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Mage Armor, Greater wrote:

Mage Armor, Greater

School: conjuration (creation) [force]
Level: bloodrager 3, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
CASTING
Casting Time: 1 round
Components: V, S, F (a miniature adamantine suit of armor worth 2000 gp)
EFFECT
Range: touch
Target: creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless); Spell Resistance: no
DESCRIPTION
An invisible but tangible field of force surrounds the subject of a greater mage armor spell, providing a +5 armor bonus to AC, +1 more for every 3 caster levels past 7th (maximum +8 at CL 16).

Unlike mundane armor, greater mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since greater mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

I tried to make it not completely outclass bracers of armor (hence the +8 cap), and gave it a longer casting time, shorter duration, and an expensive focus compared to the original. It's dispellable compared to bracers, too.


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Does anyone have copies of Peet's restructured Fort Rannick maps?
The old links are broken, Peet looks like he hasn't been online in a year, and my players will be there in a few sessions...


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Anyone want to help me come up with more ideas for my homebrew campaign? I need a lot more after chapter 2. [If you're a friend, and might play this in the future, please do not read the Adventure section]
This is what I've got so far:

Setting

Adventure

Also just looking for general advice/input.


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Let the rest of the party deal with him while you dispatch the one who Dominated him.


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Go for it! I'd look forward to using it later on in the AP I'm running when the wendigo shows up.


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Consider the following:
Calistria's Kindness is a cheap alchemical version of "the pill". There's more than likely other cheap quality of life products that exist on Golarion, even without magic item creation.


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You guys are also forgetting Arazni. She's the defacto ruler, and a demigoddess that has domains.

Other than that, I'd imagine most if not all deities with the Undead domain, and ones related to gluttony, vengeance, and other things that cause dead folk to become undead in the first place.
I know vampires have their own specific deity as well, and there's more than a few of them there.
Also, agriculture is a huge part of their economy, so any non-good nature/farming-related gods would probably have a sizable clergy.


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The Skinsaw Cult wear colorful costumes that look perfect for a carnival. Having a sect posing as a traveling circus doesn't sound half bad.


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Her clergy are specifically called out as being information brokers, and leveraging secrets about people for gain (personal, or otherwise).


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Have you seen the Serial Killer archetype, KaiserBruno? It seems like exactly what you're looking for.

Also, if you do go the grapple route, I'd suggest this feat: Throat Slicer
Otherwise, ranged Vital Strikes readied against casting are every caster's bane.


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Thanks for the reply, but maybe I should have mentioned that Parter is in the Young age category. Also, if there's a PFS scenario that I could tie it into, that could work as well, since I plan on having them go through most of season 4.


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So, in a 'prequel' session for one of my players, I had them run into a halfling boy (Paeter) who had been forced into working for the Szcarni as a pickpocket by his low-life alcoholic father. The PC managed to solve the situation by getting the kid to an orphanage in Ordelia, and avoided a fistfight with the father (thanks in part to a passing Hellknight).

My players are about to complete The Misgivings, thus will soon be heading back to Magnimar, and I had planned the boy to show up at Pug's Contraptions, released into Pug's custody (turns out Paeter had an uncle and cousin he never new about, and Pug doesn't like discussing his brother). I've statted Paeter out as a potential cohort (party doesn't have a rogue), but I wanted to throw another encounter into the second half of Chapter 2 with his father.

I was thinking of having the PCs be put into a situation where maybe they have to bail him out of jail so they can get something out of him, or maybe at someone else's request. I can't think of a good way to work that into the story though, and that's where I'd like some help.


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I'm keeping an eye on this thread for more suggestions myself.


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I am here to also express my interest in a reprint.


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Have you seen the Phantom Thief rogue archetype? More skill unlocks and Skill Focuses than you can shake a stick at.


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Healing Warmth is also an Ifrit-exclusive spell, Cevah.


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Wow, that's disappointing to hear. I really appreciate all the hard work you put in, regardless. Thanks for everything you've done Joey Virtue!


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Magus/Sorc is great for the first 3 chapters. After that, you definitely want a full 9th level spellbook caster (Wizard or Arcanist), as the loot and encounters are geared heavily towards expecting the party to have one.

Also Ability Damage is a consistent threat in PF, and starts rearing its head prominently in chapter 2 of RotR. If the Oracle is going to spend all their level up spells focusing on healing and getting rid of or preventing negative conditions, then you should be fine, but the double cost of scrolls makes things way more strict if you want to survive.


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There's also the magic weapon ability Sharding.


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A useful item for your healer's kits that should influence the chart:
Boline


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John Wass wrote:
Also, I'm exactly not sure about the justicar's appointment, unless there's some background on Ironbriar that I haven't seen yet.

I think you may be confusing Justice (the Magnimarian position of office) and Justicar (the Abadarian prestige class).


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All requirements (including CL and any spells) for Wondrous item creation (aside from the feat) can be substituted with a +5 increase to the crafting DC, ID-TheDemonOfElru.


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I'm really surprised no one mentioned Idols yet. They fit this situation perfectly.

Also, literally anything with enough mythic ranks can have domains and supply followers with divine spellcasting.


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For being a Justicar in that region of Varisia, you'd be under the jurisdiction of Magnimar, as Sandpoint, and most areas around it are part of Magnimar's official holdings (which stretches as far east as Turtleback Ferry, excluding Ilsurian, if memory serves). Magnimar and Korvosa both have jurisdiction within their own large holdings, and Riddleport even has a few towns nearby under its proverbial thumb.

The PC would have to be associated with, and probably ordained by the church of Abadar in Magnimar, and the local laws will change depending where the campaign goes. I'd suggest reading through Varisia, Birthplace of Legends to get a better idea of where the loose boundaries of each major city-state's holdings are.

As an aside, from a fellow GM of the same Adventure Path:

Spoiler:
I'm impressed that the PCs were able to subdue Nualia and that they intend to bring her to trial. You should take the opportunity of the trial in Magnimar to introduce Justice Ironbriar, as the judge in charge of the trial. Have him sentence Nualia and any other survivors to The Hell's, but then have him scrub the prisoner transfer records so that he can take them under his wing. Level the Thistletop NPCs up and have them either work with the Skinsaw cult, or perhaps show up later in the campaign where it feels natural to have it fit their personalities/goals/intentions.


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You can't use verbal components while it's active, it sickens friendly targets, and if you abuse it the GM is supposed to give you a permanent corruption as per the Outer Rift Exploits text.


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In the last 2 chapters, a high arcane caster with spell book use gets the most benefit out of the normal provided loot, and if they can predict and prepare fairly well, can help avoid a lot of TPK situations.
A wizard or arcanist isn't mandatory, but it should be heavily recommended.


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Berselius wrote:

Nope. There are a couple ways to make poisons more potent against specific enemy types while being less effective against others, however.


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Exoskeletons make Animate Dead useful.


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Some kid wishes he can be a great hero, and so he's given a grown-up body he can't deal with, and all sorts of catastrophic bad guys become his/his town's enemies.


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Norgorber and Asmodeus are the first that come to mind.
Uhh, other Trickery domain gods...
Lao Shu Po fits...
Calistria, maybe?
Nivi Rhombodazzle, Son Wukong, and The Lantern King should all fit pretty well.


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Considering the "Once he has done so," text, it should be apparent that the second line of text is still part of the first line's relevancy.
It seems pretty clear it's referring to the plane you left from when you made the initial trip with the robe.


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8. Pick a fight with a Living Grimoire Inquisitor.


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Negative energy is to positive energy what anti-matter is to matter.
It's just a base force of the Pathfinder setting's universe. It has intrinsically destructive properties because most things are positive energy based.


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That has nothing to do with it. It has to do with the interpretation of the same rule that's shared by creatures with a swim speeds and those that take the Sea-Souled trait.
That rule being they can take 10 on all swim checks.


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Always means always, which includes combat. Rules as Written and Rules as Intended say your GM is incorrect.

And if your GM still disagrees, then tell him that all creatures with swim speeds need to constantly make swim checks in combat as well, otherwise he's breaking his own ruling.

Swim wrote:
Swim Speed: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.


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I find it extremely odd that Rahadoum doesn't have an Inquisitor archetype based around hunting down divine casters. I'm fairly certain that there's precedent from some other Rahadoum-flavored stuff that the adherents of The First Law do receive some power from it.


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My initial plan involved Halfling Monk. Underfoot Adept archetype lets you trip colossal creatures and calculate CMB for trip as if you were gargantuan at 16. Pick up the True Strike Quingong power, and the Quicken Spell-Like Ability feat.


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The only build that could still have merit is a construct crafter that takes the Ioun Wyrd, several Clockwork familiar forms and maybe the Homunculus (if you want to also invest in Heal).
Only really viable in a game with plenty of downtime to pump GP into upgrading the familiar's ability scores.


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Fairly certain it's a mix of all but the first one.


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You're looking for Stylized Spell and the feats that build off of it.


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Fantastic catch, Elfteiroh!


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I am also a fan of Chirurgeon+Wasteland Blightbreaker. Don't forget the Signature Skill (Heal) feat and the Precise Treatment and Battlefield Surgeon traits!
Also, important equipment: Healer's Statchels and Boline.
Oh, and see if you can convince your GM to use the Alternate Crafting rules from Unchained so that you can actually use your Craft (Alchemy) skill to make all that cool stuff in feasible amounts of time.


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Just so you know, there is precedent for golems to heal themselves, either through fast healing or craft checks.


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I would engineer the dungeon that houses the vault to be constantly mobile, either a floating sky island, or perhaps inside some massive animated object or golem.
Getting access into the dungeon should be an adventure in and of itself.


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Any plans for adding a space for companion creature statblocks? (Familiars, Eidolons, Intelligent magic items, Animal Companions, etc.)
Also, how about fractional multiclassing?


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It could very well be sundered or disarmed, etc. It only suppresses the effects, so as soon as it's no longer in hand...


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Thornkeep and Emerald Spire are 2 very large modules that are primarily greed-motivated dungeon-dives that are located right next to eachother, have intertwined stories/characters, are very sandboxy, and would work perfectly fine with evil characters.
Thornkeep takes place in its namesake town, which is like a forested Mos Eisley.
Emerald Spire's out-of-dungeon interactions are centered on Fort Inevitable, a city run by Hellknights.
If the characters are going to be level 5, you'll probabaly want to beef up a lot of the early floors of both dungeons.


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Hangman vigilante archetype.


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I always figured the reasoning behind having so many humans in-setting is because they tend to be played more often. So they just reconciled that tendency into the setting. Also, we're humans, so having most things written for/by human points of view in-setting lends itself easier to explaining stuff.


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I second MageHunter on readied Vital Strikes. Crossbowman Fighter as a Kobold with their super tasty FCB option.
VMC Oracle, take Battle Mystery with the War Sight revelation and Powerless Prophecy curse is what I'd say if you'd ever get to 11th level. In your case, it'd probably be more lucrative to just take 1 level in Oracle for that revelation/curse, and keep the rest of your feats.

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