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I don't know if the Pathfinder Dev team enjoys finding dysfunctional rules as much as some of us, but there are quite a lot in Pathfinder.

Can we get errata for the Pathfinder-related problems in the following thread?
http://www.giantitp.com/forums/showthread.php?267985-Completely-Dysfunction al-Handbook-3-5


Part 4 starts off with the assumption that the PCs are on their way, but I can't see anything before that that would tell them they should check it out.


Here's the relevant text from the SRD:

Pinned wrote:
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component.

The grappled condition makes it clear you can attack your grappler at -2 to-hit. But the pinned condition removes that restriction, and specifically says it doesn't stack with the grappled condition. It makes no other reference to attacking.

At first I thought "creature cannot move" prevented attacking, but 3 things contradict that:
1. The grappled condition has the same text, and a grappled creature can attack.
2. A pinned creature can take verbal actions, so they can move their mouth.
3. A pinned creature takes only a -4 penalty to his armor class, rather than becoming helpless. And creatures that actually can't move (like bound creatures) are always helpless.
...so it seems clear to me that the "cannot move" text refers only to moving location, like with a move action to move up to 30 ft., and not moving in general.

It seems a pinned creature can attack its grappler, but it's really odd that a grappled creature takes -2 to hit and a pinned creature doesn't.


Diplomacy (http://paizo.com/pathfinderRPG/prd/skills/diplomacy.html) lists 5 attitudes: helpful, friendly, indifferent, unhelpful, and hostile. But it never defines those attitudes, and neither does the Adventure Path I'm using tell me the NPCs' starting attitudes. So I have no idea what to use as the skill DC for my players' diplomacy checks.

Can anyone clear this up?

Another game system defined the attitudes like this:
Attitude | Means | Possible Actions
Hostile | Will take risks to hurt you | Attack, interfere, berate, flee
Unfriendly | Wishes you ill | Mislead, gossip, avoid, watch suspiciously, insult
Indifferent | Doesn’t much care | Socially expected interaction
Friendly | Wishes you well | Chat, advise, offer limited help, advocate
Helpful | Will take risks to help you | Protect, back up, heal, aid

Are they supposed to be similar for Pathfinder?


The book very nicely gives me the XP award for each monster, but not the treasure awards.

This has come up before in another post, but I found the replies to that post unhelpful because they assumed selling equipment/armor for full price, counted consumables, assumed PCs in a campaign should only get around their WBL with those things, and in some cases just said "don't worry about it", which didn't answer my questions.

In our group, there are 5 PCs who blew through the first 2 encounters basically at once, and now I'm trying to figure out how much gp to award.

If I look at the first 2 encounters in Burnt Offerings, I see:
1. 3x goblins of CR 1/3, total gear (excluding "other treasure") worth 151 gp. They're also worth 105 XP.
2. 3x goblins of CR 1/3 + a goblin warchanter of CR 1/2, total gear (excluding "other treasure") worth 286 gp (including a potion of CLW). They're also worth 155 XP.

Together, they give 260 XP, and that's 20% of the way to level 2 (because of the fast advancement track).

Part of this question is: how do I calculate the encounter CR?
First I looked here: http://paizo.com/pathfinderRPG/prd/gamemastering.html

a. The table for CR equivalencies tells me 3x goblins is a CR 2 encounter. (And the 2nd encounter is CR 3).

b. If I use XP to calculate the CR, 3x goblins are 405 XP, just over CR 1. (And the 2nd encounter is 605 XP, just over CR 2).

Thus I see 2 different scenarios for the encounters (recall RotR is on the Fast advancement):
a. The treasure for a CR 2 encounter is 800 gp, so the goblins should have 649 gp worth of "other treasure" on them.

And the treasure for a CR 3 encounter is 1200 gp, so the goblins + warchanter should have 914 gp worth of "other treasure" on them.

Then I get 1,563 gp worth of other treasure, +20 from the goblin warchanter (and ignoring consumables and goblin equipment, which sells for half value at the most anyway). Dividing that among 5 PCs, each one gets about 316.6 gp worth of treasure, i.e. 31.66% of their level 2 WBL, which is probably ok (because PCs in a campaign get more than their WBL anyway).

b. The treasure for a CR 1 encounter is 400 gp, so the goblins should have 249 gp worth of "other treasure" on them.

And the treasure for a CR 2 encounter is 800 gp, so the goblins + warchanter should have 514 gp worth of "other treasure" on them.

Then I get 763 gp worth of other treasure, +20 from the goblin warchanter (and ignoring consumables and goblin equipment, which sells for half value at the most anyway). Dividing that among 5 PCs, each one gets about 156.6 gp worth of treasure, i.e. 15.66% of their level 2 WBL, which is worse than their XP growth.

c. If I award no treasure, and the PCs sell off all the equipment they find for 1/2 price, and I don't count consumables, they get 193.5 gp. That splits 5 ways for 38.7 gp per PC, which is pathetic (3.87% of their level 2 WBL).

Now I haven't tried calculating gold for the rest of the encounters yet, so I don't know if they'll compensate for slow GP growth, or not. That's why I'm coming to you all and asking for your help figuring this out.


Perhaps this is a 2-parter:
1. I found some adventures let you go shopping (like the *Something* of Grandmaster Torch), and was curious about how buying/selling would work in a scenario. Are there any rules about buying and selling within a given scenario?

2. Suppose a 7th-level wizard casts Minor Creation to create saffron. That's 7 cu. ft. of saffron for 7 hours.
As far as I know, the rules don't have a density of saffron, but in real life it's about 8.87 pounds per cu. ft.* So that's 62 pounds (rounding down).
Back to the rules: 62 pounds of saffron at 15gp per pound is 930 gp.** Since saffron is a trade good, that's the equivalent of 930 gp (i.e. there's no selling for half price because you can use the saffron itself to buy other things). But are there any PFS-specific rules about using minor-creation-created trade goods to buy items?

*source: http://www.aqua-calc.com/page/density-table/substance/spices-coma-and-blank -saffron (if the link doesn't work, try removing spaces, because I can't seem to get them out)
**source: http://www.d20pfsrd.com/equipment---final/goods-and-services/ue-more-gear-4


Intro: This is an adventure module I'm putting together for a group of level 5 PCs that want to challenge their system mastery. My questions are:
1. How can I make it more deadly with the same/lower CR?
2. Do the CRs match up with a couple regular survivable adventuring days, especially considering the PCs can escape during the 1st part and rest during the second?
3. Is it too easy? Especially considering the PCs can escape during the 1st part and rest whenever they want during the second?

Background:

DM: A Shadow Demon disables the trap to a sewer and emerges with another summoned Shadow Demon; the summoned one uses Magic Jar on a random person and the first carries the second while the second uses the body to enter the sewer. The victim is taken via secret passage to a cleric who turns the victim into a skeleton for his god.

Descriptions are for the PCs, assuming they have their own light/darkvision. No light provided anywhere in the sewer.
XP format: total (if needed), then each for a group of 1-3, 4-5, 6+
PCs get XP for bypassing encounters, i.e. for leaving a room alive, whether they kill things or not.
Use fast levelling, eg. 10,000 XP from 5->6.

Background (for PCs): People are disappearing into the sewers at night. Bystanders near the entrance to the South Crook occasionally see someone walk in, but no one sees them after that.

Diplomacy (gather information) or Bardic Lore check (DC 20): Onyx has been getting stolen lately.


Entrance (to the South Crook, EL 5):
Spoiler:

Description: A metal gate bars the way to darkness 10’ wide by 10’ tall. It is normally locked (with a good lock, DC 30), but a patrol officer removes it for you. He says he’’ll have to lock it behind you, but will wait here and unlock it when you return.

If the PCs wait for the next person to walk into the sewers, they are attacked by 2 Demon Shadows at night, initially invisible.

Trap: Pit (DC 25 Perception, DC 20 Disable Device), location activated, manual reset, 10’x10’ immediately inside the gate. The pit is 20’ deep and filled 10’ high with water (targets must make DC 10 Swim checks to stay afloat, DC 20 climb check to escape), and contains a Leech Swarm.

Treasure: 1,550 gp at the bottom of the pool.
Bypass XP: 1500, 535, 400, 265

The entrance leads to the sewer proper and a forked path.


Forked Path:
Spoiler:

Description: After descending a flight of stairs, you reach the main sewer, and the smell is dank. The sewer is 20’ wide with 5’ platforms on either side of the water for walking on. There is no light in either direction. The water runs from left to right.

Perception check:
DC 16 (21 in dim light, - in darkness): 60’ to the left is a Water Strider Swarm.
DC 30 (35 in dim light, - in darkness): 60’ to the right is a Stirge Swarm.
DC 50 (55 in dim light, - in darkness): a secret door leading to Temple

To the left: Sewer L1
To the right: Sewer R1


Sewer L1 (EL 4):
Spoiler:
The next 30’ of sewer contain 3 consecutive Water Strider Swarms, which attack when the party gets within 30’ by moving along the water (30’ speed).

Description: Your average absurdly spacious sewer.

Perception check: DC 10 to see the treasure under the water.

Treasure: 1,150 gp strewn through the water.
Bypass XP: 1200, 400, 300, 200

Continue 500’ to Sewer L2


Sewer L2 (EL 5):
Spoiler:
A Rust Monster and 2x Ghouls. They approach when the party comes within 60’ or they see light (200’). The rust monster goes for metal with its antenna (weapons first, then armor, then gold/misc), while the ghouls flank and attack anyone unarmored, spellcasters first.

Description: After walking awhile you reach a point where the sewer splits into many smaller sewers that become so small as to be unpassable. In the corner are some bottles of shiny liquid.

Treasure: 4 potions of Cure Moderate Wounds in a corner
Bypass XP: 1500, 535, 400, 265

After this the sewer splits into many smaller sewers that become so small as to be unpassable, unless the party shrinks (they don’t go anywhere).


Sewer R1 (EL 5):
Spoiler:
2x Stirge Swarms hide in the darkness for someone to approach, then attack. Any sudden movements within their line of sight makes them fly forward to attack.

Description: Your average absurdly spacious sewer.

Perception check: DC 10 to see the treasure under the water.

Treasure: 1,550 gp strewn through the water.
Bypass XP: 1500, 535, 400, 265

Continue 500’ to Sewer R2


Sewer R2 (EL 7):
Spoiler:
A Chuul waits in the water. It approaches when the party comes within 60’ or it sees light (200’).

Description: Your average absurdly spacious sewer.

Perception check: DC 10 to see the treasure under the water.

Treasure: 2,600 gp strewn through the water.
Bypass XP: 3200, 1070, 800, 535

Here the sewer makes a right-turn to the right, but there’s also a 5’x5’ hole in the left side of the wall with a tunnel going into the earth.

Right and 300’ to Sewer R3
Left and 30’ to Tunnel 1


Sewer R3 (EL 5):
Spoiler:
A pair of Shadows. They stealth up to the party by moving inside the walls with only their eyes poking out (improved cover, Perception DC 28 in normal light, 32 in dim light, +8 AC/Reflex saves). They attack from the same position. If they can’t reach opponents they emerge and attack, but in the next round attack and retreat to total cover (and repeat).

Description: Your average absurdly spacious sewer.

Perception check: DC 10 to see the treasure under the water.

Treasure: 1,550 gp strewn through the water.
Bypass XP: 1500, 535, 400, 265

Continuing in this direction leads to more sewers with the same contents as Sewer R3, but with half the treasure and XP for each completion of the room.


Tunnel 1 (EL 5):
Spoiler:
A large Earth Elemental attacks the party as soon as the tunnel collapses. He moves inside the walls/ceiling with only his head out (improved cover, +8 AC/Reflex saves) and Power Attacking with reach. The door is 6 in. thick, and each of the keys has a 1/100 chance of unlocking it.

Description: After advancing 30’ the tunnel collapses behind you. You find yourselves in a small cylindrical cavern with a 10’ radius, 10’ high. A hewn-stone door in front of you is the only way out, but it is closed (and locked, DC 35). Tons and tons of keys litter the floor.

Note: After defeating the elemental the party can try keys at their leisure. If they return to this room and lock the door, they can rest without being disturbed.

Treasure: 1,550 gp strewn through the water.
Bypass XP: 1500, 535, 400, 265

Opening the door and continuing 30’ leads to Tunnel 2


Tunnel 2 (EL 5):
Spoiler:
A Phase Spider. Begins with Ethereal Ambush. Phase in, hit, phase out tactics. If PCs retreat, it follows from the Ethereal plane.

Description: The door opens to a 5’x5’ tunnel that descends at a shallow pace.

Treasure: 1,550 gp strewn along the ground.
Bypass XP: 1500, 535, 400, 265

Continuing forward 200’ leads to Tunnel 3


Tunnel 3 (EL 6):
Spoiler:
2x Young Basilisks (gaze DC 13). On their turn they actively gaze at anyone in the room.

Room dimensions 30’ wide x 30’ long x 30’ high, with the roof over the cliff being the same height. The cliff walls extend beyond sight in both directions. The PCs are about 100’ below ground at this point.

Description: The tunnel opens up into a platform. Rather than a room, you’ve reached the edge of an underground cliff. 30’ past the end of the tunnel, the ground drops away, except for a 10’-wide bridge of earth that continues on into the darkness. The room itself has walls 15’ away on each side.

When the PCs enter: You notice on either side of the door in the corner of the room is a medium reptile with glowing green eyes.

Treasure: 2,000 gp in 2 piles, 1000 in each corner behind a basilisk
Bypass XP: 2400, 800, 600, 400

Continuing forward 90’ leads to Bridge 1


Bridge 1 (EL 6):
Spoiler:
A Seugathi, hanging on the ceiling above the bridge. Has both Detect Thoughts and Levitate active constantly (and floats 20’ above the ground). Casts Mind Fog on the bridge when the PCs pass below it. Casts Phantasmal Killer round 1 on a low-fort-looking person, then confusion until all are confused, then magic missile.

Description: The bridge is twice as big up and down as it is side-to-side, and seems sturdy.

Treasure: masterwork short sword, wand of magic missile [CL 5th, (40 - used) charges]
Bypass XP: 2400, 800, 600, 400

Continuing forward 30’ leads to Bridge 2


Bridge 2 (EL 4/5):
Spoiler:
Doors with Death Butterfly/Ant Swarms.

Description: The bridge splits in 3 parts, but each path leads forward.

No matter which path the PCs follow, they reach a door in the wall, about 50’ away from the path to its right/left.

Path 1/3. Behind the door is a Death Butterfly Swarm, a 10’ wide x 30’ long hallway, and a ladder leading up (after rising 10’ the ladder and tunnel stops).
Path 2. Behind the door is an Ant Swarm, a 10’ wide x 30’ long hallway, and a ladder leading up to Temple Outer.

Treasure: none behind the Death Butterflies, 1,550 gp a few inches underground (the ant swarm’s nest)
Bypass XP (getting past the Ant Swarm): 1500, 535, 400, 265


Temple Outer (EL 7):
Spoiler:
A Shadow Demon.
The Shadow Demon is invisible with Shadow Blend. If unnoticed, attempts a silent Summon. Then it opens with Magic Jar (it has another jar for its summoned friend if one appears). Then attacks.

Description: The ladder leads up to a 30’ x 30’ x 30’ room with an archway on the far wall, currently sealed by 2 wooden doors. Behind you is a door leading back the way you came.

The door leading back connects to Forked Path via the secret door.

Treasure: 2x 100 gp gems and 2,400 gp around the edges of the courtyard
Bypass XP: 3200, 1070, 800, 535

The archway leads to Temple Inner


Temple Inner (EL 8):
Spoiler:
1x Pugwampi Cleric 5, 2x Dire Bear Bloody Skeleton. Cleric hears fighting outside and casts pre-combat buffs + copycat power when door opens. Bears attack.
Cleric build:
AC 20, HP 42
F +5/R +4/W +8
DR 2/cold iron, SR 7
Str 3, Dex 16, Con 13, Int 8, Wis 18, Cha 10
Feats: Quick Channel, ToughnessB, Weapon FinesseB, Extra Channeling, Improved Channeling
Abilities: Variant Channeling (Rulership) 1d6+daze, DC12, 5/day, Trickery Domain (Copycat), Inevitable Domain (Command), Aura of Unluck
Equips: Mithral Fullplate, Heavy Steel Shield, Wand of Infernal Healing
Tactics by round:
Pre-combat (in this order): Invisibility, Eagle’s Splendor, Bull’s Str on each Bear, Bless, Vision of Hell
Spells left (4 0th/3+1 1st/0 2nd/1+1 3rd)
1. Channel+(Prayer/Vision of Hell as appropriate).
2. Channel+Prayer/Murderous Command
3. Channel/Command (halt)

Treasure: 200gp + the Pugwumpi’s equips
Bypass XP: 4800, 1600, 1200, 800


Success!

Extra: After the PCs defeat the cleric and his demon, he tells the group the location of his god, called Yaletur. He’s in the hills closeby...
Doorway (EL 6):

Spoiler:
A Clockwork Soldier guards a door in a hill. It’s in standby but starts initiative if someone tries to enter the door or attack.

Description: A steampunk toy-soldier stands in front of an old stone door in the side of the hill. It isn’t moving, but has its halberd in its hand.

Treasure: 2,000 gp in the soldier’s stomach
Bypass XP: 2400, 800, 600, 400

The door isn’t locked, and opens into a tunnel that goes deep underground, eventually giving way to…


Dark Space (EL 7):
Spoiler:
An aboleth.

Description: As you reach the end of the tunnel, you find yourself standing on a precipice, 10’ x 10’. Beyond the precipice, and in fact all around you except for the tunnel, is empty space. You can see stars, galaxies, and nebulas. It’s completely silent, until a voice speaks. “Who are you that enter my domain?”

The room is actually a wide cavern, about 100’ radius, with a 10’ high ceiling. The precipice is real, but beyond that is a deep lake that immediately drops to 90’ in depth before going deeper. The Aboleth uses Mirage Arcana several tens of times a day to create the illusion in the description, including putting a dust cloud in the water for him to hide in, so at any time there are 20-30 arcanas active. He casts several tens of Veils to make himself look like a god, and communicates with Projected Images. He creates illusory creatures and moving objects with Persistent Images.

When the PCs enter he’ll communicate with them to try and make them leave by lying and telling them that he’s a neutral-aligned lesser-deity of ancient knowledge, which he backs up with his old age and knowledge skills. He says the cleric was his follower but was corrupted by demons and stopped listening to him, interpreting his old commands in the most extreme and wrong way possible. If pressed, he offers to show the PCs exactly what happened, and creates a mirage arcana + persistent image show that supports his claims.

If the PCs attack, the water feels like empty space (but causes slowness, suffocation, dampened sound, etc) and they have to make 20 will saves (DC 18) to realize they’re underwater.
Tactics:
1. Cast Persistent Images to create 2 versions of each PC.
2. Cast Veil on everyone (including the images) so they all look like the same PC.
3. Use Dominate Person on each PC.

Treasure: 2,600 gp contained in a few chests underwater.
Bypass XP: 3200, 1070, 800, 535


I'm thinking about running an Azata-Blooded Aasimar Tattooed Sorcerer with a Thrush familiar, the Illuminator trait and Skill Focus: Diplomacy feat, but... my experience with modules is hit and miss. I've heard Season 0-1 was heavily combat-focused, and the recent seasons have moved towards plot, but I'd like to hear your opinion.

If it helps, the rest of my build is looking like:
Draconic bloodline - gold or red or somesuch
Trait: Gifted Adept (Burning Hands)
Varisian Tattoo: Evocation (from Tattooed Sorcerer)
So I'll also have 3d4+3 Burning Hands at level 1.


My most recent cert gives my wizard 12 xp. While looking at feats to get, I found Superior Summoning. While he has Spell Focus: Conjuration (as a 1st level feat), he doesn't have Augment Summoning, so I'd like to retrain his 3rd level feat for Augment Summoning and take Superior Summoning as his 5th level feat. I can't figure out based on the rules whether I can or can't do this. Can someone clear it up for me?

Thanks in advance.


Just throwing together classes and such, I've come up with this:
(Any +2 to Int race) Specialist Thassalonian Shadowcaster Wizard 10/Bloodmage 10

Specialization - extra spell slot per level
Thassalonian - extra spell slot per level
Shadowcaster - extra highest level spell slot
Bloodmage lv 10 - extra 10+19.5 avg =29 spell levels = 3 9th and 1 2nd
Int: base 18 + 2 racial + 5 levels + 5 tome/wish + 6 headband = 36 (+13)
4 4 4 4 4 4 4 4 4 with class spellcasting
4 3 3 3 3 2 2 2 2 from int
2 3 2 2 2 2 2 2 6 from wizard/bloodmage abilities
10 9 10 9 9 8 8 8 12 total

...for a total of (10x1)+...+(12x9) = 414 spell levels
And on a side note, the build is PFS legal, aside from being level 20.

Can we do better? Well, Mystic Theurges are known for having lots of spell slots, so...

Aasimar (with Heavenly Radiance) Specialist Thassalonian Shadowcaster Wizard 1/Cleric 2/Mystic Theurge 9/Bloodmage 8
Int: base 18 + 5 levels + 5 tome/wish + 6 headband = 34 (+12)
Wis: base 18 + 2 racial + 5 levels + 5 tome/wish + 6 headband = 36 (+13)
8 levels of bloodmage only grants 27 average spell levels, so 3 9th
Wizard spells:
4 4 4 4 4 4 3 3 2 from class spellcasting
3 3 3 3 2 2 2 2 1 from int
2 2 2 2 2 2 2 2 6 from wizard/bloodmage abilities
9 9 9 9 8 8 7 7 9 total

Cleric spells:
5 5 5 4 3 2 from class spellcasting
4 3 3 3 3 2 from wis
9 8 8 7 6 4 total

...for a total of 495 spell levels
That only narrowly beats out the wizard, and is an altogether less-playable build, but there you are.

That's the best I can do with just Paizo material. Can anyone else do better? What about just getting the most 9th level spell slots?


I'm considering going into Bloodmage with my Elf Teleporter 4. His stats are:
Str 7/Dex 16/Con 12/Int 21/Wis 11/Cha 7
Feats: Spell Focus(Conj), Toughness
Familiar: Comp-something dinosaur
Jaunt mostly eliminates eliminates the problem of speed reduction, and I don't see hemophilia as a consistent obstacle, so it basically boils down to which class's features to advance.

Wizard:
-familiar progression
-6 HP from Favored Class (levels 6-11)
-6 extra rounds of Summoner's charm
-15' extra feet of Jaunt
-Dimensional Steps
-the feat I wouldn't spend on Bloodmage Initiate

Bloodmage:
-class level + 2.5 blood points for extra spells (i.e. an extra level 3-4 spell) to level 3, then class level + 4.5*2 points (i.e. 2-3 extra highest level spells)
-+1 NA <_<

Is there anything I'm missing? I like all the wizard class features, but I realize that getting more spells is usually the way to go (and my Thassalonian Shadowcaster friend blows me out of the water with spells/day), so I'm unsure of which path to take. Any advice would be appreciated.