Search Posts
So my Kingmaker campaign is going to the First World soon (played the video game up to that point, then stopped immediately when I heard we had a GM for it, so no end of AP spoilers). My Gnome Medium has played the role of Grand Diplomat but also has charisma checks with a 30+ modifier with the right spirit and buffs, which I understand can shape the First World (from the Realm of the Fey player book, avoiding the AP rules right now). What kind of mischief/nonsense would you be up to in this situation? What would you do with the power to sway the fabric of a plane and the resources of an entire nation behind you? Thanks!
What all feedback can you give for this scenario? Can a stone construct be awakened and hit with stone to flesh to make it into the equivalent of a humanoid? (looking more spirit of the rules / rule of cool than a legal reading of what the spells can do) The scenario: I've been running a support Medium through Kingmaker, but when our Barbarian/ defender of the Cleric moved out of state, my character has had to move from the mid-line to the front. I've managed it well by possessing various monsters and animals then polymorphing back into a small/medium size humanoid, but as we have progressed, powercreep has set in pretty hard. Without enough hit points, the possessed body is a liability to the party, but creatures with enough HP have very high physical stats -- to the point that our GM has bumped bosses out of the range that the party could take on without this front liner. A potential solution: We have designed and built a number of various constructs and golems to defend our settlements from magic attacks while the party is out adventuring, so I'm thinking this is the perfect way to balance the physical stats of a possessed body with the hit points that are in line with the level: Awakened Angelic Guardian:
Material: Irespan Basalt (+50% HP), HD increased from 6 to 9
I'm thinking by all of these spells, it has lost almost all of its construct traits except for the fact that it does not have a soul, so would be immune to magic jar and such (but fortunately a mind so I can still possess it with Mindswap!) Potential Problems:
So we are going on a dragon hunt and I want to get a feel for how many rounds we can prepare as it approaches (assuming not invisible and flying out in the open at 200ft fly speed). With a +30 perception, the rules state I auto succeed seeing him at 300ft, but for every 10' beyond that, there is a chance I don't until I can't at 500ft (or about there depending on ambient conditions). What kind of modifiers would be in place to account for the fact that it is as big as a house and flying right at me? (rules as written would be great, but also reasonable interpretations you would make as a gm)
These two posts seem to contradict each other. Using just the spell Scorching Ray, the first indicates that inspire courage effects both the attack and damage on each ray, but the second indicates that only one ray receives the damage bonus. How would you rule this for PFS and then, what about for a home game? Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?.
Long story short, the party rescues a Changeling child and decides the best way to protect her in the long run is to help her form her own coven. Now we are level 11 and she is a grown up 9th level witch with another witch and shaman as mentors, and is searching for an Iron Collar of the Unbound Coven to eliminate the need for an actual hag. Will she be too powerful an ally at this point having access to these coven spells? dream,
It's assumed that she is not directly adventuring with the party, but if she were asked to help, there is no reason in the plot yet that she and the other members of the coven wouldn't help. Should we roll with the coven rules as is or say that there is only a defective Iron Collar of the Unbound Coven with more restricted access to spells?
Seasons Greetings! I have an updated Kingdom and Army Tracking Sheet based on one of the best designed kingdom sheets I've found. This sheet is based on the work of codebrunch.de which includes a full description of the original sheet, which features city tabs which automatically populate images of city buildings. Added kingdom building features include a turn tracking page, a place to record buildings/improvements from the Promotions phase, as well as an automated kingdom event roller. For kingdom planning, there is an automated cost-benefit calculator to show the relative value of one building/building chain against others, as well as a tab to manually sort different buildings, and a tab is included for an at-a-glance view of which common buildings are already in which cities. The army features include a description of each class' benefits and a place to build armies which automatically figures into kingdom expenses and shows the room available in the kingdom to keep each army in reserve. Last, an optional homebrew mini-game is included in the Leader Influence tab. This tab has no automatic effect on the kingdom but is designed to give a PC individual options for how they direct their most dedicated followers.
Our Kingmaker campaign has a lot of downtime which my PC has turned into a lot of wealth by establishing a charitable Non Government Organization. What infrastructure, services, spells, and magic items for purchase or construction would most improve the lives of everyone in different parts of the kingdom (some rural/developing, other urban)? We have several thousand gp/turn right now and will soon have tens of thousands of gp/turn. Our current projects include:
My group just hit upon an idea to make choosing between these more interesting. As far as we could tell, for every hill hex there is no reason not to build a mine with a corresponding foundry instead of a quarry. Our reasoning: A hills hex with a farm, a mine, and foundry in a connected city reduces consumption by 2 and produces 1 Stability and 3 BP. (2 BP directly and +3 economy which is 1 BP using the UC calculation for economy)) for a total of 26 BP. (We ignore the unrest penalty because we are expanding quickly and houses reduce it in addition to allowing for other useful buildings.) The hills hex with a farm and a quarry on the other hand reduces consumption by 2 and produces 1 BP and 1 Stability for the total cost of 10 BP. The 16 BP savings of the quarry is then negated after 8 turns because there is no building you can buy for 16 BP that will get you 2 BP income per turn. The savings on the quarry is just a trap. But we came up with two rules (one by accident) that make for more interesting decisions: 1) Mines can only be built where an ore vein has been found already. The party can pay BP and wait one turn to see if a suitable spot is be found (the Kingmaker AP lists a few as part of hexploration, but our GM has picked other secret sites where there are veins). Each time we pay a team to search a hex for ore, the GM rolls a dice in secret to see if any is found, with a cumulative bonus for repeatedly searching the same hex. 2) Quarries on the other hand can be built on any hills hex, but any farm built on a hill with a quarry has its output reduced by 1. The immediate result is that we are now much more interested in hexploring nearby hills first and then debating how long do we want to send teams to find ore before we give up and build a quarry. Is there an optimal solution that we haven't found yet or do these rules create a solid mechanic for creating more investment in team decisions?
I’ve mistaken the rules about terrain improvements for our Kingmaker game, but I see a potential upside to it. Has anyone played it further to know how this would effect the Mid to Late Game? Inadvertent House Rule: Mines can only be built on locations where a resource is known to exist. (Either as stated by the AP or the GM) I may have confused this with the AP listing two sites early on or from various kingdom/civilization video games, but I think it will provide a throttle to how fast the economy can expand, so I’m not sure if we should change it. Another mechanic that we have agreed on is that the divisor for economy checks will increase as the kingdom grows (d20+Econ score divided by 3 to start, then by 5 and maybe higher as the kingdom expands. Do you think these will make the kingdom too ineffective later in the AP or will they help avoid the runaway economy score that makes some games too easy and ultimately uninteresting?
I'm brainstorming mass combat situations in case our GM throws them at us later down the road in our Kingmaker campaign. Not sure if we will follow the rules exactly for the actual combat, but he does encourage theater of the mind and out of the box solutions. One thing I'll have at my disposal will be a set of casters with level 3 spells from the leadership feat (other players are thinking about the feat too, so there could be a lot of these casters), so of course the first idea is to spam fireballs. But what happens when the GM turns around and brings his own unit of casters? The description of the spell makes me think there should be a low tech or low level solution to defending against Fireballs: from Fireball wrote: You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. Are there ways to throw something in the path of the spell and cause it to detonate early?
I am retiring my favorite character from PFS after over seven years and 19 levels of fun and adventure. So now I'm starting over from level 1 with the same build with minor adjustments, but I want to explore a new personality. I won't say anything about who the character was, but only ask who you think this person might be based on their classes and abilities. If you want to add advice for the build itself, feel free, but what I am seeking is how the build would influence who this person is as an individual, a part of the pathfinder team, and a member of Golarion's many societies. (Edit: It is a wisdom heavy build, so min/max away, but say what kind of person a given set of stats would make the PC!) Thanks! 1 - Sensei/Ki Mystic/Qinggong Monk (feat: additional traits [replace with animal ally at lvl 4])
2 - Sensei/Ki Mystic/Qinggong Monk
3 - Sensei/Ki Mystic/Qinggong Monk (feat: nature soul)
4 - Sensei/Ki Mystic/Qinggong Monk (retrain feat: additional traits --> animal ally)
5 - Inquisitor (Sacred Huntsmaster of Irori) (feat: Deific Obedience (Irori) = +4 sacred bonus to knowledge (all))
6 - Sacred Huntsmaster
7 Sensei/Ki Mystic/Qinggong Monk (feat: Extra Performance [replace with Discordant Voice at lvl 10])
8 - Sensei/Ki Mystic/Qinggong Monk
9 - Sensei/Ki Mystic/Qinggong Monk (feat: Greater Grapple)
10 - Sensei/Ki Mystic/Qinggong Monk (retrain feat: Extra Performance --> Discordant Voice = +1d6 sonic <30 ft)
11 - Sensei/Ki Mystic/Qinggong Monk (feat: Boon Companion)
12 - Sensei/Ki Mystic/Qinggong Monk
13 - Sensei/Ki Mystic/Qinggong Monk (feat: Totemic Beast)
14 - Sensei/Ki Mystic/Qinggong Monk
15 - Sensei/Ki Mystic/Qinggong Monk (Feat: Dimensional Agility)
16 - Sensei/Ki Mystic/Qinggong Monk
17 - Sensei/Ki Mystic/Qinggong Monk (Feat: Diverse Obedience - Masterful Warrior, Repair the Damaged Body, (Runic Form at lvl 18))
18 - Sensei/Ki Mystic/Qinggong Monk
19 - Separatist Angelfire Cleric of Irori (Feat: Channel Ki)
20 -
Hi all, I’ve made a hobby of building niche characters that tilt the balance of power very far in the party’s favor, but with the pause on games at the local gaming store, I don’t have the same people who know me and this tendency that can really cramp other’s play styles and enjoyment. I found a balance there over time with the groups we formed for PFS. How can I do something similar with online games where I am less likely to know the other players well? Thanks!
Help me find flavoring for an enigmatic Cleric of Irori. She may or may not be a resident of the First World who occasionally helps out in Second World problems, spanning millennia of Golarion history. Or she just likes telling stories when she casts spells. For each of these spells, I'm thinking of in game events where they would be relevant, but also pop culture references (which are -- of course -- very popular in the First World at the moment). Rags to Riches - "The sword which was broken has been reforged." Burst of Glory - "I learned this trick from the Inheritor in our battle against the Whispering Tyrant!" Wall of Stone - Used to box in enemies: "3PO! Shut down all the garbage mashers on the detention level!” Stoneskin - "It's no Iron Golem suit, but this will help you stand up to even an oversized Girallon." Summon Monster III - Used to summon Stirges: "For the swarm!" And my favorite so far:
Now for some other spells I don't have anything for yet: Hunter's Blessing
By the numbers, the item allows for 8 hours of work by one human per round. What would you do with that assuming you had any materials you want nearby, such as in bags of holding? (Assume mom ey is not an issue, so you can have a lyre for each combat over a whole week.) How could you help overcome different challenges including swarms, traps, invisible spell casters, ranged attackers, melees big and bigger, and all other things?
I need help finding a new party role for a level one character! I have done front liners, blasters, SoS casters, a mook-bane mounted rogue, and a pint sized bird of terror. I am also starting a one-punch wonder and a battlefield buffer and terrain controller. Outside of combat, I’ve been a set of prying eyes, the face, the brain, the brawn, and the voice of reason. What haven’t I done yet? I am for the first time in a long time, uninspired!
This came up with some friends when trying to build the Avengers (so help me! if you have an End Game Spoiler, put it in a spoiler box) and I thought I had my take on the Hulk ready: Constructed Pugilist: Weapon:
She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.
The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds Impact Weapon: Enhancement:
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. Inevitable Fist: Irori Deific Boon:
(Su) For a number of rounds per day equal to your Hit Dice, you can infuse your limbs with the power of pure law. Your unarmed strikes deal damage as if you were one size category larger, and gain the axiomatic weapon special ability. Activating or dismissing this ability is a free action, and the rounds don’t need to be consecutive. Enlarge Person: Spell:
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack My take is that the UAS weapon damage for a lvl 20 Monk (we are not at lvl 20, but magic items move the damage dice up) starts at 2d10 and increase as follows: 2d10 —> 4d8 (impact weapon) —> 6d8 (inevitable fist) —> 8d8 (enlarge person) This all as a result of the constructed limb acting as a weapon one size larger, the supernatural PC effect as if being one size larger, and last, actually being large size by the spell.
I am planning a vital strike character who favors non-lethal damage, but at a certain point, choosing vital strike or not might negate the choice of using non-lethal if the damage overflows through non-lethal to lethal to beyond total hit points. As a GM, how do you give hints as to how much would knock an opponent out instead of killing them? Do you give actual numbers or more vivid descriptions? Do you allow PCs to make knowledge or skill checks? Or are the players responsible for estimating CRs and levels? Thank you for your comments!
Hello, I am running a scenario which features a number of demons who have joined together against the Society in the Absyssal plane and I need more background for each of the enemies. Who are the NPCs from years past that would have been sent there after their deaths for extreme jealosy, greed, hatred, or desire to control and manipulate? These don’t have to be NPCs that met their end at your table, only likely candidates or characters who canonically perished through the deeds of the Pathfinders. Thanks!
Help! I cannot understand how this can or cannot work with the change shape ability granted by the feytouched template: Feytouched Mount: A hooded knight’s mount has the feytouched simple template (see page 10) when he is riding it, but it cannot use its change shape ability while being ridden. Is there a transition period between riding the mount and it being ridden? Is there something implied about when it can use change shape? Is this a way of saying it cannot change shape? Thanks!
Let's say we have a skald granting inspired rage to a party, then casts moment of greatness:
Spell Effect:
Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell's effect, the spell is discharged for that subject. Does moment of greatness apply to
Thanks all!
I've always wanted to make Heal a skill that can scale up past the first few levels and I believe I have found a way if enough of these stack. So d****it Jim, I'm a doctor, not a power gamer! Full Day Rest - 2hp/lvl, 1pt ability damage
Long Term Care - doubles rate of healing from rest
Mobile Hospital - doubles rate from long term care
Healer Satchel (long term care) - doubles rate or 1 ability drain
Restful Sleep - full day = x3 lvl hp instead of x2
Nap Stack - 4 full days of rest in 8 hours
I think this last spell in combination with the healer satchel allow Heal to outpace restoration in terms of gp/ point of ability damage: 4,000gp for the satchel and hospital, then 475gp for a scroll of Nap Stack, which can be divided among 6 characters = 745.8gp/ character (up to 8 pts) with 8 hrs rest This is little less than six characters using a scroll of restoration to remove drain from a single score -- 850gp/ character -- and in theory, the resting characters could divide the 8 pts among four different abilities. Does this mean a healer with 8 hrs of time could finally outperform a healing spell? |