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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 Time: 1 round
Components: V, S, F (a miniature adamantine suit of armor worth 2000 gp)
Range: touch
Target: creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless); Spell Resistance: no
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.

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:



Also just looking for general advice/input.

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.

I'm running my PCs through Thornkeep, then we'll move on to the Emerald Spire (with some adjustments/upgrades). The Modules subforum seems terribly inactive, and I'm running out of time, so I thought I'd post for help here.

I shall explain the situation here, but beware of spoilers if you're ever planning on playing either of those modules.

Sanctum of a Lost Age:
Before the fall of Azlant, a very powerful wizard named Nhur Athemon got on the wrong side of Azlanti law, and fled to the western River Kingdoms. He brought with him 3 of his best apprentices, and set up shop in several complexes within the Echo Wood. The apprentices had their own section of one such underground complex all to themselves.

When the Azlanti finally figured out where Nhur Athemon had fled, they sent a contingent of executioner soldiers after him. The apprentices found out before their master, and planned to use an array of ioun stones to fling their entire sanctum into the future to avoid their master's fate. When Nhur Athemon found out about this betrayal he sabotaged their plan, and they ended up trapping themselves in a moment of time, stretching on for all eternity.

Fast forward several thousand years to modern day, and an adventuring party finds themselves trapped on the wrong side of a temporal barrier in the time lock. The only one who can exit freely is a man named Rozimus, thanks to his ioun stone. Any fully functioning ioun stone allows passage out, but the apprentices' array is locked up in its own magic. The book describes the array as immune to all magic, with a ton of HP, and the effect of randomly aging or de-aging anyone who is responsible for damage to it.

Rozimus' companions are slaughtered by the inhabitants of the Sanctum, and he himself is subject to a Magic Jar before he can fully escape. One of the three apprentices rides his body out with his ioun stone, and heads up into Thornkeep. She meets the PCs, tells them a sob story from Rozimus' point of view, and saying that "he"'s lost the taste for adventuring after his companions' deaths, hands the PCs his ioun stone, and leaves town shortly after. The hope is that the PCs will eventually head to the Sanctum to offer her fellow apprentices a chance at freedom with the stone, the same way she had.

When the PCs venture to the ends of the Sanctum, they cross paths with a 'time-echo' (for lack of a better description) of Rozimus after his party has been slaughtered, but before he is caught and Magic Jar'd. They also come across the other 2 apprentices, who are at odds with one another. One wizard wants to keep the array going, as he wants to stay effectively immortal (and its end would mean his instant death). The necromancer Togarin, however, wants it to end so that the torturous demise will help him achieve undeath.

Here is where things break down:

Togarin attempts to parley with the PCS, and tells them that they can end the time lock by either destroying the array (a risky proposal), OR by creating a temporal paradox. He informs them that the best way to do this would be to find the past time-locked version of Rozimus and kill him before he has a chance to meet their past selves. (Destroying his past ioun stone would have the same effect, but he doesn't bring this up).

The problem with this scenario is that Togarin is more than capable of moving freely around the Sanctum and finding and killing Rozimus' past version himself. There is no reason why he shouldn't immediately go and do this as soon as he realizes the PCs have Rozimus' stone and that they came in as a result of his female peer riding the body upstairs.

This is a pretty glaring flaw, and my players are undoubtedly perceptive enough to point this out if I present the scenario as-is.
Any help with suggestions and alterations is welcome.

New Discovery wrote:

Regenerative Touch

Prerequisite: Alchemist 12, spontaneous healing discovery, healing touch discovery

Benefit: The alchemist improves the ability to heal himself and other creatures. The healing from the spontaneous healing discovery is now treated as regeneration instead of fast healing, and the amount healed each round is equal to half his alchemist level. As a standard action, he may touch a creature and apply up to 5 rounds of his spontaneous healing discovery to that creature at once; this still counts toward his spontaneous healing limit for the day, and the receiving creature then gains the benefits over the course of the number of rounds spent (For example: A 14th level alchemist touches his ally and spends 4 rounds of his available healing, equaling 28 hit points. The ally gains regeneration 7 for 4 rounds.). The alchemist’s daily limit for hit points healed by spontaneous healing increases to his alchemist level × half his alchemist level. This ability only functions if the target has a constitution score.

Thoughts, feedback, advice? Does this seem too powerful?

I'm building an encounter for my PCs, and I found this feat I want to use: Eclipse Strike (Inner Sea Races).
The only problem is that it doesn't tell me what kind of attack roll it uses (touch, with weapon, etc.). It also brings up that it requires a remaining use of the Tiefling Darkness SLA (without spending it), so now I'm also wondering if the ability granted by the feat should be magical in nature (maybe Supernatural so it doesn't provoke?).

Edit: feat text here:

Eclipse Strike (teamwork):

Source Inner Sea Races pg. 205
A sudden darkness disorients your foe, leaving it unprotected against your blinding attack.

Prerequisites: Tiefling, darkness racial spell-like ability.

Benefit: You can attack with an eclipse strike as a standard action if you and an ally who also has this feat are both flanking the target. You and your ally must both have at least one use of your darkness racial spell-like ability available to make this attack. If your eclipse strike hits, your target is blinded for 1 round. Creatures that have the see in darkness ability are immune to the blindness that is caused by an eclipse strike.

Thoughts and input appreciated, thanks.

This whole thing seems rushed. I love the flavor and the set up, but there's several things left out, brushed aside, or that just plain don't make sense.
I'm going to spoiler my main problems here:

D1 Training Hall, D9 Library, and D15 Hall of Graven Images:
How the heck is a Behir supposed to have gotten anywhere if it's huge, all the doors between these places are typical 5-foot affairs, and it doesn't have any Escape Artist?

D8 East Hall:
The Darkskull doesn't specify what spell effect is tied into its Unhallow.
My guess is it's supposed to be Cause Fear based on the flavor at the end of D4 Audience Chamber.

D10 Operating Laboratory:
Why doesn't Togarin simply go find and kill time-shifted Rozimus himself? He and his tiger are more than a match for 3 Caryatid Columns at a time, and I assume that the trap in D7 North Hall is of his design (since it's within his personal section), so he should be able to bypass it. Also, shouldn't his Dire Tiger be undead or something? It's mentioned that it's skinless, and he is a necromancer. Its skin animates as an undead in the next room, as well.

D13 Daegros's Foyer:
The first line here should apply to D5 Teleportation Plumes.

There's a few other minor issues that I have with flavor/mechanics consistency but those can be handwaved in some fashion.
Advice? Thoughts?

OK, I need to put on a game for 4 people, and all of them are adamant about not being a high-caster. We have a Chirurgeon Alchemist (focused on healing), a stock utility Bard (new player), an Unchained Summoner (Eidolon dongle), and a werecrocodile-kin Skinwalker (some sort of front-line natural attack specialist, class undecided).

I'm hoping some GMs could help who have played with a lot of Golarion material before;
What Adventure Paths could I run for them where they won't be severely screwed without high-casters of divine and arcane persuasions?

(I was also thinking maybe the 3 Razmir modules...)