the last 6 months with 2 weeks left until the date the terrorist lead said "meet our demands or we will show you our true strength" and the government has basically said "we aren't going to negotiate with terrorists who have bombed our city and killed our citizens". one player has expressed to me "Well the problem here is I feel that all I can do is alter the small things, I can't actually change any opinions, if I have to roll for it I will. feels like a small ship trying to push the earth" and I have told them "look you started a civil war and 2 session ago you wanted to blast the rebel leader in the face, the metaphorical ship is headed for the edge of the world and you guys actively broke the rudder and pushed towards this end and it's not gonna be easy to fix in this late stage in the conflict, there are very slim chances to avoid an all out war and you guys should maybe start thinking how to minimize damage at this point" but I don't feel they are satisfied with this answer and i wonder if i have made this a little too morally grey (although tbh the rebel leader is a mass murderer and serial killer of government figures who has commanded hios underlings to commit terrible acts for what he sees is a good cause as he is also a "small ship trying to move the earth" in his own way). but tell me what you think i should do or tell my players in this situation as i feel a little overwhelmed by this sudden and complete shift in the party's priories


So I'm building a rouge and my goal is to be able to take out low level guards and other unfortunate creatures out in one hit as a stealthy assassin (no I don't want to take the assassin prestige class, I'd rather just take the silent kill feat and assassinate ninja trick, and buy some assassins dust instead of giving up 5 levels worth of rogue talents) and in my quest for extra damage I came across Branch Pounce and the idea of dropping from a chandelier of a 50 ft grand ballroom and assassinating someone assassin's creed style was too awesome to pass up, until i realized apparently dropping from above is a charge which can't be done while using stealth -.- so why the hell does this feat have a prerequisite of 3 ranks in stealth if it can't even be used with stealth? unless three's just something here i'm not seeing or thinking of? some DMs won't let you charge in a surprise round as it's a full round action, some DMs see the attack at the end of a surprise round as the standard action. I'm dealing with a very new DM so he doesn't really have an answer for me.

Branch Pounce (Combat)
You are adept at exploiting higher ground to its greatest advantage in battle, and can leap from above to deal incredible damage to your foes.

Prerequisites: Climb 3 ranks, Stealth 3 ranks.

Benefit: When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and you also deal the amount of falling damage appropriate to your fall to the target (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if your fall had been 10 feet shorter. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage.


So my party is lvl 9 and consists of a NG human harpoon wielding Weapon master fighter, a CN Dhampir Musket Master Gunslinger with bolt action rifle, and a CN half elf Ranger with a longbow and a wolf companion.

They all do some REAL: high damage. good fort saves and reflex saves but have got crap will saves, so I was thinking something along the lines of an anti-paladin or a enchantment wizard to mess with them while they dodge fireballs but lemme know your inspired ideas on some interesting and challenging encounters I can throw at them


So I am building an oread cleric and I wanted to use a sling, now the 1d4 for a medium sling looked a little sad so i turned to the halfing sling staff with 1d8, now oreads can cast magic stone as a spell like and the description of that spell is as follows

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.

now my question is, this spell seems to up the damage size category of the pebbles to Large, kinda like the spell gravity bow, and give a +1 enhancement bonus to the ammo as well as dealing double damage to undead, the really question is does the 1d6 dmage dice replace the 1d8 for a medium sling staff? or would it make the halfling sling staff deal large size damage of 2d6?


Wondering if this was at all balanced, I wanted to make a domain like the fire domain that was more offensive while still keeping the defensive spells of the earth domain, I plan on pairing this with the protection domain for my cleric

Stone

Associated Domain: Earth.

Replacement Power: The following granted power replaces the acid dart power of the Earth domain.
Stone Blast (Sp): As a standard action, you can fire a stone targeting any foe within 30 feet as a ranged attack with a bonus equal to your Wisdom modifier on the attack roll. This stone deals 1d8 points of bludgeoning and piercing damage + 1 point for every 2 cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—Stone Discus, 6th—Move Earth, 9th—Clashing Rocks.

Earth Domain

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).


to give you a bit of backstory I'm running a Victorian Era Steampunk Campaign and where my players are a part of a government funded monster hunting organisation, in the next few sessions they are slated to go to a masquerade ball honoring the organisations achievements at Buckingham palace, however the city is under siege by a terrorist group trying to overthrow the British government (they will be making an appearance as a combat encounter as well as the grand reveal of their leader; a masked murderer by the name of Spring Heeled Jack), however this is one of my first major social encounters and I'm unsure about what the goal of this social encounter should be. I would like there to be a lot of plot hints as it is going to be a major gathering of the influential NPCs in the campaign, it's also a chance to create or introduce new npcs and their stories. some of the ideas I've had are the 3 major ringleaders of the terrorist organisation hidden amoung the guests and a clue like situation to figure out who they are, skill challenges for debates to gain clues or plot hints and foreshadowing future events, intrigue, etc. in short I'm looking for advice on running social encounters and how to build drama as brushing shoulders with the elite isn't without risk either, but also just fun mechanics that I can use or side plots to throw in, if anyone has run an encounter like this before I'd love to hear about it as well.


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So I am playing a LG character however because of flavor reasons he has The Chaotic and Evil subtypes, meaning he gets treated as evil and chaotic for the purposes of spells like holy word, Dictum, and smite evil but he also counts as good and lawful for the purposes of spells like blasphemy, word of chaos, and smite good. Basically for all intensive purposes he detects as Chaotic Evil but he takes all the negatives of being all alignments, but what about when it comes to magic items and intelligent magic items? would an intelligent magic item know that he is personality wise lawful good? or would a holy, anarchic, axiomatic, holy, and unholy weapon all just give him negative levels? I am the DM in this case so I get final say but I'm not really sure what my ruling should be as I'm a real fan of this type of character that is part of the "did nothing wrong, but is demonized" club, like in my case a Lawful Good Half Demon but it has a boat load of negatives rules wise but I want to encourage creative character making. (for those wondering why the hell I would nerf myself so hard it's because I have a half-fiend template)


so I'm building a drow rogue and i'm using a kukri (used traits to get proficiency)and I've come across a bit of a puzzler, if I roll an amazing stealth check and none of the combatants sense me and I creep up and kill someone in a surprise round with sneak attack, it would seem that unless I have the silent kill feat I can't make a stealth check to go unnoticed and what would happen would be the other unaware combatants would make a perception check at DC -10 for hearing the sounds of battle plus other modifiers like walls and distance and not my stealth basically meaning they would notice either way, similarly if I shot them with a crossbow and make a sniping stealth check they would still realise their buddy is dead. I found this out by reading the Silencing weapon special ability description:

"A silencing weapon makes no noise when drawn or when used to attack. In addition, after hitting a creature, the wielder can surround that creature with an aura that muffles all sounds coming from it until the beginning of the wielder’s next turn.

The target can still hear and speak (including uttering command words or casting spells with verbal components), but is much harder to hear. The DC of Perception checks to hear the sound of battle increases from –10 to 10, as long as the only combatants are the wielder of the silencing weapon and targets affected by the weapon’s muffling ability."

but even with the boost from a silencing weapon that's only a DC 10 perception check plus modifiers, so is the silent kill feat the only way to go completely unnoticed? The silent kill feat reads as follows "When you kill a creature during a surprise round, you can attempt a Stealth check, opposed by the Perception checks of potential observers, to prevent them from noticing your action and subsequently identifying you as the assailant." give me your opinion and your interpretation on this aspect of the stealth rule, I am also a full time DM and passionate rules lawyer so i'm pretty interested in seeing what other dms think and how they would handle this.


I'm usually good at making homebrew spells that are balanced within pathfinder as I've made a few now however this one is giving me a bit of grief as it's kind of a weird mix of Transform, Stone Discus, and Blood Tentacles. can't decide on an appropriate spell level and damage for it as it can be used to attack one target or multiple but I'm leaning towards lvl 3 and max 8d6, trying to balance it by the fact it must hit AC and also puts the caster in close range. let me know your thoughts and suggestions, check out my previous post for some of my other homebrew spells as well if that interests you :)

Tearing Tendrils
School Conjuration; Level arcanist 3, sorcerer/wizard 3.
CASTING
Casting Time 1 standard action
Components V, S, M (dried tentacle, drop of blood)
EFFECT
Range personal
Duration 1 round per 4 lvls
Saving Throw none ; Spell Resistance yes
DESCRIPTION
Four writhing tendrils extend from your back, hungering to tear through flesh. You can direct these tentacles to attack a creature within 25 feet as a standard action, or one attack plus another at caster levels 6th, 11th, and 16th as a full-round action each requiring a successful ranged attack roll. Each tentacle has an attack bonus equal to your base attack bonus plus you Intelligence bonus if you are a wizard or your charisma bonus if you’re a sorcerer. Each tentacle deals 1d6 points of damage per caster level up to 8d6 and can be blunt or piercing decided before the attack roll.
At caster level 5th, the tendrils count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.


I used the spell designing guidelines in ultimate magic and compared them to a few spells, and well while I don't think they are as op as a few spells *looks a fireball* I wanna make sure my party won't s~&$ a brick when I use them in combat.

The first is my spin on vomit swarm but for the wizard/sorcerer class
Black Swarm
School conjuration (summoning); Level Sorcerer/Wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (Dried Leech, Charcoal dust)
EFFECT
Range personal
Effect one swarm
Duration 1 round/level
DESCRIPTION
You can summon forth a swarm of Leeches, Centipedes, or Death Butterflies with the Dark Creature template that will attack all other creatures within its area. The swarm begins adjacent to you, but if no living creatures are within its area, it moves towards a target of your choosing.
You can choose a target for the swarm or change the swarm‘s target by spending a move action to concentrate on the swarm, otherwise it continues attacking the current target. If your caster level is at least 12th your swarm gains the advanced template as well

The second is for my own sorcerer reach touch spell build and my dissatisfaction at the lack of high level melee touch spells I could reach metamagic

Kiss of the Death Butterfly
School Necromancy; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a Death Butterfly wing)
Effect Tendril of rotting energy
Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
Description
You conjure a writhing tendril of rotting necrotic energy that consumes even the unliving such as constructs and undead. If you succeed at a ranged touch attack with the tendril, the target takes 1d6 points of damage per caster level (maximum 20d6) and must make a Fortitude save. On a failed save a living creature takes 1d6 Constitution damage,This also affects undead creatures, dealing 1d6 Charisma damage.

and the third is because of my personal beef with dragon breath being too expensive and fireball feeling overused

Cremation
School Evocation; Level arcanist 4, cleric/oracle 5, sorcerer/wizard 4.
CASTING
Casting Time 1 standard action
Components V, S, M (handful of ashes)
EFFECT
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
A conflagration of erie blue flame blasts outwards from your hand. You shoot a 30 ft cone of fire dealing 1d6 points of fire damage per caster level (maximum 10d6) If the target succeeds at its save, it takes half damage. Incorporeal undead take the full effect of this spell and corporeal undead take half again as much damage (+50%) from this spell.

Tell me what you think, my character is a necromancer that has beef with undead so that is sort of the theme, let me know if you think something needs a tweak or if I've buggered up somewhere :)


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch, calcific touch, corrosive consumption or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15-20d6 and another benefit, I was thinking something like negative energy damage or temp negative levels or an effect simularto explosion of rot, toss me some ideas and suggestions as I'm hoping to make something different than the other touch attacks


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch, calcific touch, corrosive consumption or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15-20d6 and another benefit, I was thinking something like negative energy damage or temp negative levels or an effect simularto explosion of rot, toss me some ideas and suggestions as I'm hoping to make something different than the other touch attacks


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch which doesn't stack, calcific touch or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15d6 and another benefit, I was thinking something like acid damage with ongoing acid damage or necrotic with negative energy damage or temp negative levels, toss me sone ideas and suggestions as I'm hoping to make something different than the other touch attacks


So I'm running a Victorian Era campaign set in Europe and Asia and so far it's worked really well and taught me and my players a lot about history and mythology, however I've had some difficulty finding evil deities besides the obvious ones like Loki or Hades or Satan that races like the Drow or Duergar would follow. Shoot me some ideas for some evil deities or even just ones that are cool that i might not know about.


So I happened upon the question of whether or not a specific magic weapon or armor could be given a higher enhancement bonus and so I opened up my CRB and I made an interesting discovery I hadn't known before. on Page 553 on the subject of magic item creation right at the end it says under Adding New Abilities "If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5". So does this mean? at a first glance this seems incredible but no real limits are given for what is possible other than perhaps the items must be of the same type, does this mean I could enhance a specific magic weapon?


I'm running a campaign set in the Victorian era (kinda like bloodborne and The Order 1886 mixed together) and I have lots of music for combat but not really anything for out of combat roleplay and no matter where I look I can't seem to find what i'm looking for. something unobtrusive and not distracting from the game that I can just put quietly in the background would be good. shoot me some links to your favorites that you think might fit with the setting of this campaign as the normal fantasy medieval stuff is a little out of place, Thanks :D


so I wanted to go the route of carrying around 15 large chakrams (I'm also open to suggestions as to how that can be done) and hurl them around like a collection of buzz saws with telekinesis however the rules for that are as follows.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.

so my question is do I take a -6 to attack with a chakram in this way because I'm not proficient with them and they are a size category too large for me? some light on the situation would be much appreciated.


so I'm built a lvl 20 cavalier npc but I somehow skipped over the multiplier rules when reading over the CRB, so a lance does 2d8 on a mounted charge and paired with spirited charge he will do 3d8 not 4d8 as per the rules? combined with supreme charge he will do 4d8? and on a crit it is 6d8 for a total of a 6x multiplier? have I got this right?


so I had an idea for an NPC Fighter withe the Mobile Fighter Archtype. the tactic I wanted to employ was dashing in between enemies and giving them bleed damage however acrobatics an only get me so far against AoO for leaving a creatures threatened square so I gave him amatuer swahbuckler and the opportune parry and riposte to help.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
from what I can tell it should work against an AoO however my question is it say you can choose to spend an immediate action to attack back but if you don't does it take an action at all or just an AoO of your own? and can one do this multiple times with combat Reflexes?


So I let one of my players DM for me last week as I wanted to play the other week and we were put into a fighting ring with some npcs we had encountered before, the last time they fought I had there be an enchantment that would turn all damage into nonlethal. However this time around the npcs being forced by some dark evil figure dispelled these enchantments and it became a battle to the death. this wouldn't be so bad if I had been told beforehand and these were semi essential NPCs and the small fact that amongst the NPCs was a 12 yr old girl, 14 yr old boy, and a 16 year old boy. long story short 1 of the the boys was brutally murdered (would have been both if not for our lawful good Monk) as well as the 3 adult npcs. of course they all had magical tattoos that turned them into flesh pudding if any of them talked. I'm unsure of what I should do at this point as there needs to be some kind of consequence that feels substantial but doesn't make me the brutal cruel DM. As a somewhat new DM I'd like some suggestions about ways I can make consequences that seem fair but don't feel like a tap on the wrist.


So My next plot hook will hopefully guide My PCs into a sewer, and you know what that means? Knee deep water and slick stones and as a result a veritable underground slip n' slide. so the rules around a steep slope to my knowledge are as follows, Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2. A wet surface increased the acrobatics DC by another +2 however my question is how do they slip without charging or running? and if and hopefully when they do can they only slide a max of 1d2X5ft even though the surface is slick?


so one of my players wants to be a catfolk monk and use his claws, I had read feral combat training before it got edited so I allowed him to use his claws with monk unarmed damage. I don't want to ruin his build before he gets a chance to use it but at the same time I can't comprehend what the benefit of this feat is considering monk unarmed damaged is higher than claw damage even at 1st level and even with heavy investment they would never be as good as fists so I really can't figure out why anyone would use them over fists when playing a monk. some build suggestions and general advice on how feral combat training should be used would be appreciated.


Alright so I'm playing a human half fiend succubus sorcerer and so I am humanoid outsider native is my understanding. My alignment for a reasons it would take too long to explain is LG which works because i'm a native outsider but I don't understand the alignment subtypes that extraplanar outsides have other than that they count as that alignment. So what affects me because of my alignment and type? Do clerics do more damage because I'm an outsider even though I'm not evil? A general explaination of the whole system would be appreciated


I am GMing my first campaign and most if not all my PCs have no experience with the game. Things haven't been smooth but they have been relatively fine and enjoyable until recently, lately members have taken a liking to cancelling on game night giving me no more than 2 hour notice if any at all putting stress on me to rebalance encounter CR on the fly. The group is arguing with each other, getting on eachothers nerves and not gettin much progress between that and bad rolls, their team composition is less than ideal with not a single magic user or person competent in spellcraft so mid to high ac creatures cause major frustration. Their composition as a whole is awful despite us all having known each other for 5-14 years and seeing each other on a daily basis and as a beginner GM I have no idea what I should be doing beyond game balancing and smoothing s*%$ over between friends


So I'm planning for my lvl4 PCs to go to a roman crypt full of the undead roman legion, in CRB it says giving creatures better equiptment eill raise the CR but by how much? This is the stat block for them I plan to put them in groups of 2-6 so tell me what you think the approprate CR is.

Roman Legionary Foot Soldier Skeleton
XP 400
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 22, touch 12, flat-footed 20 (+6 armor, +2 shield, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 20 ft.
Melee Longspear +2 (1d8+2 x3), gladius +2 (1d6+2 19-20x2), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
Ranged Pilum +2 (1d8+2) 20ft
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative, shield wall
Gear Lorica Segmentata (breastplate stats), long spear, gladius, Heavy wooden shield


So let's face it, hand crossbows kinda suck the big banana, so my idea would be to make rapid reload (hand crossbow) give the added ability to reload while two weapon fighting with hand crossbows. I'd like your opinions on this tweak or better advice on how to make crossbows better in general.


So the group I'm Dming is obsessed with templates and one of them wants to be a lawful good character with the half fiend template, making the character have an internal conflict with WHAT they are vs WHO they are. While this is a very cool idea that I like I have no clue how to balance this, should I let the keep their alignment personality wise but for damage calculation and alignment seeing spell sake say the count as the templates alignment? Some help on the issue would be very much appreciated


One of my players is looking to be a catfolk monk and use his claws, however since learning that his unarmed strikes would do more damage anyways he dropped the idea,I know in the 3rd printing of ultimate combat that feral combat training no longer recieves to boosts to unarmed strike damage but I don't know how to make this build work as in all honesty everything else the monk can use seems at first glance pretty inferior wise in comparsion to unarmed strikes,I know dragon style and such can e very good with claws however it still doesn't seem to do as much damage as unarmed strikes


So either I missed something along the way or I don't understand the rules surrounding unarmed strikes because there's seemingly really no reason to use monk weapons considering they do less damage by a massive amount, my monk in the group dropped his sword the second le learnd that he could do more damage with an unarmed strike, the only benefit over fists I see is magical monk weapons and damage type but that's it


Right so this is an interesting question and involves a slight story, I am transferring a charcter over from a very loose custom rule set from a previous GM and being the new GM this has been an interesting undertaking but a suprisingly smooth one however now I have begun the work of transfering my characters other half and in doing this I realised that in order to have a cohort one needs the leadership feat which is inaccessible until lvl 7. My question is does one need the leadership feat even though my PC is in a relationship with this npc? They are basically a cohort with player levels and as such will follow those rules however this is tricky as I can bend the rules but I can only bend them in such a way that it won't be abused by other players