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Michael Kogan 74's page
RPG Superstar 2008 Top 32. Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.
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I play with a Pathfinder group and was reluctant to try 5e, but my other group switched. So now I play both. I find that there are good points and bad points in both systems. I still prefer the richness of Pathfinder. I have adopted the "Party Stealth Check" and "no change in initiative order" from 5e to my Pathfinder group. They enjoy this quick little streamline. When 2nd edition Pathfinder comes out, I will keep and open mind, but have no intention of starting to buy a new line of books with the same world and race information with the only change being in the mechanics. If I here about a rule I like, I will might incorporate it as a house rule in my PF 1e.
I know Paizo needs to make money, but they already have a very rich world with TONS of areas to write about. I would also like to see new Adventure Paths written for areas that have already been done before. Why can't they write a new Adventure Path for the Shackles area or Belkzen?
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As a GM for a current Pathfinder group and AD&D 5e group, it is interesting to see how Paizo is trying to compete. I have some diehard Pathfinder players that hate 5E and some that think Pathfinder is just too complicated. I look forward to being a part of the playtest with both of my groups to see their reactions. However, I too have invested in many 1E Pathfinder books that I would hate to see collect dust. I would suggest to the Paizo game designers that a GOOD Conversion book be put out to help keep the 1E books at least useful. Many other companies put out conversion books, why not you...
I have a friend who is playing an official bi-monthly pathfinder society campaign. He is looking for some WRITTEN concrete proof that sneak attack can be used with spells. Any help here? Please list source book and page#.
Azlanti Player characters get +2 to every ability score. What is their average lifespan?
Thank you everyone for your comments.
Thank you for the thoughts. I guess it comes down to...Is a thrown rock a simple or improvised weapon. There seems to be no clear literature on this matter. The only clear literature is that a rock is not listed on the thrown weapons or simple weapons list.

I have been reading other posts around talking about rocks being thrown. rocks/stones/pebbles are non crafted items, not designed to be used as weapons and therefore seem to be covered under the "improvised weapons' category. They are not listed among the "thrown weapons category". Sling bullets are listed as weapon ammunition. I think the spell was designed to allow the caster create ammunition for his sling (which is a simple weapon and on his trained proficiency list). It's the thrown part that I have a reservation with. It would mean that the spell transmutes 3 small rocks/pebbles by imbuing them with magic that increases their damage, increases their range increment, and imbues the person using them with the feat "Throw Anything" which allows them to use improvised weapons without a penalty. My concern is that Magic Stone is a low level spell that creates magic weapons that can be given to and used by anyone in the party. It says in the spell "make a normal ranged attack". A normal ranged attack with an improvised weapon (thrown) incurs a -4 penalty to hit. Thoughts?
I understand that the pebbles created by the spell are primarily designed to be used in a sling. However, one of my players wanted to use it thrown by hand. Are the pebbles created considered simple weapons in a sling and improvised weapons (-4 to hit)if thrown by hand? It says "make a normal ranged attack". My player argues that the magic imbued by the spell confers to the user that ability to throw the stone without penalty by hand. I disagree. Thoughts anyone? Official rules call from a Paizo rep?
I wish people could get past the really cliche "dwarf-elf war" name. It could probably could have been named anything else and it would have been better. I have been reading some of the other entrys and I see the judges stating "this has strong names!". That really bugs me. Although my content may not have been what they were seeking, I don't believe that a name will make it or break it. How many of you GMs have changed the name of a published item to fit your world? I know I have.
Yes, if I had a chance to do it over, like other entries, I would have tried to write two sentences about half of the baronies to give everyone a snippit of what's out there.
I would love the opportunity to wow people with a villian. I may not have been able to "fill my can of paint" this time, but I could write an entire book on Calidune (and yes with better names). I would love your 5th vote as a chance to show you what I can do in the next round!
A country is defined by its history! :)
Sebastian wrote: Michael Kogan 74 wrote: Clark Peterson wrote: Please edit your comments. You cant post stuff like that. If you dont, Vic or Gary will just delete it. New rules are that you cant explain or clarify in your thread.
Thanks!
Clark
How do I edit a post?
-Mike It's too late. You have to do it within an hour of posting. Thanks for the info. I'm not usually a person that hangs out on message boards.
-Mike
Clark Peterson wrote: Please edit your comments. You cant post stuff like that. If you dont, Vic or Gary will just delete it. New rules are that you cant explain or clarify in your thread.
Thanks!
Clark
How do I edit a post?
-Mike
I love the simplicity of this item. It is great for those classes that might be able to perform the skill check, but not have Evasion.
As a GM, I personally like to see my rogues up close to my traps in case of failure MUHAHAHAHA!!! But, if I have no rogues in the group, this item would may a good mid-level item to find.
CastleMike wrote: Very creative, excellent design. Agree the Rod would definitely be fun to use in game. Potions are normally based on a single school of magic with unusual potions the Rod description clearly describes that the strongest school of magic would be indicated. The Rod glows in different colors to indicate the schools of magic.
Does the Rod only glow in a single constant state with a different color aura or do the aura colors have a graduated intensity?
Honestly, its up to the GM. I think the item could glow red for an evocation potion and the glow could pulsate at a speed related to how strong the caster level is.
Would it indicate the difference in aura strength between two potions of the same school like Alter Self and Polymorph Self?
Please see my post earlier today. Simple items are easy to house-rule to tailor it to your group's fancies.
Looking forward to seeing your country.
Thanks, it was challenging with the word count restriction.
I reeled back in my chair reading this thing. I love the posible uses for it in Hallowfaust campaign. It is filled with flavor, athough a putrid, acrid and sticky flavor...
I must, however, question this as a wondrous item or a flavorful encounter with a creature/monster. IE. "you find the box, open it up and gain a creepy pet". It reminds me of a necromantic familiar without having the liabilities associated with a losing a true familiar.
I like the entry for a random encounter that could lead the party into a trap. Most decent "non-creepy" parties would proabably detroy it or sell it rather than be seen adventuring with it.
Great from a descriptive writers viewpoint.
Just my 2 cents.
The word count makes it extremely difficult to convey the multitude of adventerous possibilities and cool flavorful parts of my country. The lack of being able to put the map up makes giving a clear picture of the cool geography nearly impossible within 1000 words. So I chose a different approach and I hope it pays off. I was about 1200 words when I figured it was time to cut my losses, clean it up and make it look good for the tid-bits I wanted to share.
I ish everyone luck!!

Calidune
Proper Name: Great Kingdom of Calidune
Ruler: King Thomas Falcrest II
Government: The king rules as a monarch with advisors, granted the position through the Grand Joust from among the various baronies’ representatives competing for the position.
Capital: Grand Citadel of Calidune (pop. 58,900)
Baronies: Maga (pop. 4,500), Shaydor (pop. 3,600), Lawson Port (pop. 5,100), Cybrus (pop. 4,300), Omrik (pop. 4,000), Soloveer (pop. 7,300), Pemrose (pop. 6,700), Vostra (pop. 2,100), Bort (pop. 2,500), Braka (pop. 7,500), Licido (pop. 3,500), Sholvar (pop. 11,400), Shrydus (pop. 13,000)
Population: Human 80%, Halfling 10%, Elf 6%, Dwarf 2%, Other 2%
Languages: Common, Halfling
Alignment: NG (primarily, but most others can be found)
History: Calidune’s system of government was founded upon the determination of a few courageous heroes looking to end a tragic war. The Great Dwarf-Elf War, started out as a simple dispute over resources which turned brutally violent over time. History tells of a Dwarven clan within the Ashron Mountains that felled a section the Grand Forest in order to fuel their forges. The group of elves residing within took offense and approached the dwarves with diplomatic intentions. The negotiations failed and the elves were cast out of the area. The dwarves continued to fell several more acres. One of such acre, unbeknownst to the dwarves, contained a sacred grove of trees dedicated to the elven god. The elven retaliation was swift and deadly. As the battles intensified, more elves and dwarves joined the fray and the fighting continued for nearly a hundred years. With the elves leaving their forests and the dwarves coming out of the mountains, massive amounts of troops trudged through human settlements, destroying their resources and their homes, killing many in the process. The humans needed a hero, they got fourteen.
These heroes, led by Thadius Calidune, became the Champions of Calidune as they rose from the corners of the lands bringing an end to the war. Thadius ordered his group to divide into two. One side was to seek a powerful and ancient artifact. The others tasked to sabotage various aspects of the war in an effort to buy time for the artifact’s recovery.
With the artifact recovered, a trap was laid to draw the majority opposing armies together for their final confrontation. During the ensuing battle, the Champion Shrydus, and his famed Lance Riders volunteered to infiltrate the battlefield and activate the artifact. Knowing he wouldn’t return, but seeing a chance to end the war, Shrydus bid his son and the other Champions farewell. The success of his mission was seen as the artifact’s immense power spread from the center of the battlefield nearly 250 miles, violently converting the terrain from mountains and forests to a vast desert, now named the Barren Sands. This ecological shift caused many changes throughout the country. Seeing their armies destroyed at the hands of these powerful humans, the elves and the dwarves retreated deep within their respective homes.
The surviving human population then turned their attention to rebuilding. The Champions of Calidune were honored and rewarded by the population, each with their own barony. To honor Shrydus and his lance riders, Thadius chose to hold a jousting tournament to determine the assignment of the baronies. Those that could joust did. Those who couldn’t chose a representative. Thus, the baronies were divided and the winner, Thadius Calidune was crowned king and resided and ruled over all in the Grand Citadel. The country was then renamed Calidune and reign of peace began.
Description: Surrounded by water, this great country is filled with a proud population, diverse in its resources and determined to not fall prey again to the events of the past. Today the kingdom, ruled by King Thomas Falcrest II, is divided into 13 baronies, each subdivided into smaller provinces. Political disputes are handled in a more civilized fashion, by the joust. Since each barony requires experts in the fine art of the joust, many of its house nobles are sent to the honored Jousting School of Aramus in the Barony of Cybrus. Additionally, the arts of horse breeding and riding have become important traditions in Calidune with the best horses being bred in the Baronies of Licido and Shaydor. The position of Stablemaster has become very prestigious.
It should be noted that Calidune is not without its military forces. The country still needs to defend itself against aggressors both foreign and domestic. There are still many goblinoids and other creatures that plague the nation. Although each barony has its own militia, they are required to send several volunteers to join the Calidune Army and Navy. And, in an agreement with the elves of the Grand Forest, the Barony of Braka is charged with the navy’s fleet construction.
With nearly two million square miles, Calidune has a vast range of geographical features, creating new traditions and varied ways of life. One such example, a 400 mile desert span of the Barren Sands located between the Baronies of Pemrose and Soloveer gave rise to a people known as the Sandmasters. With their knowledge of the terrain and their sand magic, they are the best guides for merchants to hire to cross the harsh environment. Other geographical features include the Shadow and Grand Forests, Windy Woods, Tier and Ashron Mountains, The Span and Ashlands.
DM Secrets: For several years, Valen Thorek has led the Order of the White Hammer, a group of malicious wizards, which is gaining in number. While serving as headmaster of the University of Nostromos, Calidune’s premiere magic academy in the Barony of Maga, he was stripped of his position and banished for crossbreeding intelligent beings with other creatures. Since then, several students have mysteriously disappeared from the school grounds. These were students closely associated with Valen and may have reported his activities to the authorities. It is rumored that these students now serve him in some twisted way. No one knows where the old headmaster is, but many believe he is amassing a crossbred army to exact his revenge.

Thank you for your compliments on my item. It was originally designed to only radiate one school of magic changing color to indicate the STRONGEST school present. It would then give players a likely guess without completely giving the item away. I like the addition of a +2 circumstance bonus to Alchemy Checks.
There is nothing to say that more powerful versions of this item couldn't have been created. The stirring rod could glow back and forth between multiple schools of magic found. It could be made to glow jet black if poison is detected. The stiring rod could be shapped differently for flavor, such as a "T", where you could have the two sides change to a solid color representing the school of magic and long handle glow for strength indication. You could also make it a kit with a stirring rod per school of magic found in the kit. After dipping each one into the potion, only a few would glow, better helping in a more clear identification. This kit could also come with an instructional parchment to compare colors, like litmus paper. Good for non-spellcasters.
The point is to have fun with it.
This item has its uses. A little Sovereign Glue to attach it where you want and poof! It can't be moved without Universal Solvent.
Its not the kind of item I would normally use in my campaigns. Its a bit of a cheat for GM's, but sometimes necessary depending on what kind of players you might have. An anti-magic field in the area will do some of that work for you.
I am not crazy about the name. The word figurine always makes me think of a Figurine of Wondrous Power. Maybe it would be better as a Gem or Jewel, such as Jewel of Arcane Shielding?
I intend to use this item in my caimpaign with the following house rules.
1) May only be used by Evil alignment, anyone attempting to use this item with a good alignment takes 2d4 Con damage, Neutral alignment takes 1d4 Con. Fort save DC 14 to take half damage.
2) The Wraith Hound lasts the encounter, not just a few rounds. We are starting to see more effects lasting for "the encounter".
3) Any wraiths that rise due to its effects, become war dogs with the wraith template under control of the leash wielder. They vanish at the end of the encounter or if the Wraith Hound is defeated, which ever comes first.

This item was designed to be a simple item, usable at low levels. I figured that most people would enter the most spectacular item they could think of. I was interested in a more practical approach. I often have a group of three gamers who sometimes don't play spellcasters. This item allows them to at least try to identify some of the potions they find.
I see that most of the negative comments come from the item's cost. That was a tricky issue. I first looked at the cost of a detect magic for wands. Then looked at items like Myrlund's Spoon and such. The price is actually on par according to the DMG because it is not an item with expendable charges and can be used at will. And yes, it requires a caster of third level or higher to create the item because you need to meet the prerequisite for Craft Wondrous Item. I know there are other items in the book with CL lower than three. Those are misprints in the DMG book.
I was originally going to have this item basically identify the potion outright, but I thought that flavor was more important and more fun. Plus, don't forget this item was not invented by Tinnil for adventurers, but rather as a shortcut for his own alchamical needs.
Please feel free to post any other questions.
Tinnil's Stirring Rod (NOT in Rod Category)
This item appears to be a ordinary glass stirring rod, typicaly found in any alchemy kit. However, when used to stir any liquid found or placed in a small container, its true properties become evident. When placed in a liquid with magical properties, this glass stirring rod changes color indentifying the strongest school of magic contained therein. The person identifying the color must have at least 4 Ranks in either Craft:Alchemy or Knowledge Arcana.
Faint divination; CL 3rd; Craft Wonderous Item, detect magic; Price 900 gp; Weight 1 lb.
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