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   My plan for an upcoming combat involves a heavily customized creature and I'm hoping to get an estimate of the CR both of him individually and of the encounter as a whole. The boss is a giant fast zombie wyvern with no flight, no slam, and without the standard quick strikes; instead he has the ability to slam his head into the ceiling of the low cave the fight is in, causing a rockslide for 2d6 in 20' around him (Ref 15 half), and fast healing 5. He also has 4 skeleton minions. When the boss's hp is reduced to 2/3, and again at 1/3, he flees to another area of the cave and summons 4 more skeletons, hoping they can hold the party off long enough for his fast healing to do it's thing. My party is only 3rd level but they're min-maxed to hell and back. We're also using the "Armor as Damage Reduction" rules, so the group is likely able to ignore most or all of the damage from the minions, making them mostly a distraction and flank-buddies for the boss. Running the numbers, an unmodified giant fast zombie wyvern and 12 (4x3) human skeletons is a CR 7 encounter. Vicious, but my group has handled similarly overwhelming odds and come out bloodied but victorious, and as a rule we like that kind of win best.  
   During a sidequest in Runelords my party suffered a TPK at the hands and teeth of an ettin werewolf barbarian, his witch crony and their ogre werewolf minions.
 For what its worth there's a bard, a cleric to a god of destruction, and a machine smith. And a rogue, I think; I can't remember the other one's class.  
   Is it possible for a deity to grant an alignment domain that DOESN'T match his own alignment? I'm doing a homebrew campaign currently and one of the gods is a true neutral god of balance. He preaches a lack of extremnes and the pursuit of balance and fairness, even to the point of siding with the forces of evil if it seems good is winning and vice versa. I'm trying to decide on his domains and I though "Wouldn't it be interesting if, in the pursuit of fairness and balance, he offered all the alignment domains?" For reference, here are the other deities, their alignments and domains. Luciferus LG 	        Sun, Fire, Law, Good
 I'm trying to go for a balanced approach, where each deity has 4 domains and only the alignment domains overlap. So I suppose in addition to the balance god, I need to come up with domains for those 2 that are each missing one; one is the god of wild things, the other is the god of the dead.  
   Short version: where can I find more information about Loper the werewolf ghost, and how do werewolf ghosts WORK exactly? Long version: My players are doing Rise of the Runelords and are traveling to Turtleback Ferry by mount. Pendaka is on the way according to the regional map in the map folio and my players are a few experience shy of where I want them to be. Looking up info about the adjacent Ashwood I find it to be haunted by werewolves, ghosts and a werewolf-ghost named Loper (apparently first mentioned by JJ here).
  
   Like the title says, I need some specific themed maps. I'm running a mythic and highly customized version of Rise of the Runelords and my players just got sucked into Vorel's phylactery. They wound up in a demiplane in the phylactery where he keeps the souls of the creatures he killed as part of the process. Each is in its own dungeon, connected by a sort of hub (in case Vorel, himself, ever needed to visit them and extract some tidbit of knowledge).
 Some sort of forest maze, ideally burning, for the treant (in my game a fire-infused shadow treant).
  
   So my group just went up against Malfeshnekor last night and I gotta say, he is unreal.
  
   So I'm sticking this in Homebrew because I'm quite sure there's no written rules for it. Long story short, one of my players (a summoner) wants to use his Summon Monster power to summon an Awakened animal. How should I handle this? Should I treat it as a template? What would be the CR, and thus the spell level required? Can he even DO it; I know at higher level he can summon outsiders, which are intelligent, but he's only level 1. Side note, a hypothetical: a society of awakened animals. Would they simply lived as normal animals do, or would they have towns and buildings and tools? How would you guys handle such a society?  
 
   Imagine the following:
 How threatening can diseases actually BE in a world where a 5th level Cleric (3rd level if he has the Restoration subdomain) can cure all but the most virulent (or magical) diseases? The illnesses that threatened our medieval world, like plague, dysentery, tetanus, tuberculosis and rabies, can be healed by the town priest in fantasy worlds. So, why bother at all?
 I have a reason beyond theory to ask this, honestly; one of my players in Rise of the Runelords just contracted tetanus from the trapped chest in Thistletop. Their 4th level and by the time they defeat Nualia (or allow her to escape, they have a foolish habit of that) they'll be 5th, high enough for the druid to cast the fore-mentioned miracle spell. I'm trying to up the ante for my group as they've been mowing through every encounter (including the tentomort, which I had even slapped the Advanced template and a Mythic rank on), so I want to give them some out-of-combat reason to fret.  
   So, my players in ROTRL are in a short downtimish period. Its right after the meeting with Shalelu and I want a few days to pass before the events in the Glassworks. The party gnome decided it'd be fun to prank folks into thinking the theatre is haunted. I thought it'd be fun to turn the tables and make it ACTUALLY haunted by the spirit of a young woman who was brutalized and crippled in the theatre, then consumed by the fire.
  
   Two questions in this one. First, if a Magus loses his blackblade (not has it destroyed, but simply loses it, ie it gets stolen or thrown down a bottomless chasm) how is it replaced? The Unbreakable entry specifies destruction but is otherwise identical to the Wizard's Bonded Item rules for the replacement; is it safe to assume that it applies?
  
   Lets say say I have a character carving or chiseling the body for a contruct hes creating, or just an ordinary statue. Time is not really an issue, but he does want it to look good; that statue of a manticore should LOOK like a manticore.
  
   I'm something of a horror buff. I like my horror games and movies to instill a sense of dread and paranoia that lingers for days. Amnesia comes to mind.
  
   OK so, like it says on the tin, I need some advice for building a tinkering gadgeteer-type character. At first I was going to make a cleric of a homebrew dwarven god of invention, with the domains Artifice (Construct) and Luck, but clerics dont really get any skill points and Craft, Disable Device, Knowledge and a few others are going to be very important.
  
   OK, so, the Buckler Duelist Fighter archetype gains several abilities related to using a falcata and buckler. And ONLY a falcata and buckler. However, RAW states that the Buckler Duelist doesnt gain falcata proficiency, meaning in order to even use the archetype's special abilities you have to spend a feat on Exotic Proficiency just so he can use his signature weapon without penalty.
  
   So, I'm making a video game of Rise of the Runelords. Nothing big and NOTHING that will be sold. The system I'm using allows me to assign a special ability to each character. The characters are a barbarian, a bard, a cleric, a fighter, a paladin, a ranger, a rogue and a wizard. The barbarian obviously gets Rage, the bard gets Sing, pally gets Lay Hands, Rogue gets Sneak Attack and I'm giving fighter Power Attack. What should I give the wizard and ranger?  
   So, I need to provide some setup for this question first.
  
   Say you have a baseline, run-of-the-mill orc. Orcs have the racial trait Ferocity, which, basically, prevents them from falling unconcious at 0hp. Their still staggered and still bleed out.
  
   WARNING: This thread, and the subject matter it may end up discussing, may be offensive to some readers. This is not my intention; my only intent is to discuss ways to bring these subjects into the game in a serious, meaningful, tasteful way. That said if subjects like genocide, rape, child sacrifice, animal abuse and worse disturbs or offends you, please navigate away. This first post is a bit long winded and I apologize in advance. So I finally got a group together and I'm running them through Jade Regent (which I'm going to have to take up the power level a bit as they killed the Soggy River Monster in three rounds, and the faceless stalker in the halfling's house in two.) But the entire group cant always get together as one of our players works nights and sometimes cant always get our gaming night off. So I'm prepping a secondary campaign for just the other players. It was going to be a standard epic fantasy campaign, starting with The Godsmouth Heresy and running to The Moonscar, with servants of Nocticula tying it all together, ending with a climactic showdown with an avatar of Nocticula. But then I was made aware of a game by Black Dog Games Factory called Charnel Houses of Europe, a modern fantasy epic putting players in the roles of holocaust victims. Still with me? So, with that work (and other Black Dog games) in mind, I'd like to run a Pathfinder game that delves into the deepest, darkest parts of the human psyche. Something that makes games like Call of Cthulhu and Amnesia: the Dark Descent look like Candy Land. My players have agreed that, if I do it right, it'll be an interesting break from our standard light hearted fantasy games. But I need some help, both crunchy and fluffy. First, I dont even know where to start. I'd like to stick with daemons as the major antagonists but some eldritch horrors would be good too; I really wanna play up that hateful, careless evil. Is there a World Wound-like area with a heavy daemon presence? Or can someone recomend a good region for a setting? I'm going to ban a normally common race and kick off by explaining that something horrible has happened; That race was driven into extinction by the peresecution of other mortal races in an event that (true to the inspiration) draws on the horrors of the Holocaust. The first few games will likely take place in areas where these tragedies occured, and will be rife with hauntings. Can anyone recomend a race that would be perfect for this? It should be something sort of unexpected; niot tieflings, for example, because Blood of Fiends makes a show of how even good tieflings are persecuted. Im thinking like elves or something. Can anyone recomend some appropriate foes for this part of the game? Players will be 5th level and I'm going to be taking liberties with their backstories (with player permission); the memories they have now are fabrications, and their true history is linked to this holocaust event, probably as perpetrators. This is something they wont learn for some time, so the (hopefully) good deeds they've accomplished since will keep them from being crushed by the weight of the horrors they visited upon their fellow beings.  
   So after watching a series called Silverwing, I've decided to make a race of batfolk called the Chaeropteran. But I need some advice. My plan was to use the strix as a base, dropping hatred, darkvision and suspicious and giving them 60ft blindsight activated as a free action. Cant use it if they cant hear, cant "see" things in an area of Silence.
  
   As the title says, I was hoping to discuss the languages of the different races, particularly the core race languages: Dwarven, Elven, Halfling, Gnomish and Orcish.
  
   Rhoka or Bastard Sword? Rhoka has a super crit threat, bastard sword deals more damage on average.
  
 
   I need some help building some evil NPCs for a Circus of Shadows.
  
   Like the topic says, I'll be running a solo Jade Regent soon. My player is a snow elf Water Elementalist wizard 2. To balance things out a bit she has a Soulbound Doll companion and a pet dire wolf. She chose to be Shalelu's sister.
  
   The lycanthrope template states the following (bear in mind I'm paraphrasing):
 The werebat seems to violate these. Either the werebat entry is wrong and it becomes a dire bat, not a bat (meaning its hybrid form is large, not medium), or it violates rule 1 by having a diminutive base animal. It also seems to violate rule 3 by having claws, when no bat has claws. The claws aren't a problem for me, though I am curious. So my question is: do werebats become dire bats (meaning a large hybrid as well), or some sort of advanced, small-sized bat?  
   So I know this is an issue that has come up before and its really a matter of preference, but what should I take as my animal companion? I'm playing a Mad Dog Barbarian and want a companion that can serve as a flank buddy, but is also a good combatant in its own right.
  
   I was hoping to get some advice on a campaign I'm planning. Basically I want to make it less combat focused and more focused on PC-NPC interaction. Trading, negotiating and investigating will be major activities. In fact, I plan to limit the first few levels (say, 1-3) to NPC classes. Profession is going to be more important than class, and skills are going to be as important, or more important, than feats. I'm hoping to use a sort of staggered progression system, where NPC classes develop using the normal progression but PC classes develop using the slow progression, to represent that these are regular people trying to learn talents and abilities that are beyond what the average Joe can do.
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