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Sovereign Court

The final version might have been a bit different than what I'm posting here, but here ya go:

Shadowbanish Cloak
Aura moderate transmutation; CL 9th
Slot shoulders; Price 7,000 gp; Weight 2 lbs.
Description

This finely-made cloak may be of any cut or color, but most commonly
takes the form of a double-weave garment of heavy red and black silk.
By whispering the cloak's command word and wildly flourishing the
cloak in any lighting except total darkness, the wearer may “banish”
any number of worn or held items to the cloak’s shadow. Banished items
vanish from the character and cannot be detected by any visual or
tactile sense, though they are visible in the bearer’s shadow as if
they were still being worn (and may be noticed by a DC 20 Perception
check). Magic items stored in the cloak in this way cease to function
and have no weight, but continue to occupy their respective body slot.
It is the player’s choice which items are banished, but only to a
maximum of 100 pounds of gear may be stored within the cloak. On
speaking the command word again, the player may recall any number of
items stored within the cloak, which return equipped as if they had
never been banished.
The cloak itself may be banished in this way or unequipped as normal,
but all currently banished items are trapped within your shadow unless
the cloak is returned or the effect is dispelled as by dispel
magic
.

Construction
Requirements Craft Wondrous Item, treasure stitching;
Cost 3,500 gp

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This seems pretty clear-cut. One benefit or the other depending on the method, but not both.

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Evil Lincoln - what were the troop numbers, and why did you have to offset the table?

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Why, this thread looks relevant to my interests.

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As featured in the Advanced Player's Guide, the archetype essentially removes a paladin's spell casting abilities in exchange for additional lay on hands, and the ability to generate a massive aura that slightly buffs allies.

How is this archetype generally regarded? Is it too weak, too strong? Is the exchange of spellcasting considered worth it? Does the Extra Lay on Hands Feat change the synergy of the class? Do other archetypes synergize well with it?

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Really, Alexander? My group just finished Chapter 3 after a year of play; the war against Varnhold (they were in league with Brevoy, who had cut off diplomatic relations to Draaland) ended abruptly when the enemy disappeared, allowing the PCs to clean up the nation's leadership. The death of Vordakai (who was a hair's breadth from a TPK) has heralded a period of stability.

Chapter 2, however, was incredibly slow and plodding. It took us nearly six months by itself. Blood for Blood will go very well, I think.

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James Jacobs wrote:
Erik Freund wrote:
Whozat? The imprisoned-island-geisha from the blurb, or somebody else we've already met?
She's the imprisoned island geisha. And I could be wrong, but I'm pretty sure she doesn't have a romance score—we're approaching the end game here, and there's NO TIME FOR LOVE!

Come now! There's always time enough for love.

Perhaps we could have another blog post detailing the romance and friendship options for important NPCs, for those interested in the inevitable article "after Jade Regent" gameplay?

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I'd actually think that taking a staff with mostly spells that aren't on your spell list would be the entire point, given that you can charge the staff so long as you've got one spell that the staff uses.

I mean, nowhere in the bolded section does it say you need to have all of the staff's spells on your spell list and be capable of casting them all, just so long as you've got one of the ones the staff contains and a spell slot equal to the highest level of the staff's spells.

For me, I like staves a lot. Yes, they're a tad complex. No, they're not great from the perspective of the 15-minute adventuring day. But given downtime of a week or a month, or even longer than a few days, they become extremely useful.

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You still get bonus spells per day from your domain/bloodline, don't you?

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Neil Spicer wrote:
Fellnight Queen predates Kingmaker a bit, but I've heard a number of folks say they've incorporated the module into their campaigns. They do have a fair amount of synergy between them if you wanted to reset the module in the River Kingdoms.

One of the biggest criticisms of the Kingmaker campaign is that the first five modules focus on a certain theme and playstyle, and the sixth goes off on a completely different tangent that's only loosely foreshadowed in the previous supplements. Your module effectively ties together the mundane and magical, and the level requirements of the module places it at precisely the right moment in Kingmaker where that synergy is needed. Incorporating the module makes the thematic segue far less awkward!

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I loved the Price of Immortality Trilogy, but Squeatus is right; when you're publishing 6 modules a year (one of which is tied up by a Superstar), you're effectively tying half of that year's modules to one theme and rough geographic location.

I also love the connected modules and I think the annual is a pretty decent idea.

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Hooray! Thank you for the prompt response, Sean.

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Rather than run the risk of having an embarrassing disqualification, I'll just ask up-front: I've had work published in a few books for White Wolf's Exalted line, but I've never had a "cover credit" in the sense that my name is on the front cover (which is what I interpreted the rule to be when I submitted).

What constitutes a cover credit, and does this disqualify me? As far as I know, I was eligible last year and still had the same qualifications, though it's possible the issue was never raised because my item failed to make it out of the first round. If I am ineligible, I will retract my admission and apologize for misunderstanding the rules.

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There's no "maybe" about it, really. ToI doesn't require a save, even wizards can hit a touch AC, and it justs drops your stats across the board by a rolled amount. You're looking at a potential loss of six spell levels that you can cast, a loss of a half-dozen derived stats...

Yes, you're in melee range, but then again so's the other caster - and you aren't suddenly crippled in a wizard's slapfight. You've still got your full range of spells, unless someone hits you back with a ToI.

Granted, Web and Glitterdust are pretty great, but ToI is far from useless. Endure Elements is useless. Touch of Idiocy, if used correctly, will completely disable the enemy artillery.

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Indeed, I had a sorcerer PC defang a lich almost completely by repeatedly using touch of idiocy. Were it not for the lich's paralysis, the spellcaster would have been completely shut down. Wizards, sorcerers, clerics and oracles are in deep trouble from touch of idiocy.

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It's amazing so far. I'm planning to run this as a one-shot very soon. Any suggestions for doing so beyond the sidebar, Gary? Any suggestions for fleshing it out and making it meatier for a limited campaign (like the spoilered bit, up above?)

Also, I noticed the file was just errata'd. What changed?

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Good luck.

"Cloistered Cleric" is an archetype available in Ultimate Magic.

There's no direct conversion for the half-orc; instead, I'd give him the Teamwork feat that allows for +1d6 damage when flanking and give him the Tower Shield Specialist archetype. Or, you can just convert him over directly; totally your choice!

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Has anyone done a conversion of S1 to the PFRPG ruleset? I'd like to run it with Pathfinder rules and figured I'd ask before I dove into the nitty-gritty.

If not a full conversion, does anyone have suggestions for how to go about converting? Can anyone flag troublesome items, tactics or abilities for me off the top of their head?

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Helaman wrote:
I just want it removed.

I agree wholeheartedly. The cavalier already gets an exceptional damage bonus from challenge; an order of the cockatrice samurai (admittedly rare) will get even more of a bonus.

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I'm welcoming any and all feedback.

Bonsai of Sanguine Feasting
Aura Faint conjuration and necromancy; CL 6th
Slot --; Price 7,000 gp; Weight 4 lbs.
Description
This Diminutive, dead bonsai tree is rough-hewn, made of a dense and knotty wood riddled with odd wooden veins tracing up and down the length of the miniature trunk. Bereft of leaves and branches, it fits easily into a backpack. To use the item, a user must drizzle a small amount of fresh blood over the tree, causing the veins to swell slightly and take on a dark and oily appearance.
Once per day, a wielder may plant the bonsai down into natural soil, where the veins grow into the exposed roots and sprout the tree into a Large version of itself over the course of five minutes. The tree’s wide boughs are covered in pale hand-shaped leaves, providing ample shade. Five minutes after the tree has stopped growing, the branches droop heavy with enough fruit (blood oranges, naturally) to feed five people. The tree dies and completely dries out an hour after planting, allowing branches to be snapped off and burned for firewood. Five hours after the staff was first planted, the tree disintegrates into mulch, revealing a new bonsai where the heartwood of the tree should have been. Unless the bonsai has been drizzled with fresh blood, none of these effects occur – planting a bonsai without engorged veins results in a small hole in the ground.

Though perhap\s a little morbid, the trees are not evil, and remain a favored tool of young adventurers. Philosophically-minded necromancers and monks especially appreciate the trees, and use its magic to aid companions when it comes time to stop for the night.

Construction
Requirements Create Wondrous Item, create food and water, heartwood of an orange tree; Cost 3,500 gp

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Jason Nelson wrote:
Sometimes simple answers are the best... probably more often than not.

Would you think this appropriate for ships, under your newer rewrite?

Ships (10 BP per 100 soldiers, +5 consumption, requires Waterfront)?

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Jason Nelson wrote:
Perhaps you need to develop a stat block for PC leaders (assuming they are CR 9 or above) in case they need to fight as an army of one!

I dunno, Jason. Like James noted earlier, it really breaks verisimilitude. I'd advice an optional rule being that PCs or creatures any less than Huge are prohibited from engaging in mass combat (they'll just be swarmed). Failing that, perhaps they can only take the Normal strategy and no tactics - that helps to even things out a bit, considering they start with several Resources (like magic armor and weapons).

This does allow PCs to wild shape or form of the dragon into mass combat, though!

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Jason Nelson wrote:
Some modified mass combat rules I just sent around to my players. I added in a few bits about Barracks and Garrisons, armies in reserve vs. armies in the field, and some utility for the Profession (soldier) skill and Leadership feat. See what you think. Happy reading!

This looks like it fixes all of the problems I had with the system. Thanks!

One question, though -

Quote:

TACTICS PHASE: Each side decides what tactics it's going to use. Combat is simultaneous, but the leader on each side makes a Profession (soldier) skill check. Whoever rolls lowest declares their tactics first and declaring tactics continues in order. You can change your one 'step' in either direction each round, but changing them more than one step requires a DC 20 Morale check; if failed, the army's strategy stays what it was the previous round.

1. Defensive (+4 DV, -4 OM, -6 damage)

2. Cautious (+2 DV, -2 OM, -3 damage)

3. Standard (no mods)

4. Aggressive (-2 DV, +2 OM, +3 damage)

5. Reckless (-4 DV, +4 OM, +6 damage)

In Kingmaker, this is called the Strategy Track. Should it still be called strategy, or have tactics been done away with? (I hope not, they were awesome!)

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Major__Tom wrote:

Alex;

Of course you're right, it's not an actual GP value. And the RAW does say each 'siege engine', but it could very well be a group of five, or even ten.

In fact the only fair way to compare is relative costs. One seige engine, or engine troop, if you will = 60 BP a month.

Gargantuan Human army (1000) = 12 BP a month.

Same human army with mstwk weapons/armor = 40 BP a month.

So literally, you could support five armies of 1000 each, for the price of one ballista troop. I know siege engine troops require special training, and it's expensive to move them, but really?

And the same army with magic weapons is 50 per week, over 200 per month? Or is the magic item a single-time cost and the maintenance is 40 per month?

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Hello all! First time poster.

I'm playing a monk in a Pathfinder Roleplaying Game. At some point, the campaign might go to Jalmeray, and my character is definitely going to want to join in on the fun. There's even a Feat you can take (pg. 85, PFC CG).

However, in PFRPG, monks already get most of the bonuses of this Feat. How would you suggest it works?