1. My party is about to find their first cache of custom loot that I've made, and I'm having trouble thinking of exactly what to give my party's fighter. I basically want to give her proficiency in katanas so that someone can wield Suishen when they find it. I'd thought of giving her a book, but I'm already doing another free-feat book for another player and am hesitant to repeat that.
2. I'd also like any feedback I can get on the following items that I've made.
For my half-elf rogue:
Spoiler:
Setsuri & Fukushu - These masterwork rapiers are impossibly light and their mithral blades are both etched with serpentine dragons. Both their scabbards and grips are fashioned from finely cured black dragon hide. Each blade also features an engraving in Tian-styed Sylvan; one reads Setsuri, the other Fukushu. Setsuri's blade catches even the smallest amounts of light, appearing to glitter even more than mithral normally does, and Fukushu seems to almost consume light, even though the blade is clearly pristine.
When these rapiers are dual-wielded by a PC with the Two Weapon Fighting feat, they are considered light weapons for the purposes of dual-wielding and sneak attack, and allow the wielder to add their dexterity modifier to damage
instead of strength.
I know that normally mithral doesn't change the weapon's weight category, but it's going to be a good fit for the character's desired flavor. Note: Setsuri and Fukushu are the Japanese words for Providence and Vengeance, respectively.
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For my human Bard:
Spoiler:
Omamori no Kaiun - This Omamori amulet is neatly wrapped in white silk and is embroidered with the Tian symbol for luck.
As a swift action, the luck from this amulet can be used to make a creature roll twice on any d20 roll. If this effect targets an ally, that creature can take the higher roll. If the effect targets an enemy, they must take the lower roll. This effect can be used a number of times per day equal to the wearer’s Charisma modifier, but the effect must be used before the outcome of the roll is resolved.
My bard is a brand new PF player coming over from 5e, so I know that advantage/disadvantage will be a mechanic he's familiar with. And since he's already going to be learning a lot of spells I wanted to give him something that can help with those
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For my Dwarven Cleric:
Spoiler:
Incense of the Azure Dragon - This ornately crafted incense burner is carved from a single piece of azurite and features an engraving of a serpentine dragon beneath a golden inlay of the rising sun that amplifies positive energy effects. When a cleric spends 15 minutes meditating and uses this to burn a single stick of incense worth at least 50gp, any channel positive energy actions used during that time heal an extra 1d6 and the effect’s
radius increases to 45ft.
If rare and exotic incenses are used, these effects last up to 1 hour for each 100gp the stick of incense is worth.
My cleric likes to play up some fun hippie stereotypes when they break after a fight and he channels energy to heal everyone up. So I wanted to play on that, but also give him something that he could potentially use in combat since many fights will be in wide open areas
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For my tiefling ranger:
Spoiler:
This +1 Composite Shortbow (Str +2) is
crafted from lacquered bamboo with a serpentine dragon design burned into the wood. It appears to have once been adorned with a number of large gemstones along the front edge of the bow. However, all but one are currently missing, pried from their settings.
An arrow fired from this bow can use the magical energy in the gems set into the bow to achieve a listed spell effect. Each gem can be used once per day. Spell
effects use the player’s character level as the effective caster level, the save DC is based on the character’s Wis modifier. A creature struck by an arrow takes no
damage, but suffers a –2 penalty on any save required.
and it starts with:
This emerald measures nearly two inches across and glitters with arcane energy. If set into the Teisatsu bow, it can imbue an arrow with the Sleep spell, which triggers on impact.
School enchantment [mind affecting]
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Save Will negates, (11 + Wis Mod)
SR Yes
Causes a magical slumber to come upon 4 HD of creatures. Creatures closest to the spell's origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Waking a creature requires a standard action or dealing damage. Noise has no effect.
At 4th level, and every even level thereafter the spell can affect an additional 2HD
Technically this is a slightly modified version of Sleep, but I wanted it to scale with her.
I'm looking to build up a dungeon themed around Alaznist, the Runelord of Wrath (and maybe some others in the future) beyond what I have available through the Shattered Star AP. I'm wanting to have a few extra things themed around the Runelords' capabilities, like evocation spells acting at higher levels in Alaznist's dungeon, but I can't find what her opposition/forbidden schools of magic are anywhere. Does anybody have any ideas on what each Runelord's primary/opposition schools are? (Or, recommendations, if they haven't been defined by Paizo yet)
Hey all. I'm running my second playthrough of Shattered Star for a new group and have been using an excel sheet to keep up with all of the exp and gold/treasure.
Right now it's still very much a work in progress (I'm almost done with book 1 and will be moving on to book 2 shortly, but the dropbox link below will stay active and functional)
Hey all, I'm prepping for an adventure I'm working on and am going to be dimensional anchoring part of the dungeon so they don't just walk through.
The question is that our wizard has Contingency paired with a teleport spell so that they can autoteleport to safety if needed.
Normally I'd just say that the Dimensional Anchor would override it, but wanted to double check since the wizard cast the contingency and teleport outside of the area.
Basically, would it affect a spell that's technically already been cast?
Hey all! I'm a DM for a gaming group at one of my local universities and we're starting to wrap up our current AP. I've been trying to do some research into other APs, but it's hard to find what I'm really looking for without actually buying the full APs and reading them all. So my question for you is what APs you would recommend playing (or which ones you definitely recommend avoiding).
A few things about our group -
We do have several players now that are very familiar with Pathfinder, since they've been part of the group for a couple years, but we do also have a LOT of new players. So I don't want a more complex rules like Wrath of the Righteous or Kingmaker.
We've also played through most of Jade Regent, and are in Book 5 of Shattered Star.
Beyond that, I'm pretty open to any AP. I just want to get some other suggestions for an AP that would specifically not be intimidating for new players to pick up.
I'm at a table that has been playing through Wrath of the Righteous since July of last year, and we've had a really consistent problem with one of the players. The GM and I are trying to figure out the best course of action for how to deal with it. Warning, this is going to come across as really complainy, but I don't have much of an alternative way to explain
Basically, the issue is that the player does want to play, but hasn't been putting any effort into really learning his character's abilities. He's brand new at Pathfinder and playing a magus, so we were really patient for the first few sessions. I'd even gone through and made him a custom spell sheet that has everything organized based on spell level, name, school, range, duration, whether or not he can cast it through his sword, etc.
But we've been playing for seven months and at the last session, he literally looked at me and asked "how long does my invisibility spell last?"
He is fun to have at the table when he's on point, but he doesn't know his abilities aside from a select few names, and even then still doesn't really know how they work and what they can and can't be used for.
The DM has spoken to him about whether or not he really wants to continue playing (because he's also chronically late and horrible about prioritizing the game and making other plans instead - which is why we're barely halfway through the second book in 7 months of play)
Our DM (and myself as well) are hesitant to boot him and find another player because of out-of-game friendships with the player, as well as finding another player (we only have 4 people right now) and then also finding a new player to work into the story.
But at the same time, it's really hard to continue playing with the Magus. Because the rest of us end up playing his character for him.
So I have a rogue at my table that is completely focused on finding traps and consistently rolls 30-45s on his Disable Device checks.
Recently, we came across a trap that was triggered anytime someone came within 10 feet of it.
My rogue argued that since he couldn't fail (without a nat-1), that he should have the chance to disable it. I ruled that he's going to have to get next to it first and that, since its trigger was Proximity (True Seeing) that he wouldn't be able to get close enough without it going off. He argued a bit (because that's his rogue thing) but I eventually just pulled a DM fiat since they'd had a super easy time with the dungeon so far.
My question is mostly for future reference, but is there a way for a rogue to bypass a proximity trigger like that? Obviously if he sees pressure plates or if it's not a true-seeing level detection there's probably a workaround somewhere, but I wanted to double check. Because I like letting players use their things.
Fairly new at DMing here, but I had a party member detect magic on a room in which some enemies were hiding to wait for an ambush. Obviously the +1 bows the enemies had count as magical, but when you concentrate and try to figure out the magical school I didn't know what kind it was.
So, do plain +1 weapons/armor have an associated school of magic? I would guess armor could be abjuration, but I'm not sure about weapons.
Okay so I live with some other people that play pathfinder and we were coming up with crazy class combos that just might work.
Or rather, coming up with combos and trying to make them work.
Anyway, we were laughing about a monk/barbarian and initially rode it off as not doable because of the alignment clash.
But I was rolling up a monk as a pre-made character for a university gaming group and discovered on the monk class descriptions:
"Ex-Monks:
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities."
That does mean I can "try really hard to be a monk" (for say 5 levels or whatever) and then just get sick and tired of all the rigidity and "always eating stupid rice!" and flip my lid and all the sudden take my next level in Barbarian?
Because I'd kind of love to rage with flurry of blows.
I've got a group of friends that all like Pathfinder, but we've never had a huge chance to really invest in mounted characters. So we're looking for an adventure path where mounted combat is actually worth investing in. I'm just not really sure where to start.
I've got a player with a paladin (Human, follows Torag) that's seriously pushing, if not breaking, paladin/patron deity moral code/code of conduct. I'm trying to come up with a nice, lore-friendly, way to get the point across that, as a paladin, you have to be mindful of RP scenarios and your alignment more than other cases, without being a total buzz kill. This player is a lot of fun to have at the table, and the play format we're all part of (details at the bottom of the post) have made for some unique issues.
TL;DR, he was actively attempting to seduce the enemy we were fighting (a female derro). The issue at hand is kind of obvious, in that paladins rarely even travel with evil characters, and only work alongside them for seriously compelling reasons. To attempt to seduce one seems even a step beyond that, especially for a follower of Torag.
Side notes for play format:
I'm helping with a Pathfinder group on my university campus (a small, private, conservative university), and we have a weekly gaming group that meets. One of the games available for play is Pathfinder (derp). We frequently rotate DMs so that nobody is stuck DMing unless they just want to. Last meet, I was playing at the same table as this Paladin. Next meet I'll be taking over as GM. So I didn't have a say in the rulings for the situation initially. But I will in this next round. For a variety of reasons, mostly consisting of not turning off new players that may not be comfortable with more awkward topics arising, along with the small, private, conservative nature of the university at which we play, the other DMs and myself want to do something significant without the consequence of a full pally fall (because we don't want to ruin the game for the pally either.)
Full story:
We'd been hacking and slashing our way through a dungeon, and came across a Derro (CE) and a couple constructs. During the fight she goes invisible and levitates so we can't get to her. In order to get her into range, the Paladin decides to seduce her. Mostly because someone made a joke about his lance. Still, he wanted to try. He rolled an insane diplomacy check, so the DM allowed for it, but he went for the awkward route instead of the please-surrender route. The theme continued for a bit before she fled (my wizard shot a scorching ray at her).
My current plan is to cut back his paladin powers (like his LOH heals 1/2, or he can't smite, or he takes a charisma penalty due to lack of confidence/connection to Torag) and have a vision or a cleric of Torag come to him before they set out for the next leg of their journey and give him a nice, lore-friendly quest that's not too difficult (I don't want the rest of the party to be stuck waiting on him too long) to regain his powers and set him back on the right track. I don't want to make him undergo a full falling, because the DM in the last session allowed it to happen (I found out after the fact that he doesn't speak any of the Derro's languages, so it shouldn't have. but oh well, to little, too late), but I want it to be severe enough that he gets the point. Especially since, due to the come and go nature of the gaming group, we're allowing people to create new characters pretty much whenever they want to.
But until then, I just need some ideas for what kind of penalties to give the paladin, and what kind of quest to send him on.
Alas, another issue has arisen in my group in regards to the CL of scrolls.
It began when I was casting a Flaming Sphere from a scroll. I went to roll the 3d6 damage, and the fighter (who is normally a walking encyclopedia of rules in Pathfinder) said that since I was casting from a scroll it shouldn't do that much damage (alas, I didn't realize the Flaming Sphere's duration is the only CL-dependent part, and the damage is always 3d6, but that's just what happened) Either way, there was an issue brought up about what level scrolls are cast at.
Anyway, this discussion arose over what level I was casting the spell at from the scroll. The fighter was rather insistent that scrolls are always cast at the spell's lowest CL for my class, and don't take into account my current CL at all. That is, unless I elect to scribe a scroll at a higher CL and pay the extra gp for the level)
But I was under the impression that I always cast at my character's overall CL (since I'm not multi-classing) and that it would just cost me more to scribe the scrolls as per the Spell Lv * CL * 25gp rule. So, basically, if I'm a level 2 wizard, I would pay 50gp for a scroll of magic missile ( 1 * 2 * 25), but that the same scroll being scribed when I'm lv 5 would be 125gp, and that, when I pulled out the scroll, the number of missiles would be based on my current CL.
After looking over the scrolls page in the Core Rulebook, I can't really tell which way it goes. On one hand, it makes sense for a scroll made at lv 2 to be cast at lv 2, but paying more based on my CL and then casting them at their lowest CL doesn't make sense.
During my last session we had an issue arise that none of us were very sure how to solve.
If I am a 4th level wizard and have prepared and casted a shocking grasp as one of my L1 spell slots, does it get cast at 1st lv (thus only dealing 1d6), or does it deal 4d6 since I am 4th level?
Also, I would pose the same question, but from reading a scroll instead of preparing it. (So far, I've just been keeping a tally of how many scrolls I have for each spell, and not making any notes about the level it is cast at).
I ask because buying/finding a scroll has never come with info on what level the spell it to be cast at, but our most knowledgable person at the table (who has been right when recalling rules off the top of his head pretty much every time so far) had said something about how technically, I needed to roll 1d6 instead of 4d6 if I was casting it from a L1 slot when I cast. Something about the level I was casting it at.
I'm playing a wizard (specializing in transmutation) and just reached lv 5. I'm planning on taking Improved Familiar as my next feat when I reach lv 7 and have been planning out my character in PCGen 6.00.0
I'm hoping to get a faerie dragon as my familiar so that I can start playing pranks on my fellow party members/minions (gotta love invisibility and telepathy), but the dragon isn't showing up in the list of improved familiars I can choose from.
My main question is if there's a data file I need to install or, if not, what I need to do. I can build a faerie dragon from scratch, but then it's not tied to my character as a familiar within the program, so it's hp isn't 1/2 of my wizard's and (since this is my first Pathfinder character) I don't know enough to know whether or not I need to adjust anything from the basic faerie dragon sheet.
So, I'm not sure what is best to do. My GM is out of town, and while this won't be an issue for another two levels, I'd like to figure out what to do.
(Also, my dragon would level up with me, so would they get new spells as it levels up? Or is it stuck with the 3rd level spells forever? And if so, would it be able to cast those 3rd lev sorcerer spells at a higher casting levels for the purpose of spell duration etc?)
I'm a bit new to Pathfinder and very new to spellcasting in particular (L4 wizard! woo!)
My question is thus:
If I take the Spell Mastery feat, can I cast those spells without preparing them provided I have the components? Or basically, do mastered spells count towards my limit of how many spells I can have prepared? If prepared spells are just ones I have temporarily memorized, it wouldn't really make sense for mastered spells to count against that, but I can't find a ruling on it anywhere.