Sinspawn

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about to begin crafting a home brew thieves' guild-oriented game. Looking for suggestions on what city would be a natural fit for the game, with a vibrant published and available map, setting fluff, but not overwhelmed by too much impact with adventure path events.
Looking for a decent sized urban environment.

All suggestions are welcome.


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My ROTRL party is just beginning book 3, and spent the last gaming session en route to Turtleback Ferry.

They opened the night dusting off the last of the random encounters on the journey (5 trolls that were dispatched with such speed they provided no challenge at all). When the group arrived in town, they went through the motions of chatting with the Mayor to get the set up to the next adventure, then went fishing for rumors.

After some rumor mongering (the most interesting one to the party was the rumors about Black Magga), the group decides they will investigate the wreckage of Paradise, since the town really hadn’t. This wasn’t something I was even remotely pushing them towards, but I give my groups rope when they want to drive the narrative, so I said one of their new drinking buddies from the tavern is a fisherman who will paddle them out to the wreckage.

The big fighter volunteers to go diving, strips off his armor places a dagger in his teeth and a sunrod in hand and dives in.
He quickly sees Pinkeye the huge sized albino gar swimming in the vicinity and turning to notice the new meal that has dropped in to the water. The fighter has ample time to scramble back up into the ship, as the party sees the greatwhite shark-sized gar swim passed the boat…
… it turns out scrambling back to the boat wasn’t born out of a desire to avoid the fish… he just wanted to grab his greatsword for this, and he dove right back in…

The water churned red with blood as the fighter went toe to fin with the fish, and the rest of the party supported with magic and ranged attacks, the fish went down without ever successfully swallowing anyone whole.

The party towed the carcass back to town, gave the fish over to the townsfolk and demanded a plaque be made with their names on it to commemorate the kill. As they left town, the metal worker was looking into bronzing the skull to make a statue.

It amused me to watch how much fun they had with this, but I am now terrified about what will happen when they encounter Black Magga, since this group self identifies as big-game monster hunters, that fight might be a tragedy waiting to happen.


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Conceptually, I am designing a mechanic to fairly control something that we had always managed as GM fiat. "How suspicious of your character is the city watch?"

Back-story:
The intent of this system was to define a mechanic of control, prior to character generation so no one would feel like their character was being picked on. Everyone gets to go in with their eyes open.

The game genesis for this is one-shot I was planning based on the party being members of one of many thieves' guilds that operate in an urban environment. I am trying to capture a mechanic the players can grasp and use, to support why everyone is armed and armored lightly in a turf war.

The mechanic is each character must make a daily check (Charisma DC5)

If the character fails, the city guard follow the PC and 'observe him or her closely'
If the character fails by 4 or more, the guards stage a confrontation and attempt an arrest (arrest will inconvenience players and deprive them of equipment for bribes, but not kill characters) Guard always attack with non=lethal force until a PC has killed one of their own.

The base mechanic is easy to succeed, intentionally so. The rules exist in the modifiers

Character Alignment LG+0 LN+1 LE+4 NG+1 N+2 NE+6 CG+2 CN+4 CE+8 (or 10)

presumption:
This is based on the opinion that it is impossible to hide a person's nature forever, non-verbal body language will betray a person's opinion enough for authority figures to make judgments about them without consciously knowing why..

Race: Most Core+0 half-Orc+1 "odd race"+2 Tiefling+3 "Monstrous race"+4

Modifiers
Reputation for good -2
Reputation for honor -2
(Additional noteworthy honorable or good deeds) -2 each
Armored (wearing medium or heavy armor) +4
Non Concealed weapon +2 (not counting club or quarterstaff)
carrying 2-handed weapon +4 (not counting club or quarterstaff)
Fought with guards recently +2 (additional +2 per dead guard in fight)


Tried to search the forums and came up dry.

I'm interested to know how does armor training interact with the Run feat?

The Run Feat:

You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Fighter's Armor Training class feature:

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Answer A: Does the straightforward language in the run feat "when wearing heavy armor" apply, meaning the "normal speed" referenced in armor training mean 'is not effected by the speed reduction listed on the chart for armor'?

Or Answer B: does the "normal speed" in armor training mean 'not reduced by armor' which could include running at x5 speed, as that would be 'normal' for the character when unarmored.

A seems the most straight forward, but i don't want to discount B off-hand.


Gaming group has begun a Kingmaker-inspired exploration game that centers on pacifying a wilderness.

we have found lots of swamp land and rain forest (and things that want to eat us) and I am soliciting creative suggestions on how to make Mother Nature herself weep at our very presence.

Presently a low-level campaign with abundant hirelings but no access to high level spells.

Does anyone have amusing anecdotes to share on things they did to creatively change the terrain or landscape in game.

things like....
Strip mining with Decanters of endless water

Walls of stone to create impromptu dams

Bramble Brewer alchemists killing all of nature a 20' radius at a time.

I'd love to hear any suggestions...

credits:
(this one's for you Odraude)


2 people marked this as FAQ candidate.
Alchemist class description wrote:


Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so)....
An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements.

An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book.

An alchemist does not need to decipher arcane writings before copying them.

Has there been an official ruling on this? I've looked back through the forums and see several topics but no official ruling.

Does the above mean:
a: The alchemist gets access to everything listed in the including adding via scrolls, and the last bolded statement applies to the entire section (intending it to apply to scrolls even though earlier in the alchemist class description it says they can not use spell completion items.

b: The alchemist can add formulae to a formula book, specifically by using wizard spellbooks, and the last bolded statement applies to spellbooks, allowing the Alchemist to sidestep the arcane writing problem since they lack Read Magic.

If A, why does it mention spellbooks in the next sentence and not scrolls?
If B, is there an alchemical instrument that replicates the ability to share Formulae between alchemists

Also, if A is correct, does this mean an alchemist, who can't use scrolls, can automatically identify any arcane scroll because of the elimination of deciphering arcane writing? Is it odd that this didn't merit a specific citation in the class description even though identifying potions does?


I am wondering how the statement "Her effective cleric level for this domain is equal to her paladin level –3" applies to the Sun's blessing ability from the Sun domain.

"Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy."

Interpretation A: Paladin applies Paladin level -3 to as a bonus to Channel energy damage vs Undead.

Interpretation B: Paladin applies Paladin level as a bonus to Channel energy damage vs Undead.

potential argument for A: you only receive this bonus due to Domain ability, which includes modifier.

potential argument for B: A Paladin receives the Channel energy power as a base class ability and it specifically calls out full paladin level as effective character level, the built in modifier means you don't receive this domain power until Paladin 4.
"Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability."

Anyone want to weigh in on which interpretation is more valid and why?


Has anyone played these, if so what class combination/style did you go for?

Would a GameMaster normally allow these, the entry to me reads like the entire order/organization is written to be a mafia-styled antagonist group, but an 'errant priest' in an distant area seems like an interesting character concept to me.

Anyone have relevant stories of one of these priests in a group or used as a BBEG?


I made a quick judgement tonight that I would like input on the RAW impact.

scenario: good guys used blessing of fervor in a situation where one of the party was under the effects of a slow spell.

Opinion 1 (my quick judgement) "Since the individual benefit of BoF is inferior to the individual benefit of Haste, which is specifically called out as dispelling slow, the BoF spell is supressed during the duration of the slow" Based on the cafeteria style choose one benefit instead of haste get multiple benefits

Opinion 2 (rational argument from player)"Since BoF is a higher level effect it should overpower slow"

Is there a direct citation that would be on point to this? Or indirect reference that 'should' be applied?

Thanks in advance.

Blessing of Fervor:
School transmutation; Level cleric 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Haste:
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Slow:
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a drop of molasses)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Multiple slow effects don't stack. Slow counters and dispels haste.


Simple question, does the Arcane spell failure apply to the Mage bullets ability of the Arcane Gun?

Mage Bullets:
Mage Bullets (Su): A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Arcane Spell Failure:

"Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor."

How do I determine if using Mage bullets requires a somatic component, or does Arcane spell failure apply to all Wizard class abilities regardless of somatics?

I am researching the viability of an arcane gun/ myrmidarch mash up, and when I ran a search on the forums for threads and build ideas I couldn't find this covered. I apologize if this was asked and answered before.


I am running a protracted dungeon crawl that the players have been engaged in for some time...

When running I generally stay away from using enemy wizards for two reasons, 1- they are significantly more book-keeping than an enemy sorcerer, 2- I feel that a high intelligence enemy requires the party to deal with an order of magnitude higher degree of preparation and tactical savvy from their enemies... (i am afraid to TPK the party)

Now, my question comes up with how badly am I shortchanging the PC wizard when the group NEVER encounters an enemy caster who has a spellbook for treasure?

The party is presently 7th level, they last left the nearest 'civilized' area at 4th level. I allowed the PC wizard to come in with an advanced number of spells known, but he is really limited on the new spell levels as he is gaining them.

Do you think I should bite the proverbial bullet and make an upcoming enemy spell caster a wizard to ensure there is an opportunity to find a spellbook (if he is clever enough to locate it)? This would mean the PCs would have to face a spell caster that is higher level than they are, in order to make the book a value

Or do you think the absence of certain resources isn't overly debilitating to the class?

I welcome all advice an input (saving that from players in my game :P )


I'm sorry if this is a repeat question, i did a quick archive search and didn't see anything on point...

Does the Blade-bound Magus qualify for the "Extra Arcana" feat at 3rd level?

"Black Blade (Ex): At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level."

Does this wording mean that that this archetype doesn't receive its first Magus Arcana class feature until 6th level and therefore can't take this feat, or does this mean the "Black Blade" is a replacement Magus Arcana that is required to be taken at 3rd, and the Magus can qualify for the feat?


I had an interesting situation occur in this weekend's game, which I could use rules clarification on.

A player with the stand still feat was essentially holding a doorway that multiple enemies were trying to pass through.

The first enemy was successfully stopped, a second enemy passed through the occupied friendly square and was also stopped...

... there is no language in the feat to suggest that the 2nd enemy should be moved back to the last unoccupied square on that the enemy 'cannot move for the rest of his turn' several more enemies attempted the same tactic and were stopped together.

Is there clarity that can be provided (with cited reference) on how the rule is intended to work. Any help or insight would be appreciated.

(my judgment to move the game along was each enemy was performing an unintentional bull rush on the current standing target in the square and on a failure dropped prone in the square causing a multiple target pile up.)

Text of Feat (from ref doc)
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.