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Hey all, I vaguely recall a joke NPC called the Gold Baron and one of my players has been saying that they wanted to use the art from him for a pc. I was wondering if anyone has a link either to the article or blog that had the Gold Baron, or if someone could point me to this art?
Any help would be greatly appreciated.


So a long while back i remember that i ran across a guide to making money via the downtime rules, pretty well written out and full of tips on which buildings/rooms were profitable or not. Now that i'm playing in an online game with the downtime rules and multiple weeks of downtime between adventures, I can't find it again.
Anyone have a link or a copy of it available, or just know of a similar guide to downtime?


So, one of my players is really into the Hero Point mechanics and built his character around those feats and other "Luck" based abilities. After a Particularly Challenging series of quests and adventures, the party has some downtime and a lot of cash to burn. He wants to pay a local wizard that they know that's also obsessed with Luck to research a weapon that does increased damage based on the wielder's luck (basically he wants it to add your Hero Point total to damage, but not to hit) and i was wondering how to price the actual enchanted sword.
I know the research rules and we've already worked out the wizard's fee for doing the research, I just have no idea what to ballpark the cost at.
To Clarify, I should state that i find the item relatively balanced and not overly powerful, but a scaling static damage modifier that fluctuates based on Hero Point totals is just hard to price if i'm being honest. Any input would be appreciated!


so i know that a magical weapon or set of armor get +2 hardness and +10 Hp for each +1 enhancement bonus it has, but i was wondering about the corner case of a shield that's enchanted as both a defensive and offensive item.
One of my players decided to make a +2/+2 Impervious heavy steel shield, and i was wondering how to calculate its hardness and Hp.
Is it calculated based on the higher of the two bonuses, or does each set of enchantments make the shield stronger?
if it's the former, i know that the shield would have 18 hardness and 60 Hp, but if it's the latter option would it be a hardness 26 and 100 Hp shield or a Hardness 22 and 80 Hp shield? (as i'm not sure if you would apply the Impervious enchantment to both sets of bonuses)


So looking at the Weapon Modification rules, a player asked if they can add Serrated Edge to their Egoistic Butchering Axe. While I have no problems with that, would Egoistic make them automatically proficient (as they have the Exotic Weapon Proficiency feat for Butchering Axe already) or would they still need to take the Weapon Adept feat?
I'm just not sure on how to rule it.


So I was wondering how the Luck of Heroes feat would interact with Hero Points used from a Hero's Blade. Would you roll to see if the blade keeps the Hero Point?


In a campaign I'm running, very much a sandbox style game, a local area of interest is a field of petrified warriors. In the center of this field is a large petrified beast of some kind, with a Khopesh lodged in it. Originally meant as one more area of curiosity, two of my players have become fascinated with it, and want to remove the blade from the petrified monster.
While I have figured out some of the outlines of all this, as well as the blades cosmetic features (the blade is broken off just after the area that is in the beast, and when restored the blade reforms out of a ruby-like material that acts as non-fragile obsidian) but I can't figure out it's magical properties.
The blade is meant for a 4th level party, but they're pretty under WBL at the moment. Any suggestions?


GM looking for 2 more players for a homebrew campaign. We play Mondays from noon to 4:30 pm, sometimes stretching to 5pm if needed.

Just lost a player do to changing work schedule, and might lose another soon for same reason. Any interested players in the area?


Long story short, our new GM has a hatred of Magus, and has banned them (along with Summoner and any Occult classes) leaving me with Eldritch Knight as my primary choice. The only problem I'm having is that we're limited to CRB only at 1st level, and that takes away some of my options. Should i just go wizard and then into Swashbuckler, or is Fighter into Arcanist a better option?


So after a suitably epic encounter, a player was awarded a single wish by a genie. I was expecting the typical bonus to stat or magic item, when my player instead asked to be able to make a composite metal of Adamantine and Cthonic Steel, something less than Adamantine as far as hardness, but more than Cthonic Steel and letting it count as both.
What would you say to such a metal, and how would you stat it out/price it?


My players are rapidly approaching the point in our campaign where the head of the BBEG group reveals themself, and after a player made a comment in passing of "man, I have always wanted to fight a lich, but they're kinda weak.", I decided to make that wish come true.
Now, I have the lich mostly built, but it's time to make her spell list. The lich is a Mystic Theurge (wizard and cleric) with a caster level of 13 in both.

While I can play casters pretty well, building a spell list of this level is pretty daunting, so I was hoping to crowd source it. Any ideas would be helpful, and appreciated.


So I was wondering if anyone has already tried to convert the 5e D&D barbarian to Pathfinder, and if so how it plays.
I really like the idea of a barbarian getting Con to AC.


It's mentioned in a few spots that ley lines can intersect in places, but it's never mentioned if you can attune to (and gain the benefit of) multiple ley lines at once. Is there a rule for this, or is it a hard cap of one ley line at a time?


Basically, I've been the GM of several homebrew adventures back to back, and with a new one starting I'm hitting creative road blocks. I'm in need of the help of the kind people of these forums to come up with a villainous group, leader, and magical McGuffin for the PCs to try and stop them from acquiring.
Bonus points if it requires multiple items to complete, but each has an effect.

I humbly ask this of my fellow forumites- what does the evil McGuffin do?


So, due to one player no longer being available and another not having a vehicle anymore, our party of 4 is now a party of 2. The other player is playing a neutral cleric that's focused on channeling and casting (versatile channeling) with some combat ability, and my paladin died soloing the boss room at the end of Crypt of the Everflame. The GM is letting me come in at 3rd level, and with an extra 7,000 Gp to spend to help offset the lack of players (cleric got the extra cash too). Any ideas on what to make?

Edit: stats are rolled as 2d6+6, I got 18,18,16,15,12,11.


Basically I have a player that's interested in crafting magic items, and we use the dynamic magic item creation system from Pathfinder Unchained. He asked if there was any way to influence the results of the rolls for perks or quirks, and I honestly have no idea.
I was hoping the lovely people here on the forums might know of some way, or have advice on how to do this if there are no rules.


Our group is starting up a round-robin style game where GMs switch off after each arc, and since everyone agreed to be good guys (as in good alignment) I'm taking a crack at paladin. I really want to go dual-wield build, as I have incredibly good stat rolls (15, 16, 16, 18, 18, 13) but I can't decide on archetypes for a two-weapon paladin. Any suggestions?


So after realizing how bored I am with core classes, I've branched out into other books. Upon reading the kineticist, I became intrigued - can a kineticist be the "Big Gun" of a party?
I'm looking more for ranged builds, but I'll do Melee if it's the only option for good damage.
Mostly, I'm looking to go either fire or air, though that is almost entirely for aesthetics.

But having never played a kineticist or even seen one played, I'm looking to the good people of the forums for help - how do I build this character?


I'm getting to play in a Gestalt campaign that focuses on fighting undead, and I have the idea of playing a wizard/cleric Necromancer build.
While the build itself isn't the issue, I'm not entirely sure how to play an effective Necromancer that fights undead.

Any spells, magic items or feats that I should really be focusing on, or is it just as simple as "command undead, use them as fodder"?


Hey everyone, just as the title implies I'm totally stumped on naming my vigilante persona for an upcoming Council of Thieves game. The DM is allowing a house-ruled version of the youth rules so I can play a child vigilante, and he's gearing toward being a Chakram thrower.
I'm thinking of a kid similar to Damien Wayne; highly skilled, arrogant and more than a little cruel, but ultimately wants to do the right thing. I'm totally stuck on the name though. :/

Maybe we can turn this into a thread for possible vigilante names?


Before I go too far, I want to state that I am the DM in this situation and I'm just looking to get a better understanding of the rules here.
Two of my players have been butting heads lately (in character that is) and it finally came to blows. One player ambushed the other and hit him with his Brilliant Energy Longsword - not a problem, as we all agreed to PvP as long as it's in character and this certainly was.

The problem comes from the fact that the second player is a Swashbuckler and wants to parry his next swing (we called it here before dice were rolled) and I'm not sure how that would work. His weapon, while magical, isn't brilliant energy or living, and this I don't know if partying it is even possible.


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I feel that this trope is common enough that it could be used in a game as a fight mechanic or plot point. Maybe a villain is interrupted while performing a ritual that requires a sacrifice, and his death fulfills that last step - and transforms him into a terrible horror.
Or maybe a villain that the party already defeated returns from the dead shortly after as a powerful undead, and picks up his plans where they left off.
How would you feel about something like that happening, and what would you like to use such a trope for?


So I'm playing in my first Gestalt game soon, and the idea of making an Oradin through gestalt sounded intriguing. But I'm at a loss for the actual build itself. Through good rolls and racial modifiers I have a 20 in charisma and 18 constitution, but I don't have any idea what feats to take or what spells to learn. Even the curse I should take seems like it could really be a pain to choose.

Any advice would be greatly appreciated.


Pretty much the title. I looked around a lot, but I couldn't find anything. What are the cocoons that akata make made of, and could it be crafted with?


So to start this off, I should say that this will be my first time running a "High-Power" style game, though I have a good amount of experience as a GM.

The characters will all be Gestalt and Mythic, 3d6 drop the lowest +6 for stats, and an extra feat at 1st level.
Going to start at 1st level and really play up the "something out of a legend" vibe.
I have 4-6 players depending on the night, and I'm used to running for groups of that size or larger, but I was just wondering if this kind of game would have its own pitfalls of things I should be aware of.
And while I know that no module or adventure path is designed for this kind of party, are there any suggestions that I could get a suitably epic story out of and adjust it on my own to compensate for their increased power?


A major villain in my campaign that is going to make an appearance soon is an Antipaladin Graveknight who has an intelligent suit of full plate. The graveknight himself has cold as his particular focus, as well as using undead as shock troops/cannon fodder. The problem is, I want the intelligent armor to be unique and I'm at a loss. Any help would be appreciated!

Extra Info: the Antipaladin is the follower of an Undead Demonic White Dragon that grants spellcasting through its mythic ranks. The dragon itself is locked away in a demiplane of ice and negative energy, and mostly acts through agents to orchestrate it's release. This graveknight is its chosen champion, and the armor was a gift from its hoard.


So I'm trying to decide on a way to make a villain loosely inspired by Arthas from WoW (aiming mostly for a undead anti paladin style character, but with heavy emphasis on ice and cold) who acts as the primary agent of a Dragon-God that holds sway over similar powers. What I'm trying to figure out, is how to give these ice-themed abilities to him before he becomes an undead, while he first encounters the party (they'll be 5th level by the time they encounter him).

I've been toying with making him a Gestalt character, but as the party isn't Gestalt I don't know how that would work out CR wise. Otherwise I was debating making a custom archetype, but before I resort to that I was wondering if anyone had any other ideas. Any suggestions are appreciated! Thanks to everyone in advance!


So, I'm interested in running a political style game with heavy emphasis on urban interactions and intrigue. I'm basing the game in Brevoy, and focusing on the disappearance of the old royal family (mobile at the moment and can't remember the name) and the rise of the Surtova family as the ruling family.
I have a total of 6 players at the moment, and might gain another (I'm practiced in running large groups) before too long here. The majority of the party is casters of some sort, either arcane or divine, and a decent mix of Melee and ranged combat.
I was wondering if anyone had any suggestions on pitfall/traps or good things to focus on.
I know I'm going to involve a Cult of Dragon Worshippers, and the current ruling family being heavily tied to them. But other than that, I was wondering if there was anything others have done for this kind of campaign that worked well or was a lot of fun.
Thanks in advance for all your help!


So, a player at my table rolled Egoistic on a teo-bladed sword he was making for the party's Paladin, and was wondering if this means that since he took weapon proficiency (bastard sword), would he automatically be proficient with the Two-bladed sword?
I told him I'd think it over, and it seems like it does. Am I wrong here, or is it that good a perk?


So I'm very familiar with running a campaign with 5-8 players, but recently with changes in work schedules, players moving and conflicting gaming schedules, I have a party of 3.
One of these players is only able to attend once in a while, but the other two want to play a campaign with 2 players and have the3rd jump in when he can.
I'm not very familiar with running for small parties, and this one has no spellcasters at all. I was wondering if anyone has any advice?


So, lately I haven't been running any games because the last one died off suddenly and left me burned out. Me and two of the players were eating at a restaurant and just kinda talking about gaming when we gradually realized that every game i've run recently has been radically pulled away from its initial premise by one specific player, one who also tends to just drop out whenever he feels bored.
Since the campaign premise had already changed, the other players lose interest and the campaign kinda dies off. I don't think he's intentionally doing it and none of us think it's malicious, but it really burns me out when my campaigns get sabotaged, even unintentionally.

So i was just wondering if anyone else has run into this kind of problem, or if I'm just on my own?


So, my players are interested in the idea of a Greco-Roman style campaign, and we even grabbed the greek pantheon from 3.5 and converted it for Pathfinder. But as I read over some threads on this style of game I noticed that a lot of people advised against it as Bronze makes Heavy Armor and many Two-Handed weapons impossible to craft, making a lot of builds useless.
To counter this problem, I intend to give everyone that would be able to use heavy armor Combat Expertise for free, regardless of Int score. Does this seem like a reasonable compromise, or does this still sound unfair?


Hey guys, my players have shown interest in playing a campaign centered around the World Wound but have been disinterested in the Wrath of the Righteous adventure path. As such, i'm going to be doing a scratch-built campaign set in Mendev/The World Wound, and I was looking for good resources for setting info. My funds are currently pretty tight, but I did spring for a copy of the first Wrath of the Righteous AP book. Any other good resources or ideas for a campaign set around the World Wound?

P.S. - The entire team has agreed to play good guys for sake of working together, and two are talking about playing brothers (one paladin, one Inquisitor). Three more players are as of yet undecided.


I've been playing in several campaigns lately, as well as running my own, and i've noticed that many people tend to treat weapons as a minor item or something that they change out regularly. In particular I have a paladin in one of my games that routinely changes out weapons whenever he finds something remotely better, and that's only because i said he shouldn't walk around with 15+ weapons at once.
I personally tend to play characters that form a bond with a specific weapon, typically one that I built or had made for me. Something akin to Jedi and their "Your lightsaber is your ally" philosophy, i'll craft a single sword that i'll use for most of the game if possible.
Does anyone else do this, or is it just something that I should expect not to see?


While brainstorming ideas for a new BBEG for my campaign (As an extremely, EXTREMELY lucky arrow killed my previous one. I hate called shot heart.) a friend of mine suggested a villain that Duplicates people, particularly the Party, and uses them as his soldiers. The obvious choice here is Simulacrum, but I was hoping for more options than just that.


The player in a campaign i'm running are about to challenge a Mythic creature while being non-mythic themselves. They have already expressed that they don't wish to be mythic, but are okay with mythic monsters existing and even being opponents. This creature is 4 CR above them, and they're aware that the creature is outside their typical range, but they are still challenging it.
The party consists of 3 Paladins (Two are range focused, the other uses a spiked chain) and 2 rogues (One is an archer, the other is a spear user that can break weapons to cause bleed damage). The creature is already built and designed, so now the only question is this; what kind of treasure should a mythic monster have?

I want at least one Weapon and one Odd item (wondrous item preferred) that each have a bit of a unique history/ability, but i'm a little swamped right now with work and my other game. So please, help me out here.


In 3.5 Hydras had the ability to take multiple attacks of opportunity based on the number of heads that they had. Is this still the case in Pathfinder, or does the Pathfinder hydra simply use combat reflexes as written? sorry for the weird question, just really wanted to clarify this.


The class ability Canny Defense is granted by the Kensai Archetype of the Magus class, and states that it works the same as the Duelist ability of the same name.

So if a character goes into Duelist, do the levels stack or is the bonus applied again?


I'm looking to build a character for a friend's game, and I was looking for help with building it. Basically I want to make a Spiritualist type character, someone who communicates with and controls spirits and corpses. Kind of an Necromancer that Binds souls as well as corpses. Anything that would work towards this?


A player in my most recent game made a character based around the concept of being a "tank", something he is used to from years of playing MMOs. The character is a Paladin that follows a homebrew deity based around protection and duty above anything, and he recently came into a large sum of money.

spoiler:
The party was ambushed and he held off the attack alone while they retreated. A few incredibly lucky rolls later and he had managed to defeat a group of 4 equal level opponents by himself. The group told him that he earned all the loot himself and he was told to keep it all.

He asked if he could use the money to make a set of magical pauldrons that allowed him to maintain an opponent's attention. Here's what he submitted so far for evaluation.

Pauldrons:
Guardian's Pauldrons
These metal pauldrons look worn and battered, but are still comfortable to wear. Every enemy that you close with sees you as a larger threat, and treats you as such. Whenever a creature you can see that you threaten makes an attack against one of your allies, as an immediate action before the outcome of the attack roll is declared, you can compel that creature to attack you instead. The creature gets a DC (10+1/2 your character level+ Cha modifier) Will saving throw againts this effect when you first threaten it and use this ability. As long as you threaten the creature it does not gain another Will save to resist this effect, but if it steps outside your threatened range you must use this ability again, granting it another Will save. A creature that makes its Will save is immune to this effect for 24 hours. This is a mind effecting ability. The pauldrons take 24 hours to attune to a wearer, and must be reattuned if worn by another person.

Compel Hostility (1st level Spell)
Base Cost: 12,000
Cost to Create: 6,000

Does this seem like a decently balanced item, or if not what would you suggest?


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Basically, I've been wanting to run a pure spellcaster for some time now but haven't seen any ideas that struck my fancy. Now finally I saw something that I wanted to recreate as a character, but I have no idea how.
The general idea is to use a lot of "mind control" spells such as dominate and suggestion, maybe even geas if it gets to that point. I need any and all advice on building this type of character please!


My gaming group had taken a break from Pathfinder and moved to a few other games, but recently the call of our favorite system has beckoned us back. Now we're looking to play a campaign with dark elements and a very gritty playstyle, similar to Darksun and Ravenloft. Here's what we have so far.

The gods of the world have withdrawn, leaving few people with access to divine magic. Meanwhile, the unseen forces that allow arcane magic to function have become unstable and led to a culture that fears and hates this form of magic. The loss of these forces has caused civilization to falter, as monsters grew more numerous by the year and the magical aid that many cities received faded away. Wars are constantly fought over natural resources, and banditry has become a common problem.

As far as actual game mechanics go, no player is restricted in what class they can play, although a lot of roleplay may be required. We're using the piecemeal armor rules, and looking into various ways to have a Durability system where armor and weapons wear out. In addition, we're using the slow level progression, and the game's level cap is 10. After tenth level, players will gain feats at every uneven level, and a bonus at even levels that is yet to be determined.

Any input helps, and all discussion is appreciated.


During the course of the current campaign I'm in, my character (a fire-themed Magus that wears Dragonhide armor) was given permission to found an adventurer's guild that is similar to the Pathfinder organization but set in a different world. This guild's first (and eventually central) chapter-house is being built inside a mountain/volcano that housed the toughest and most respected enemy my character has faced so far, a quite powerful Red Dragon. Now that the guild hall is complete, I have to name the guild and have come up with nothing.
I want to name it something that either directly or indirectly ties in with the Dragon theme my character follows, but i'm drawing a complete blank. Any input is appreciated!


I've been running a campaign that has slowly been working it's way towards a Spelljammer like scenario, with the players researching advanced tech such as that found in Numeria, namely these large structures similar to Silver Mount.

Silver Mount.

As such, they kept searching for a larger and larger bit of tech and have now found what they wanted; a ship (currently only capable of sailing).
the idea is to use it as a floating home base, crewed by people that they have saved or have as followers, allowing them a safe haven and a nearly endless supply of adventure hooks. They want to adventure to upgrade and repair it to eventually use it as a permanent fortress/Spelljammer, and I think this is acceptable (we've been wanting a high-power game for a while now). Here's the question; what would you like to see as upgrades, functions or straight abilities of a sentient magical ship that can travel planes and space?


I've been one of the two DM's for the same group of players for about 4 years now, and I will admit that I've gotten extremely used to this group. As of late, clashing work schedules and personal problems have forced most of the "regulars" to either stop gaming or switch nights. One of the players had another group that he occasionally games with and invited me to run a game for them, and i agreed. Here's the problem; I'm used to running games with six to eight players, and this group consists of three or four (depending on the week, one player can only make it about half of the time). any advice for adjusting to the smaller group?


These are some magic items I threw together to fill a "Blueprint" book that belongs to an Artificer that the Party is heading up against. as one of the team is also an artificer, he may try to make some of these, so i was hoping for some input about balance, if i did the calculations wrong, so on. well, here you are!

Warlord's Quiver
This blackened metal quiver generates magical arrows or bolts, as the wearer prefers. Any ammunition taken from the arrow disappears after being fired, or if handed to another person or taken forcefully. The ammunition the quiver makes is treated for all purposes as +2 arrows or bolts, and add to attack and damage rolls as such.

Abundant ammunition (1st level spell)
Greater Magic Weapon (3rd level spell)
Base Cost: 48,000
Cost to Create: 24,000

Tabard of the Warlord
This gold edged black tabbard bears a design of a Hawk clutching a spear in it's beak and carrying a shield in its talons, all in gold thread. While wearing the tabbard, your movement speed is not reduced by your armor, and you reduce the armor check penalty of any armor worn by 2. The tabbard takes 24 hours to attune to the wearer if removed, as well as for the first time worn.

Effortless Armor (2nd level spell)
Base Cost: 24,000
Cost to Create: 12,000

Warlord's Bracers
These blackened metal bracers look worn and battered, but are still comfortable to wear. With every enemy life you take while wearing these bracers, you become increasingly dangerous and difficult to stop. You gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum 5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4. This bonus lasts until you go 5 minutes without killing a qualifying opponent. The bracers take 24 hours to attune to a wearer, during which they grant no bonuses.

Deadly Juggernaut (3rd level spell)
Base Cost: 36,000
Cost to Create: 18,000

Trumps of the Pattern
These magical tarot cards look exactly like a normal set of tarot cards, save that each of the 13 trump cards are replaced by blank cards, which are replaced by portraits of you and up to 12 allies or locations. These cards allow instant communication between the holders by simply holding up the card of the individual you wished to speak with and concentrating on it,and if both parties are willing, instant travel. Traveling in this way requires trust — placing oneself temporarily at the mercy of the non-traveling host. People watching someone leave via a Trump will notice them suddenly becoming two-dimensional, followed by a burst of color. Contact is broken by passing one's hand over the Trump. Contact is prevented if the person is drugged, deeply asleep, has some form of brain damage (such as amnesia), unconscious or imprisoned in a fashion designed to prevent teleportation, or in an area of anti-magic or on another plane of existance.

Clairvoyance/Clairaudience (3rd level spell) – 22,500
Greater Teleport (7th level spell) – 182,000
Base Cost – 204,500
Cost to Create – 102,250

P.S. - Some of these items are inspired from books i've read (the tarot cards), so i realize that it's not a new idea.


I am currently playing in a campaign (the first time i'm not DMing in a long time) and I need help designing a character. The DM based the campaign off the idea that we're "chosen" by the gods to act as their champions on this realm, so our stats are pretty high. It was a Dice Pool system, where we roll 22 dice and add them together as desired to get our stats (none over 20 before racial mod). So, building a 4th Level Human Fighter (no archetypes, but if anyone has a good suggestion i'm willing to listen) with the following stats after racial adjustments.
Str 22
Dex 18
Con 20
Int 13
Wis 12
Cha 14

I want to be relatively versatile, but close combat is already handled. any suggestions?