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Pax Veritas's page
RPG Superstar 7 Season Star Voter. Organized Play Member. 2,560 posts (2,561 including aliases). 5 reviews. 1 list. No wishlists. 1 alias.
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This is what I hope will become a very long thread of community input regarding the elephant in the room.
Backstory: As a veteran gamer (since 1982) I've hit a wall that nearly every gamer including you has hit, or will hit at some point--and we (I) need your help!
The Problem: For years, gaming session provided a "gaming buzz" i.e. a happy wholesome high of joy (you know what I mean). However, home games in Pathfinder drag on too long. Campaigns run too long. Players get bored. A few encounters/rooms per week is NOT enough content to reach that gaming thrill (and I don't know what's changed).
Observation: I still observe rare moments when that "feeling" returns: a) new campaign first sessions with new characters b) when we play a 1-shot adventure with all new characters and c) for a few sessions after when we bring in a new player. But that's it.
Caveat about PFS: Let's leave PFS out of this equation without any value judgment of that style of game. Let's just say we're focusing on home games, with homebrew content.
Question: What can be done to re-ignite the flame of these veteran gamer blues?
Last night the player monk grappled the vrock.
Upon attempting to escape via At-Will Spell Like Ability: Greater Telport, a player called for a concentration check from the vrock.
The vrock at that point was pinned in a grapple.
Since the SLA is mental only (no components or somatic components needed) did the GM (vrock) need to make a concentration check?
End result: the vrock wasn't able to use its SLA (greater teleport) and was beaten to death by the players.
Rules experts, please help!
Thank you,
Pax

Cleveland, Ohio (Parma)
[Updated November 2014]
PATHFINDER RPG: NEW HOMEBREWS! – 1-2 SPACES AVAILABLE
6pm-midnight or later on Fridays in Parma (Pleasant Valley/State)
Homebrew World and Pantheon
1 Group with two GMs: 2 campaigns alternating weekly (you'll have two characters)
Pathfinder RPG Ruleset (RAW/RAI)
GMs Have No Limitations (This means we don't argue rules and we stick to having fun.)
This is not a PFS group.
We ARE interested in: A mature Pathfinder enthusiast who can really bring his or her best role-play every week. Preference given to energetic but peaceful people who enjoy character development and role-play with other player characters, story immersion, and traditional fantasy tropes. Story rating: R (18 or older please).
We ARE NOT interested in: “kick in the door/my build pwnz all!!!” attitudes, 4E players, couples, or anyone who views the game like a video or card game. Passive players, rules lawyers, and munchkins need not apply. We are looking for a friendly team-player who creates story rather than expects entertainment. No "entitled players" please.
What you can EXPECT: A private basement game room loaded with projector map displays, miniatures, elevation and blast templates, a library of game book resources, refrigerator, occasional snacks and an end time around midnight. We'll keep a contextual role-play focus even during dungeon crawling, or mighty combats (this means no meta-gaming).
What we expect from YOU: Arrive on time, bring your role-playing A-game every week, and don’t complain when bad stuff happens (damaged equipment, death, etc.). Expect to role-play through situations rather than rely upon a single skill or attribute check. Care about and develop your character. Good communication and respect for other players as well as the GM is essential. You do not need to be a rules expert to play, however, we do expect you to be ready on your turn and to look up any essential rules unfamiliar to you as needed.
Playing every Friday is a commitment. If you wish to join, or if you wish to be placed on a wait-list, please contact Tom at tgrzep@gmail.com
HOW TO REACH ME: Please send email and share your reason for interest, and a little about your play style. Talk to you soon, thanks!
A wizard player pulled this as a summon... I need your expert help to determine if I should disallow its use???
Does this thing do too much for being just a CR1 elemental???
GRAVITY ELEMENTAL
Should I expect all future encounters to be owned by this player? As a GM should I be concerned this will break encounters? Please have a look.
Pax

I need some good advice/guidance to build my NPC enemy before the game I'm running on Friday. Any help you can provide is appreciated.
NEED: A challenging NPC that acts like a living (or undead) Druidic Defiler Assassin). The idea is 3 such villains were sent by the Dread Lords (read undead forces) to slay an ancient enchanted tree. The PCs must slay each of these three "tree-assassins" before they can complete their ritual (the villains need not be co-located - perhaps they are performing their defilement ritual along the nodes of an equilateral triangle around the tree, but perhaps a mile apart from one another.) For a variant: This could mean they must be slayn "at the same time" so the party has to split up! OOH this is interesting. Each is protected by a Mythic Worg or worgs.... Perhaps if not slayn at the same time, they will all re-materialize and continue the profane ritual to slay the tree?
PROBLEM: I have no idea what to build here to be reflective of this story theme? Please help!
BACKGROUND: The PCs must save an old enchanted tree from three druidic defiler assassins who seek to destroy/kill it. They each travel with a Mythic Worg. Party level is 6 (enhanced with boost to ability scores and skils to accommodate Mythic encounters per James Jacob's advice column in "Sword of Valor" AP74).
DOWN N DIRTY: Should I just make up a druid, call it evil, and be done with it? Maybe add an Undead template?
ANY HELP YOU CAN PROVIDE, INCLUDING IDEAS OR THE POSTING OF A PROPOSED STAT BLOCK WRITE UP WOULD MAKE MY DAY!
Warm regards,
Pax

Scenario: Assassins enter through the windows of a tower. Two sleeping persons in room. 1 NPC drow female fighter sleeping with a PC Inquisitor.
Rules say sleeping perception is +10 DC +1/10 feet.
Would the following be a fair way to adjudicate this:
Assassins stealth +15. + Roll of 13 = 28.
Allow the PC and the NPC to each roll perception with a +11 to the DC of 28. This means they would need to roll 39 to perceive the Assassins in round 1.
If they fail. The Assassins enter the tower room and 2 begin to study the NPC and PC respectively.
NPC rolls 15. PC rolls 14. They add their perception to these rolls. Totals (for example) might be 23 and 31 respectively.
The two assassins successfully study them for the round.
Rinse and repeat... two more times.
QUESTION: Is is just me, or would GMs be real dicks if they run this scenario of assassins entering a tower bedroom. I don't see how the +11 sleeping penalty can be overcome by a 6th level PC.
BACKGROUND: I once had a GM do this to me. And I hated it. But my current campaign story just happens to warrant this exact scenario today!
PLEASE SAVE MY GAME. Any thoughts? Am I missing anything?
-Pax
Friends,
A time has come in my current campaign to use the mass combat system (imagine situations similar to AP74: Sword of Valor).
Can someone please give me a narrative example of mass combat in play?
For example, like the game books do when describing "how to roleplay" I'm looking for a line-by-line example of what happens at the table as the three phases play out (tactics, ranged, melee).
Recommended: Use of Knights (ACR3) vs. Tiefling Army (ACR2) from Sword of Valor, but any example will do.
Thanks so very much for your help.
I know there's an expert in the forums who can explain it to me with an example. (Pls hurry, my game is in 1 week)
PAX

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Advice from Experienced GM Needed, Please:
Background: 30+ yrs. GM. Having a complex issue designing story threads such that they play with obvious path for players to follow. Sandbox style for so many years, I want to create a compelling story without wracking my brain with 10 possible directions the party can go in after every segment of the game. After years of NON-railroading, I need your advice on how to railroad and get the players on board without overt coercion/railroading [Non-GMs, please cover your ears ;)]
Problem: I want to run my homebrew games more fluidly in an evening's session, getting through several different locales, and having more flowing story content, possibly toward completion of some story threads within an evening's session (approx. 4-5 hrs.). (Similar in some ways to Pathfinder Society Games, but without the overt coercion/railroading.) My current immersive sandbox style causes me too much prep-time (I prep 3-4+ possible storylines for each session currently.)
Question: Is there a GM out there with years of experience running homebrew worlds of extreme immersive complexity, and choice options for players who can advise me with specific techniques to keep my games more coherent, on a track, more modular, and faster paced? [James Jacobs and Sean K Reynolds - I will be looking to ask you this at GENCON.] In fact, perhaps other GMs here on the messageboards can help me craft a more succinct question, as the issues I'm having elude me: I'm feeling like I'm too immersive, too detailed, and the prep time is too lengthy. [Edit: this is not an issue of GM-grandstanding i.e. I don't overwhelm players with detail for my own glory. My games are very player focused, and I am not the cause of slow down, if anything, my background prep for many areas is wasted including my time.] I am even open to hearing about any module design structure templates GMs may be using to keep ideas on a rail-track, rather than feel the burden of prepping all things for all people.
Thanks for any input,
Pax
I need the help of a creative GM:
Background: At the end of an adventure, the players finally arrive inside a mountain containing a tiny demi-plane of lava and rocks with a suspected red dragon they must fight, and powerful magic item (mini artifact setting on a pedestal).
Problem: The party level of 5 players is only level 3.
Please help: I need the conclusion to be an epic fight. Can you help me imagine an ending that uses some kind of epic fire/dragon-themed challenge for the party? It looks like a Pathfinder red dragon of any age would destroy them.

To whom it may:
Paizo and I go waay back. It's been nearly a decade, so when I offer this request it is with heartfelt apprciation for the great website, and the myriad content bits that PAIZO already provides.
I need a draw to come to the website.
I need the kind of content that inspires GMs to make last minute tweaks to their homegame, or the kind of usable fluffcrunch mix that is immediately usable.
I need PAIZO to do more than promote their work products with a few visuals and a narrative. I need excerpts with both flavor and mechanical bits that enable me, as a GM, to immediately find content usable, and to draw me back to using the website.
I need a return to balance with focus and supporting content to help GMs run home games (not just an assumption that everyone plays Pathfinder Society, which while I'm sure not intended, seems to be the implication throughout).
It is not enough to publish a book like Gamemastery Guide and not regularly support the ideas contained therein with fresh examples, articles, and imaginative content (villains, monsters, stories, side-treks, drop-in bits) for home games.
I won't presume to ask for specifics about "how" you achieve this. I'm only suggesting the "what" in hopes that I can return to looking forward to view the PAIZO website again and feel "supported" as a GM.
Thank you for your consideration,
Pax
Is there a deathcap equivalent in Pathfinder RPG? If so, which Bestiary or resource please?
Thanks,
Pax
How does this work?
Disease (Ex) Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
When do I make players save?
Is this filth fever automatic on any successful hit?
Is it one initial save with no immediate effect if failed?
Is it two consecutive saves in 1d3 days later if failed?
We all know how to calculate CR ratings for encounters, but is there some reason (other than creating a game in which the PCs win) that we calculate the APL differently?
For example, five level 1 PCs are typically considered an APL of 1. If there is a sixth player we might consider them APL 2.
But using the same math that we use for monsters, four CR 1 monsters would be CR3. Each time you double the CR, you go up one.
What am I missing?
I'm familiar that we're assuming they need to live through multiple encounter during the day, which leads me to believe a group of CR1 players uses approximately 20% in resources during a matching (CR1) encounter) and therefore we tabulate CR1 as the APL, just by virtue that they are a "level 1" party. And we create challenges that don't assume death, unless they encounter a CR 3 (APL+2) or CR4 (APL+3) monster.
Maybe my mind isn't working properly this morning. Can you shed some insight?
Thanks,
Pax
Hello friends,
As a GM, have you dreaded killing PCs because there might be some rule technicality you overlooked? Want a legitimate death your player cannot feel bad about? Here's your thread:
#1. The Unsound Balcony - A DC15 Knowledge (engineering) or a DC20 (Perception) reveals the balcony is unsafe. There is a 25% chance each round that the decrepit wood of a rotting balcony gives way. PCs must make a DC15 Reflex to avoid taking 1d6 (per 10 feet) points of damage from the fall or rubble.
Hiya,
Has anyone converted the DDO concept of the Wheep to Pathfinder RPG?
I'm wondering if anyone has a few minutes to stat this up for use at my table?
Wheep
Also, if something like this already exists in the Bestiaries, please let me know what it is called.
Thanks for any help you can offer.
Regards,
Pax
Hi, can someone point me to any official rules clarification on the cackle & sleep hex combo? During last night's game, someone intimated that the PAIZO messageboards had nerfed it for being too powerful, but most other sources including various podcasts maintain the combo use is legit. I don't care either way, but if there's been an update, that's what I'm looking for.
Thanks,
Pax

I need help with a MONK, please.
On these messageboards, ProfessorCirno said, "The traditional European monastery is a terrific dramatic crucible. A small, rich, tightly-knit group of highly-strung men in dresses who spend all their time reading books and thinking about God and not nearly enough time getting laid? Narrative goldmine! So many rich themes available: knowledge and learning, purity and corruption, spirituality, masculinity and homosexuality, secrets, the forbidden and the mandatory, exclusion and inclusion... you ever read The Name of the Rose? It's just like that."
Would a Monk need to be lawful? Would a monk (described above) be lawful? How would you create a character concept of a MONK that isn't eastern, but rather western.. but one who has discovered the principles of Buddhism, or even quantum mechanics for that matter?? Buddhism doesn't seem like a lawful practice; doesn't it sound more neutral? In other words, just as many westerners in the real world are now practicing New Age thinking today, or following developments in quantum thinking... how would you select the alignment and character class features for a MONK of this kind?
My goal is to create a character concept and (since I'll be playing this for 6-9 months), I want it to be a great one.
I imagine a modern Reiki teacher, perhaps one who understands that the universe is made primarily of nothing, one who understands the flow of energy in people, and seeks to ascend to higher levels of resonance, even toward a Christ-consciousness. However this character is a monastic type as well, into books and learning, and wears simple gowns. I'm confused about alignment choice as character motivation for how I will play him, and I'm confused in general about whether I should pick MONK or if something else is more Buddhist/TheSpiritScience with a western twist? So, how do I turn this into an awesome character class?
Help!
I've got an 8th level player at my table who's been playing a word magic sorceress.
She casts her spell and boosts it and indicates there is NO SAVING THROW for the targets.
I've had a whole pack of beasts, a whole bar full of patrons gain the nauseated condition with no save for 6 rounds. This pretty much ends combat on round one as the foes need to withdraw or get slaughtered.
WTF?
Also, the boost for "Slow" is crippling my bbeg right out of the gate.
Please help! Is this a broken system? What am I missing?
Thanks!

I'm a huge Pathfinder fan yet unhappy with the skill system. I've been a GM since 1983, and a Pathfinder RPG GM weekly since the alpha playtest. My intention is to post a number of concerns here, with the goal of hearing from GMs who have been able to make this system work well at their tables. Can you help me address my disatisfaction with the Pathfinder RPG skill system?
I will number these to make it easier to compare responses with issues listed.
1. Once characters surpass about 8th level the number of ranks are so staggering that things become unchallenging.
2. It doesn't seem right that a DC of 10 should jump to DC 30 just because the players have gone up in levels. Therefore anything less than an epic challenge seems completely unchallenging.
3. With six players at the table, the point of asking for skill checks seems like a farce.
4. The consequences of failing skill checks are relatively meaningless.
5. All the characters have so many rank-points so widely distributed that trying to make anyone feel "special" for achieving their skill check feels impossible to achive.
6. Times of search and perception in particular seem a waste of time. Someone else always says, "Can I search too?" or "I also look around" and subsequently alerts everyone else. What's the real point here?
So these are top-of-mind points. This is an honest question about the Rules of the Pathfinder RPG game. And, of course, I am open to GM-error in my approach to this as the source cause (I won't feel that you are being harsh if you help me improve how I make the skill system relevant again.)
I am also curious if other GMs have been feeling this way. Even the adventure paths assume success when they say, "Let the party make a DC 15 Perception Check to notice X,Y,Z. I mean, really? DC15 is a thing of the past by level 5 or so.
Thus:
7. There's generally no reward or individualized outcome of a Skill Check success
So again, I'm trying to see the point in going about the motions of the skill system which feels like a farce. I sincerely appreciate your responses.
Regards,
Pax
[I'm the GM] Imagine a great homebrew campaign arc that leads the PCs into the Darklands. The PCs are in search of the drow city and after beating the information out of some Quaggoths, the beast simply says, "The white elf knows."
Next the PCs find this albino drow, an outcast and someone familiar with the way to the city.
QUESTIONS What would be the coolest path you can think of to the drow city? Shall I use the Dora-formula and make them acquire 3 things first? I've thought about a Yuan-Ti/Serpentfolk temple... I've considered a crystal cavern... and a tunnel filled with claygolems and fire elementals.... but there's a real opportunity here to make the journey spectacular, and I would like your input, please.
What would you do? What path does the albino drow provide/show the party?
A seasoned veteran player asked me why would anyone take combat reflexes, unless it gives you all the attacks up to your dex bonus?
I said, you only get up to that number if there are that many provocations.
He asked, why doesn't it just say that in the rules?
QUESTION: You only get up to the number of AOOs up to your dex IF there happen to be that many aoos that round. In other words he doesn't get to wail on someone 4 times, does he?
THNX
Well, I overdid the improvisation last night and need the help of a Pathfinder RPG expert.
PCs meetup with a sorceress that is supposed to be L9ish. In conversation the party asks, "Why does the inquisition want you to work for them." The GM (me) responds, "I have many skils, but they want me because I can raise the dead."
OMG
Help!!!!
Can anyone provide a stat-block or character/class or magic item combo that I can use for next weeks game? I need expert help to avoid simply making her a Sorcerer9/Cleric9. Is there any way possible for her to have power to raise the dead?
In my games I envision CLW Wands and their ilk functioning within a reasonable radius i.e. line of sight, generally within 60 feet.
I realize this is not the way the rules work.
Can anyone who knows a bit about wands, enlighten me about their function e.g. Wand of Force Missles vs. Wand of CLW. Ranged, radius, or touch?
Thx.

GREETINGS PATHFINDERS!
After 30 years of gaming I'm ready to cut wood and build a "perfect" tabletop size, but I need your advice please.
__________________________________
Question:
1) Allowing 1 standard Pathfinder "book-size" to fit along all edges for all players and GM (8 1/2 x 11"), and
2) Allowing enough room for a 3d display, game tile display, or projector digital display in it's center and
3) Allowing comfort for 6 players plus the GM and
4) Allowing a little extra space for the GM (for screen and accessories, etc.) (4" extra) and
5) Assuming the projector displays a horisontal screen size of 30" x 39" across the width of the table perpendicular to the GM
6) Assuming we allow 2 additional inches for pencils, minis, markers, and whatnot along all sides (thus allowing each players books not to fall along the edges but within this 2" buffer)
What do you think about the perfect gametable size of 5 feet 6 inches x six feet 0 inches (5'6" x 6'0") ??
? Would this be a perfect "reach" width for players?
? Would six players fit comfortably (with 2 on each side)?
? Would there be enough room for the GM?
? Would you add additional "side-tables" for the GM, extending out on either side of the GM seat?
? Would you bother with adding personal lamps or cupholders?
Note: I find the design of the GeekSheik tables to be poor for usability. I also prefer functional/usable over fancy and dislike the lower "pull out shelves" they are designing - very awkward in use.
Final important question[/b} Would you make the top all white laminate to allow dry erase writing on the whole table or would you in-set (drop-in) the 30x39 removable white erase whiteboard for reflecting the projector (assume as ceiling projector has been installed with 45 degree mirror)???
In sum, I would like everyone's thoughts please. Imagine you were playing at this table? Would you be comfortable? Would you all be able to reach your minis? Would you have enough room for books, drinks, and accessories? If you were GMing, would you have enough space, and would you feel close enough to the table to manipulate minis and objects? If you were the GM would you create "side tables" that are permanent or removable?
THANKS PATHFINDERS - HELP ME WITH THE PERFECT GAMETABLE SIZE (Your advice is valued, I hope to measure twice and cut once. The top will likely be white coated laminate with wood edgings, and the base of the table will be a CENTER circle of weighted iron to keep the top stable and allow leg room all around.
Regards,
Pax

The rules are slim and without examples so I'm having trouble preparing for Monday's adventure. Please help!
According to pgs. 214-215 GMG:
1. Roll Initiative - Ship and seige weapons act on captains init count
2. Roll 1d8 - determine wind direction
3. Movement - ships move its base speed or double move; or increase its speed by 30 (ea rnd); Turning - 1 side of a square (at start of turn - standard action)
4. Ram - Profession Sailor check vs. target AC
5. Sinking condition - at 0 hp or less; Magic repairs (make whole) only.
_______________________________________
So, can you help with some examples. Please only respond with examples you're sure of. Please help: I need examples to understand this better.
For example:
Round 1: PC are sailing, ship is moving 30, PCs see pirate ship, party rolls initiative, pirates win initiative, GM moves pirate ship double move for 60 (grid is 30 ft squares, so 2 spaces), because this includes a turn (standard) the pirate ship moves 1 square then turns 1 side of 1 square, now the PCs act, on captain's count they turn (standard) and move. Several players head toward seige weapons. Round 1 ends.
Round 2: Pirate ship turns and moves, PCs fire seige weapons, PC ship double moves on captain's count.
Round 3-5: Assume the ships are broadsiding now (maybe fast forward in time), the ships slow down by 30 each round until they are even. Both ships attempt to grapple, for sake of fast play GM says the PCs grapple and begin boarding.
Round 6-8: GM uses battlemap with 5 inch squares now to show movement of melee combat aboard the ships. The captain of the PC ship keeps firing until the pirate ship is almost derelict... and the PCs kill the pirates. The captain calls for a retreat to the PC ship, and sinks the pirate ship (with booty aboard). The ship takes 10 rounds to sink.
Does this sound accurate?
Are there any examples of ship movement you can give to ensure I've got this right?
Thanks for any help you can provide.
Pax
Great looking mini. Pathfinder pre-painted plastic minis are a great value.
Question: Why does the wraith have fire-hair? Maybe there's something in the detail I'm not seeing in the picture?
I'm a little confused.
When moving: After moving, does the Lamia shown here just get 1 swipe with the dagger or two? Can she instead get 1 dagger attack and 1 other attack? Are iterative attacks all replacable with combat maneuvers or acrobatics checks if needed vs. CMD?
When not moving: When adjacent and using a full round action does she get 2 dagger attaks and a touch attack and 2 claw attacks?
Melee +1 dagger +13/+8 (1d4+4/19–20), touch +7 (1d4 Wisdom drain), 2 claws +7 (1d4+2)
Lamia
Yo!
This past weekend it was discussed at the game table that in Pathfinder RPG when wands deplete, they become just sticks i.e. there isn't any way to recharge them by casting spells into them or dipping them in magical fountains.
Is this true?
If no, can you provide a page number explaining?
If yes, that's fine too, maybe an improvement for the game, page number also would be helpful.
Thanks folks,
I do appreciate the help, we couldn't find a reference specifically to this. If its not in core rules, I have all the other books also.
THX
PAX

I need a quick answer on how to attack my players in this afternoon's game. Example: SHAMBLING MOUND has 2 slam attacks plus Constrict.
According to the rules, and the eratta (see below), the monster deals constrict damage with the grapple. QUESTION: Does the grapple check replace the slam damage?
EXAMPLE 1: Creature uses 1 slam attack and 1 grapple check - if successful on the grapple, also does constrict damage?
OR
EXAMPLE 2: Creature does 2 slam attacks plus grapple plus constrict damage if successful?
>>> PLEASE LET ME KNOW WHICH EXAMPLE IS RIGHT? THANK YOU!
-Pax
Constrict (Ex)
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Format: constrict (1d8+6); Location: Special Attacks.
FAQ/Errata
When a creature with the constrict universal monster rule grapples a foe, when does it deal constrict damage?
A creature with constrict deals this additional damage every time it makes a successful grapple check against a foe. This includes the first check to establish the grapple (such as when using the grab universal monster rule).

Hey Pathfinders, can you provide some feedback on this? I found a cool pack of rats at the dollar store, and it inspired me to make this Necrotic Rat. Its an Advanced (3) Dire Rat with 5 additional hit dice, and some cool necromantic powers. What's unique is that it is fleshy and not undead. The story could involve it having been bred by necromancers in some homebrew world of your choosing. Have a look, let me know what you think? Negative feedback is welcome if you find any mistakes. Thanks!!!
.
.
Necrotic Dire Rat [+5 HD (Adv +3) CR7]
XP: 3,200
N Large animal
Init +7; Senses low-light vision, scent; Perception +20
DEFENSE
AC 24, touch 16, flat-footed 17 (+7 Dex, -1 size, +8 natural)
HP 86 (6d8+60)
Fort +15, Ref +12, Will +9
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +15 (1d8+12 plus disease), 2 claws +11 (1d6 plus energy drain), rend (1d8+12)
Space 10 ft., Reach 10 ft.
Special Attacks disease, energy drain/false life, rend
STATISTICS
Str 35, Dex 25, Con 31, Int 14, Wis 25, Cha 16
Base Atk +4; CMB +17; CMD 34 (38 vs. trip)
Feats Skill Focus (Perception), Multi-attack
Skills Climb +23, Perception +20, Stealth +16, Swim +23, Acrobatics +11, Fly +11
Racial Modifiers uses Dex to modify Climb and Swim
ECOLOGY
Environment any urban, wilderness, or underground setting
Organization solitary, pair, or triad
Treasure none
SPECIAL ABILITIES
Disease (Ex) Necrotic fever: Bite-injury; save Fort DC 17; onset instantaneous; frequency 1 round; effect 1d2 Con damage; cure 2 consecutive saves. Once a creature saves versus The save DC is Constitution-based.
This malevolent rat is the size of a horse. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes.
Necrotic rats can grow up to 10 feet long and weigh up to 180 pounds. They are often grown by necromancers as companions and dwell in desolate castles, dungeons and city sewers alike, and tend to stay in the area their master once dwelt, long after its necromantic master was destroyed.
EnergyDrain/FalseLife (Su) A creature hit by a Necrotic Rat (or other natural weapon) gains one negative level. Only 1 negative level may be bestowed per round. When this supernatural ability draws energy from its victim, the necrotic rat receives +5 temporary hit points. This ability only functions once per round regardless of the number of attacks it makes.
Hello Pathfinders,
Pyromancers.com is an online map-making tool for rpgs like Pathfinder.
I've been able to access PYROMANCERS.COM using my work computer and ironically UNABLE TO ACCESS using my new home PC (HP).
I've tried many things and have only you good PAIZONIANS to turn to for help.
I've checked the following:
>Adobe Flashplayer 11 updates
>Tried IE
>Tried Mozilla Firefox
>Tried Google Chrome
>Contacted the website author (who gave me the above suggestions)
The ERROR MESSAGE says the host server is taking too long to respond, or in IE it just says unable to display this web page.
Help me Obi-wan Paizoni, you're my only hope!
Thanks,
Pax
One PC at my table uses Words Of Power. Consistantly I'm confronted with spells that allow no saving throws and "boosted" spells that do quite a bit of damage relative to the rest of the group.
As gamemasters - have you noticed this as well? Has there been any discussion (or designer feedback) on this subject?
Next Step: Is there anything a gamemaster can do to fix the situation in a nice way? I've resorted to using more challenging encounters. Thoughts?

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Gamemasters,
Plus 2 average party level (APL) seems the right challenge level for modules and adventure paths (APs). There's a pretty powerful synergy that occurs when you have 6 regular players. Per the game rules the APL of a Level 5 group of 6 PCs becomes 6. Yet, when I go to pick out a portion of an AP or a Module, I notice the L2, and L3 challenges placed there are cake-walks, and so I tend to outright pull something +2 APL higher, and that seems to do the trick.
As a matter of advice, has anyone else noticed this as well? Here are some details:
>Pulling a L5 module or AP for a L5 group doesn't challenge because of the basic rule regarding 6 players, that you increase the base APL by +1.
>A module or AP that is only +1 APL higher contains challenges (traps or monsters/NPCs) that are up to APL-3 (thus a L5 mod or AP contains L2 encounters) which aren't much of a challenge at all. Caveat: Yes, I am aware that gamemasters can add to the number of creatures (I get that, but it's not the design/module/AP-section point that I'm making).
>There is a game-breaking threshold (as noted in the Advanced Player's Guide that selecting opponents more than 3 levels higher runs the risk of that monster/NPC possessing something the players cannot overcome. So keeping selection higher, but still within 3 levels is key. Caveat: Because the range of monsters/NPC in higher level modules and APs (relative to the average party level of the group) will contain monsters that are already APL+3 relative to the module or AP recommended level... there IS a risk of monsters/NPCs now being APL+5 (ex: six level 5 PCs=APL 6 versus a L8 module or AP with monsters/NPCs that are L11 (L8 module or AP epic fight of APL+3 = CR11 vs the party the base of CR6). Risk: There is a chance the individual characters cannot overcome certain aspects without the full groups synergy (acting as a full group with sufficient resources). That is, a CR11 will fry that PC who is actually only CR5 within an APL6 group (of six L5 PCs).
*takes breath*
I sound pretty geeked-out over the math, but I kinda love this aspect of my game design. I constantly calibrate challenges that excite the players, and create a compelling game because of it. (I do recognize that not all the encounters are that high of a level, and I do recognize that as a matter of story/design I can place certain items as treasure in the game to help players overcome the bbeg (or at least compensate for any game-breaking abilities. I get that as well.) Awareness: my group is currently NOT overpowered, the group currently does not have any excess wealth or power (but rather is exactly aligned to recommended character wealth levels).
My questions to anyone who's been willing to read my CR-crunching notes above:
1.How many of you tend to feel the same way when selecting modules or APs (or excerpts of them) to run??
2. How many of you run modules or APs at the recommended level versus picking out higher (+2 APL) modules or APs to run that challenge your group.
Summary Example: If I have six players at L5 (=APL6), I'm most likely going to pick a module or an AP that is designed at Level 8.
Please provide feedback on this magic item I created for my Pathfinder homebrew campaign. I realize this is not the RPG Superstar competition, but I require the same type of feedback, since I am trying to improve my item creation documentation skills. Please check over the stats to see if everything makes sense - maybe I'm doing okay?
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Grovestone Amulet
Aura strong universal, faint transmutation; CL 17th Slot neck;
Weight 1 lb; Price 15,000 gp
DESCRIPTION This silver disk etched with symbols of protection or vigilant animals contains an ancient grovestone fragment that dissipates upon wearing the amulet for the first time. Upon first donning and wearing the Grovestone Amulet for 24 hours, the wearer receieves a permanent +1 inherent bonus to intelligence after which the amulet need not be worn. However, thereafter it also provides a +1 natural armor bonus to the wearer when worn openly.
CONSTRUCTION Requirements Craft Wondrous Item, barkskin, miracle or wish; Cost 14,700 gp

Hey there Pathfinders!
I would like your advice on this new magical item I created. One of my players wrote a backstory where he was on the run from his father's merchant/slave business at the start of the campaign, and I've finally gotten the chance to write up the stats. Any feedback on the stats?
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Ring Of The New Man
Aura faint illusion; CL 3rd Slot hand;
Weight —; Price 12,700gp
DESCRIPTION As a standard action the human male wearer of this ring can gain the ability to transform his appearance into that of another man. His single alternate appearance is predefined and conferred by the power of the ring and must be of a human male of within 5 inches in size and within 50 lbs. weight. Head and facial hair color, skin color, eye color, and facial features do not need to be of the same human racial traits. This provides a +20 competence bonus on stealth checks that oppose anyone’s perception that the wearer is really another person. Checks may be modified by circumstance bonus, as the ring does not alter the sound of the wearer’s voice. The ring is only usable once per week, and is subject to a 10% failure due an inherent flaw in the ring’s design ingredients. Spells that polymorph the wearer or diseases that transform the wearer must make a caster level check against the power of the ring. Powerful true seeing spells or mirrors that show true form may also make a caster level check to see the wearer’s true appearance. Only males can wear the ring, and as a standard action may remove the ring to appear as their true self. However, once activated the wearer must wait 1 week prior to using the ring again.
CONSTRUCTION Requirements Craft Wondrous Item, forge ring, disguise self, break enchantment, invisibility; Cost 6350 gp

Greetings! I use PAIZO source material often to craft homebrew adventure paths. As many do, I take themes, ideas, the crunchy bits, and many NPCs and personalities and make them my own, in the context of the adventure I am writing.
I've noticed particular success with "themes". The first in a recent campaign was wartorn lands with a mad military captain doing evil things. The second was bringing orc society to life while conquering the Raider Orc Lord. Most recently I merged the modules From Shore To Sea with some of Carrion Crown's Wake Of The Watcher.
My question is: whether any GMs out there who are crafting homebrew adventure paths can recommend a theme that has some support in either the PAIZO APs or modules? The qualifier is: which themes have played-out particularly well with your players?
For example, I could design future story arcs thematically around:
>Lava lakes, creatures of fire, deserts, and/or egyptian style pyramids
>Undead: Haunted house, dungeon, town, vampire, or other death theme
>Pirates, ships, sailing, port-town, buried treasure, islands, etc.
There are many themes to choose from, but I wonder if there is a recommendation that seems popular, current, relevant, and perhaps supported by PAIZO materials?
Any input would be valued. Thanks!
Pax
Greetings Pathfinders,
One of the players in my monthly group is a L10 necromancer. Each session he usually raises a monster from the dead to aid the party in future encounters.
Is there an online stat generator (other than Monster Advancer, d20PFSRD, the PRD, or Combat Manager) that can quickly generate stats so I can print and continue the game?
For example, an undead adlet, or an undead destrachon.
Thanks for any help you can provide,
Regards,
Pax
Can I put a metamagic feat on a wand that would use a greater than 4th level slot, given that wands can only be created up to 4th level.
The crafter is a necromancer L10 with empower and maximize. He wants put this into the wand for a result of EMPOWERED LIGHTNING BOLT WAND (CL10).
THANKS - we are playing right now, any quick responses appreciated.
Thanks, Pax
Which Adventure Path is the NPC Pierce Jahrell in?
I bookmarked this NPC some months ago - having trouble finding him. Thx.
Pax
What kind of stat block would you use for THIS?
My homebrew adventure path players are 6th level. Can you recommend an existing stat block within one of the Adventure Paths or Modules? If not, could someone post a stat block to help me prepare for Monday's game? Thanks,
Pax
I'm looking for a series of beefed-up trogs to craft a homebrew AP, can you point me to an AP# that might feature them? Thanks for any help you can provide.
Pax
Hi everyone,
As a GM, I've stopped giving out Bags Of Holding for various reasons, so must now contend with the weight of coins the party can carry.
Is it 50 coins=1 lb. ?
If so, then someone briefly reaching into the treasure horde filled with silver might grab say 20 lbs.? Given little time they may only take 1000 silver in a bag, making this 20 lbs?
Do I assume roughly that silver and gold weight the same, and is that math right?
Thanks Pathfinders!
hello.
Player Bard succeeds on casting hideous laughter on my (the GM's) Orc Berzerker. The PC has some way to bypass allowing additional saving throws for 5 rounds.
Question: Rather than just asking players to role damage, the rules say the ORC is not helpless. Is there anything the orc could have done during those 5 rounds?
My guess is... the players nailed it propererly, but wanted to ask?
Thanks for any insight you can provide.
Regards,
Pax
P.s. In addition the Word-Magic (Ultimate Magic) Sorcerer player has spells that can be boosted to disallow additional saves as well. This means this situation will come up again with some frequency---how do you mechanically do what is in the best interest of their opponent, other than just saying, "roll me some damage" or "eventually, you slay it."
Thanks.

Based on everything you know about an adventuring "day", how much can a party withstand?? (EL=Encounter Level)
Total XP: 23,200xp (or 3,866 for each of six players)
SCENARIO:
Number of Level 4 Player Characters: 6 (Fighter, Oracle, Rogue, Bard, Wizard, and Sorcerer
Number of NPCs: 1 Cleric
Average Party Level: 5 (due to 6 players) not including 1 NPC
ENCOUNTERS PLANNED:
A. EL6 (1 Berzerker Orc, 6 Orcs)
B. EL7 (1 Shaman Orc, 12 Orcs)
C. EL7 (24 Orcs)
D. EL8 (6 Orcs, 2 Worgs, 2 Orc Worg-Riders)
E. EL7 (12 Orcs, 1 Shaman Orc)
F. EL9 (1 Orc Leader, 1 Shaman Orc, 1 Berzerker Orc, 3 Orcs)
Question: According to typical Pathfinder RPG module design, how many of these encounters can the PC party (including 1 NPC) handle before their resources are so tapped that they are "done for the day", or before they'll get killed?
I've worked hard to design this orc lair adventure, but now have "cold feet" and need your help determining if this is too much or just right?
PLEASE RESPOND IF YOU CAN: My game is tomorrow =)
Thanks!
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