Samaritha Beldusk

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52 posts. Alias of Gandal.



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It was meant to be available for DLing on March the 26th,which is today.
It is noon now in my zone and nothing yet,has anyone already dled it ?


Not that i haven't finished this awesome game (i still think it is the best PC game i've ever seen), but i always finish up playing it again thanks to GoG.

Now for the topic :
The quest in the De Arnyse keep is one of the earliest of the game and you get it when you are just above 8-9 lvl (depending on class).
You don't have +3 weapons at that time, nor powerful enough spellcasters, and the golem is only there during the fight to free the keep from the invading trolls, and the quest is on a time limit,if you don't take it as soon as you enter the Copper Coronet Nalia vanishes, as long as i remember and you never get to do the quest,so it is now or never.
Destroying the other golems is a walk in the park, they don't even react when you attack the others in the treasury, so you can kill one,rest,go to the next, rest.....until only the iron one left,and i've never been able to turn it into XP.

I think you cannot even import a lvl 30+ char from another play,since he/she gets stripped naked by Irenicus at the start.

Does it can be killed at the stage of the game you encounter it ?


This isn't a spoiler on how the fight went (even though being on youtube means it has already been seen on television, except in Italy :( ) but rather a question:
What stats should both fighters have and how to run the duel with PF ?

Essentially it is a test : a very heavily armored,slow moving hard hitter vs a lightly armored, fast moving foe relying on flurry of blows to weaken the opponent, rather than one hit kill.

The hard part is the limitation move action-standard action.....the light armored foe is going to be crushed in the first 1 or 2 rounds since if he takes the attack action he cannot move out of range, and if he does so, he has no time to attack.

Not that i have to play it any time soon, but it is an interesting scenario to put at a table, so i'm very curious.


She has no part in Burnt Offering, but in my game she is going to be more useful than usual.....
During last session my PCs were all taken captive and stripped of everything by Thistletop goblins since they were too slow in Nettlewood and gave the enemy time to prepare a super ambush in the building.
The party is composed of an aasimar druid,two humans cavalier and barbarian and a tiefling rogue.
The rogue talked Nualia into letting her go (naked) in exchange for another captive,which she is supposed to lure in Nualia's hands,and Bruthazmus asked for Shalelu.
Of course i wouldn't have allowed for Shalelu to be so easily captured but needed some idea for the party's rescue mission..
Nualia kept the other PCs hostages and said her sentinels will guard the road, and that she wants to see the rogue coming back with Shalelu asap, both un-armed and un-armored and no one else.
I'm planning also to use Orik as a hook for the rescue from inside, but meanwhile Shalelu asked for help to Ameiko and Koya.
I'm planning to use Ameiko and Koya as baits when the time comes;they will walk along the road disguised as the party rogue and Shalelu.....while the elf searchs and kills the sentinels in stealth.
But to do this i had to re-create Ameiko's stats, since i don't like that one level in aristocrat and RotR gives no real sheet for her.

Ameiko Kaijitsu:

Ameiko Kaijitsu
Female Human Bard 3/Rogue (Rake) 2
CG Medium humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1 deflection, +1 dodge)
hp 29 (5d8+5)
Fort +2, Ref +8, Will +5; +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 mithral rapier +6 (1d6+2/18-20) and
. . dagger +5 (1d4+1/19-20)
Special Attacks bardic performance 18 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), bravado's blade, sneak attack +1d6
Bard Spells Known (CL 3rd; concentration +7):
1st (4/day)—charm person (DC 15), cure light wounds, feather step (DC 15), vanish (DC 15)
0 (at will)—detect magic, light, mage hand, prestidigitation, summon instrument, unwitting ally (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 12, Wis 11, Cha 18
Base Atk +3; CMB +4; CMD 18
Feats Dodge, Extra Performance, Iron Will, Weapon Finesse
Traits acrobat, reactionary
Skills Acrobatics +11, Bluff +12, Diplomacy +10, Disguise +12, Escape Artist +7, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +7, Knowledge (nobility) +6, Perception +8, Perform (act) +12, Perform (dance) +9, Perform (string instruments) +14, Sense Motive +4, Sleight of Hand +7, Spellcraft +6, Stealth +10; Racial Modifiers rogue talents (charmer)
Languages Common, Tien
SQ bardic knowledge +1, versatile performance abilities (act)
Combat Gear potion of remove disease, wand of cure moderate wounds, wand of identify (50 charges); Other Gear +1 leather armor, +1 mithral rapier, dagger, ring of protection +1, explorer's outfit, masterwork shamisen, noble's outfit, 18 pp, 3 gp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (18 rounds/day) Your performances can create magical effects.
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Versatile Performance (Acting) +12 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Wand of identify (50 charges) Add this item to create a wand of a chosen spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I hadn't plan it, the party got to Nettlewood,failed stealth rolls, fought all of the goblins and Gogmurth, which fled.
The alarm raised, the goblins of Thistletop prepared an ambush since the party lost time exploring the wood in search for more enemy and examining the rope bridge.
The party is:
Lvl 3 f tiefling rogue
Lvl 3 m human barbarian
Lvl 3 f aasimar garuda-blood druid
Lvl 3 m human cavalier

Once entered the building the party was lured toward the throne room and surrounded by Ripnugget + Stickfoot,Bruthazmus and about 10 goblins riding goblin dogs.
Here i did enemy stealth opposed to party perception but none of the PC spotted/heard a thing ; long story short the PCs went down one after another, the barbarian and druid sent Ripnugget and Stickfoot down but it did them no good, and since they foolishly ran into a trap i allowed the party to be defeated but asked them if they preferred change PCs or keep these.....which resulted it the chars being stripped naked,tied up and brought before Nualia.

Of course i don't want to simply kill them under torture,but neither to let them escape right away after having recovered their stuff because someone forgot it in some unguarded room.

The rogue with a very good bluff convinced Nualia to let her go in exchange for another prisoner more suitable to their captors, and Bruthazmus asked to have Shalelu to play with, so Nualia out of amusement allowed for the exchange keeping the other PCs hostages.

More, the druid companion, a tiger, fled the battle at her master command and went back to Sandpoint, s i think by the time the rogue is back in town Shalelu knows something is wrong, but the rogue has to lure her into a trap to "save" the rest (but none trusts Nualia).

So now i'm a bit lost ; where and for how long to keep the other three PCs and how to make them escape ?(i think Orik may have a part in this,he isn't utterly evil after all) How to play Shalelu ? I know she won't let the enemy at Thistletop take her, but she doesn't want to let the PCs die if she can avoid it.

Any good suggestion please?


I couldn't believe my eyes, hope i'm not the only one who completely ignored the existence of these.

Weird dice


Yesterday my party cleared the catacombs of wrath under Sandpoint, and they were excited when they looted Erylium's body, cause she has a +1 cold iron returning dagger, but it is sized for a quasit (tiny) so none of the pc's is going to use it, and the town's market is too small to afford its cost, about 10300 gp.
I guess they can always wait until they are in Magnimar, but would ike to know what other partied did with the weapon.


Started running a Rise of the runelords game with two players. One is expert so he is using two PCs, the other is a noob, he took a standard barbarian so to only have to worry about combat.
I'm used to run a DM NPC while gmastering, and often it is the party healer, no one seems to like healers in my group....but to do something different i went with a female garuda-blood aasimar druid and now i have no idea what she looks like.
Where can i find some inspiration for such a PC ?


I could recognize NY in Liberty City from GTA III (or so i think) ;
Miami in Vice City and LA in San Andreas.....but i don't recognize a particular city in Los Santos from GTA V.
Just curiosity, but it is killing me.

Edit:forgot, i saw the "Vinewood" Hollywood style writing on the hill, so another clone of LA ?


Since 3rd ed days, the belt of giant strength got severely nerfed, at least this is my impression.
Back in the days of 2nd ed AD&D such belt gave its wearer the actual strength of that type of giant, so a char could start with a strength of 7 or 8 and get a Belt of Hill Giant Strength, which raised his strength to 19.
Now it just gives +2/+4/+6.....but if such char has to wear it he only goes up as far as 13/14, not exactly what i'ld call the strength of a giant (pathfinder giants are in the range of 21-42).
I understand this is a balance matter but i'ld expect a item by the name "Belt of Giant Strength" to give you a strength score around 20-25.
I guess i want too much, but i don't think i'm the only one to think that a char cannot claim he is wearing a Belt of Giant Strength while going around with a score of 13 (i know i'm quoting an extreme case, but its this what bothers me).


Hello to all.
It is awhile i don't try to run a game in English (as some of you may know i'm italian but have been quite active here in the last 3 years), since my last attempt died quite soon due to xmas and rl commitments, but i really want to try again.
As you can guess from the title i would like to create a PbP which follows the plot of the Black Isle's title Icewind Dale,not sure how closely yet,have to prepare everything but have a lot of (unused) material of 3-3,5 ed FR.
Am not opening a real recruitment yet because of end of year approaching, and it is really hard to start a new game during X-mas, i already experienced this failure.
If i get enough interest i'll gladly run it for 5-6 people.
Thanks for considering.


Never bothered too much by channel feats, but just stumbled upon this and didn't really understood it.
I mean, what its sense when you can heal or damage the same alignment?
If i have a good cleric with channel good i can choose whether to heal or damage good otsiders right?
But why a good cleric should ever want to damage good outsiders?
It should work like standard channel energy (positive=heals living, damages undead / negative=heals undead, damages living)

So channel good= heals good, damages evil.


Doesn't really matter if standard or archetype cavalier.


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As per the title,and i'm no expert at inquisitors.
I know they are a mixture of stealth and paladin but that is all.
So far he is thinking about the Conversion Inquisition and deity Sarenrae, but we'll need some advice how to optimize it.

Work so far, lacking name,equip and other details.

F half elf inquisitor 1:

Unnamed Hero
Female Half-Elf Inquisitor 1
CG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1); judgement of sacred healing 1
Fort +3, Ref +1, Will +4; +2 vs. enchantments
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Immune magic sleep; Resist elven immunities, judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Cure Light Wounds
0 (at will) Resistance, Acid Splash, Detect Magic, Light
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 12, Wis 15, Cha 12
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Skill Focus (Sense Motive)
Traits Focused Mind, Seeker of Brightness (Knowledge [religion])
Skills Diplomacy +6, Disguise +5, Intimidate +7, Knowledge (planes) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+8 to identify the abilities and weaknesses of creatures), Perception +9, Sense Motive +10, Stealth +5; Racial Modifiers +2 Perception, monster lore
Languages Common, Elven, Infernal
SQ domains (conversion inquisition), elf blood, judgement (1/day)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Mind +2 to Concentration checks
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Have been trying to roll a TWF fighter going with sword/spiked shield on herolab, and the damage of the shiled held in the 2nd hand are always displayed as 1d4+4.
Now, i knew a secondary weapon damage is half the str bonus, so why the sofware keeps telling me it inflicts full str bonus?
The char has strength 18, so the damage should be 1d4+2, not +4.
Am i missing something?
Char lvl 1, no special equip or material.


It should come out in November, the 11th if i remember well.
I'm looking to but it asap, it is much cheaper than PS3 when it came out.
Anyone else thinks to buy it at once or within the first year from its release?


I'm looking specifically for a mini for a female elf magus (or anything with a sword or mace in one hand and a spell effect or spellbook in the other).
I saw a lot of minis of girls that can be used for a variety of roles, but nothing really fitting what i've in mind.
What minis do you use for battlemages,spellswords,maguses or anything mixing melee with arcane magic?


I tried to look over these forums, but the quantity of threads on D20 pro is overwhelming.
I already watched the tutorials on the site and would like to try it,but also like to know something before handing out the money.
It looks good from the videos,but i haven't got if a guy can use more than one char with a single 10$ licence or not.
Any info or advice will be useful.


Its damage type depends on the dragon scale you have as a material component.
But how do GMs out there decide how many players can have? and what type?
Usually material components for wizards are negligible (at least, i never bother with them, unless their cost is important or particularly high); this is not the case!
I don't think you can just go into a dragon's lair and ask the owner if he has some spare scale "you don't happen to have some dried scale from last time you changed skin do you?"

It is important either what type of scale the caster has at hand when casting the spell, and if you allow the players to simply buy them,how much you charge?


Plague of Shadows has been out for almost two years,and i think i read someone that wanted to post the statblock of Elyana, the starring char,but never found any.
I tried to stat her myself,waiting for her second adventure,but have had some problems because the first book doesn't say a lot about her:
she is a ranger, her initial favored enemy are surely humans and she has a mare as animal companion (Persaily if i remember correctly).
What isn't clear is:
What languages does she speak ? (it isn't important,but one would like to know when filling the sheet)
What is her fighting style ? (in the book she rocks both at arcery and TWF)
What her gear? (she says she has a strenght-enhancing bracer i think,but shouldn't that be a belt of giant str.? ; plus she has the ring that opens the portal to the shadow plane,but how to create such an item with herolab?)

In the end i left her at 1st level, if anyone has suggestion on how to add her levels they'll be welcome.

Elyana Sadrastis lvl 1 female elf ranger

For the lang, i assumed the most obvious for a starting elven PC beside elven and common,that would be gnome


I'm looking some possibilities on how to make an encounter harder without actually boosting the creature's CR.
My party (male aasimar paladin 8 – male human fighter 8 – female half elf wizard 8 – female half elf druid 8 – female tiefling rogue 8 – male dwarf cleric Pharasma 8) will soon face an unknown menace that is corrupting an elven forest.
The corruptor is a Nuckalevee , and he is angering local tribes (boggards and marsh giants who don't know about the evil fey), driving them toward civilized seetlements near the forest.
I know i want the party to be forced to investigate around the part of the forest where the evil fey is
spreading plagues, just so the encounter isn't an old style hack'n slash, which will be very short given the group,my question is, how?
Since i already decided the BBEG (the Nuckalevee) will have minions (enslaved/corrupted giants and boggards) i'm a bit reluctant about simply boosting its CR.
I thought i can make the encounter longer and harder by having the BBEG opening several sources of some foul liquid all around, and each one'll give it additional powers (one is controlling its minions,since it doesn't have such ability) ; the party will weaken it by closing/destroying the sources.
Now i'm not sure how many new powers to give to it,or which should they be, so i'ld like some advices.
All i know is i want the BBEG to be near to invincible without closing at least some sources,i'll be sure to tell the party they have very little chance, if ever, of defeating it otherwise.
I'm aware i already asked something similar days ago, but my time schedule didn't allowed me to work much on this idea.


I hope this goes here.
As for the title, i would like a software to quickly create settlements with the expanded rules from the Advanced GM Guide.
Anyone knows of one out there?


My party is in a Kyonin like settings (home-made campaign) and in the middle of a corrupted section of an elven magical forest.
The general plot should involve a fey turned evil and wanting to destroy the habitat and its occupant (other feys, tribes of various monstrous humanoids).
I was searching through the bestiaries and believe i found the perfect creature for what i need; the Nuckelavee (bestiary 3 pp 203); my doubts are:
How the hell is it pronounced (English not being my mother lang) ?
What would be an interesting and challenging way to use it?

The party doing this quest :
Aasimar paladin 8
Human fighter 8
Dwarf cleric of Pharasma 8
Half elf wizard (invocker) 8
Half elf druid 8
Tiefling rogue 8

Of course the main creature should not be alone,given the power of the party.I'm still fleshing out the details but would like some advices to make it more fun.


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Pure awesomeness

Stumbled on this while looking other stuff on Youtube.Anyone already knew something?


How long yet to see the standard covers by Parillo and Jones? And the Paizo exclusive one?


I know Bethesda is working on TES Online, but i'm not a MMORPG'er so i want to share some thought on the solo titles; pity i only played Oblivion and Skyrim and read what Morrorwind was about.
Never saw Daggerfall or Arena, if not on youtube.

I loved Oblivion, and still playing Skyrim; what bothered me in both games is the fact they don't give the player a general guideline,something that says to the game "i'm playing as a rogue" or "as a fighter".

I started both games with a female bosmer rogue/archer, and ended up being the leader of all guilds (fighters,thieves,mages,assassins); i would like to tell the current leader of a guild "I'm an archer, i don't know how to wear a heavy armor" or "I'm not able to cast even the most simple apprentice spell" so to be able to finish the dialogue saying "You wanna thank me????? Just give me money and items, i don't want to be your leader!!!!!!"

Another weirdness: you can solve all quests of all the guilds by simply hacking at whatever moves!!!!!!!!!! even mages quests; these are quests for a mage? design them so they can only be solved by a
mage .......the same goes for the thieves guild

Skyrim does better in this regard, especially with the dark brotherhood line of quests. One the task to learn master Restoration spells also can only be attained by having high mage levels, but that is all.

The skill/leveling system???? It is great......til level 30 more or less ; after which i'ld like to have to choose how to go on: i'm an archer? then i can go as high as 100 on archery related skills (light armor,stealth,maybe one hand) and be limited to 70 in similar skills (in the above example, other roguish skills) ; for any other skill the system should limit you to 40-50 max ; you are playing as a ranger/rogue.......you cannot be a demigod in everything.

I repeat, i love these games and couldn't leave the PC once Dragonborn DLC was released, not until i had completed it; but they can be made a little more logic.

I hope there will be a TESVI title.....i heard it could be located in Valenwood.

Am i the only one to think so about this marvelous saga?


The focus of my question are Mithral and Adamantium, but any will do.
A player i know for a lifetime always wants to start from level 3-4 (both when playing and GMing) because we always assumed that starting equip can be whatever you want as long as you have the money, and he always begins with mithral armor/shields when playing a class with the right proficiences.
I always tried to keep mithral/adamantium at balance, saying that it isn't just a matter of wealth by level or items availability by the settlement:
but i don't want to argue over this,and he just keeps buying armor/weapons crafted in special materials whenever he has the money.
Do other masters allow mithral/Adamantium/cold iron etc. once the party has the wealth by level for them or they require the party to go questing for one? Or they just roll for them in random loot?

PS: Of course i require him to actually be at a market/shop/whatever and i check for item availability % ; if that fails he isn't going to get mithral armor or such, but he is the type who'll argue over it ("I have the level and the money,and the town has the item available by items limit, so you should let me buy it"), while i'm not going to.


I've presented this sheet i made for my home games last year.
Since i kept improving it (and hope i translated it to English the right way) i'ld like to hear opinions, as usual.
It is still non class specific,about 12-13 pages.

Base sheet
Male equip slots
Female equip slots


Didn't know how to name the thread, because of the idiocy of my problem,but i found nothing on the matter.
Here is the fact: my party recently killed a marsh giant barbarian and got among the treasure his weapon.....a large +1 ogre hook like tool the monster were using two handed (according to herolab,the weapon was a two hand even for a marsh giant).
Now the question my party asked is "Who in the nine hells will ever buy this .....thing??????"

They aren't entirely wrong i'm afraid;unless herolab assumed it was used two handed while being a one hand weapon for the giant (in which case it'll be a large weapon and a two handed for a human) it is a useless loot.
None of my PCs is going to use it, and before simply say "the local grocer'll buy it as usual" (and this'll be nonsense) i'ld like to ask how other GM deal with weird magical weapons selling, or weird magical items in general.

In case of a doubt, here it is the creature using the tool:

Marsh Giant Barbarian:

Giant,Marsh, Barbarian CR 9
XP 6400
Giant, Marsh Barbarian 2
CE Large Humanoid (giant)
Init +3; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 18 (+3 Dex, -1 size, +9 natural, +1 dodge)
hp 124 (2d12+12d8+56)
Fort +15, Ref +7, Will +8
Defensive Abilities rock catching, uncanny dodge
--------------------
Offense
--------------------
Speed 50 ft., swimming (20 feet)
Melee +1 Ogre hook +19/+14/+9 (2d8+13/x3) and
Slam x2 (Giant, Marsh) +13 x2 (1d6+4/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (10 rounds/day), rage powers (knockback [1/round]), rock throwing (120 feet)
Spell-Like Abilities Augury (3/day), Bestow Curse (3/day), Fog Cloud (3/day)
--------------------
Statistics
--------------------
Str 27, Dex 17, Con 19, Int 8, Wis 15, Cha 12
Base Atk +11; CMB +20 (+22 Sundering); CMD 34 (36 vs. Sunder)
Feats Combat Reflexes (4 AoO/round), Dodge, Improved Iron Will (1/day), Improved Sunder, Iron Will, Power Attack -3/+6, Vital Strike
Skills Acrobatics +3 (+11 jump), Fly +1, Intimidate +7, Perception +11, Stealth +5 (+13 in swamps), Survival +8, Swim +16 Modifiers +8 stealth in swamps
Languages Boggard, Giant
SQ fast movement +10
Other Gear +1 Ogre hook, You have no money!
--------------------
Special Abilities
--------------------
+8 Stealth in swamps (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Swimming (20 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


First of all, better i tell it right from the beginning that i'm running a campaign of 2 people;i do the gming and run three chars and my player runs the other three; homemade setting (similar to Forgotten Realms).
The chars are (and their level as for now):
F elf magus 7 – M human TWF fighter 7 – M dwarf cleric of Pharasma 7 – M Aasimar paladin 7
F human sorcerer/draconic bloodline 7 – F tiefling rogue 7

I'm not here to explain why the group of 2 (as usual,old group disbanding because of RL,marriages,different work schedules and so on).

My player asked me to create a campaign that makes use of true names (i hate true names,they are too restrictive,you usually have to go out of your head to explain why someone actually got to learn one and there are virtually no defenses agaist them.)

He gave me a story in which the PC are initially slaves of a crazy mage who delights in binding and breeding experiments with outsiders, and the PCs should have been the next, only they escaped with the help of one devil claiming to be the mother of the group's tiefling, and she makes it clear straight away that she knows the true names of each one of the PCs. I said “maybe you are exagerating” but he was sure he can handle his part of the story,pity after few days he asked me to do all the gming because he no longer could (i know i know, no need to get vulgar).

Anyway i took the party from 3 to 7 and through these events:

  • They started in a Qadira/Katapesh nation as fleeing slaves,and were tracked down by associates of the crazy mage (which was slain by the other guy knows who) that want to know what he was about.

  • They discovered a way to leave the nation;a noble whose daughter was abducted by gnolls slavers asked them to save his girl (she herself was on a trip to discover ancient secrets of a tomb.)They found the gnolls camp but the enemies were a lot.There were also a F elf cleric of Calistria (we are using Golarion deities for simplicity's sake) as a potential ally, but in the ensuing dialogues the player was incautious and the cleric was also captured and illtreated (to put it kindly).Another ally was a Lamia also enslaved by the gnolls chieftain, and she helped the PCs wiping out the slave camp. (not going too much into details, it would be too long).They saved the cleric and the noble's daughter.

  • The cleric of Calistria was there,posing a slaver herself, to gather info from a human man slave merchant (suspected of kidnapping elves from her place) but since he died during the fights with the gnolls she could only turn back to her home (she'll be encounterd again, for a quest Calistria herself will force on the group to take revenge for what her cleric had to endure).

  • They then took the other girl on her trip to the tombs, where after a dungeon everyone where caught in a forgotten portal and taken to a demiplane; inside it they discovered that millennia before their time two empires were on war when the emperor of one (human necro-very original i know) tried to win by cheating on a drow house worshiper of Abraxas.

  • One drow,a wizard, offered to this emperor a way to have the power to win over his enemy (a great wyrm red dragon) with a spell that in his intentions should have made him invincible. But something went wrong as during the ritual they were interrupted by a rival drow house and the spell backfired, creating that demiplane inside which this ancient war has never ended.The chars discovered all this because the lord of this tomb was the drow wizard that started everything (now a very underpowered lich, and about to end his days).His fear is that the original spell will soon end,releasing the demiplane and all of its occupant back in the world (a lot of CR 15+ drows and undeads plus the emperor -now a CR 20+ lich- and of course the ancient great wyrm red dragon,you can guess the CR)

    Once back in the desert,the pc's suffered other attacks by assassins/creatures summoned to get them back to the mages running the place but managed to escape.

    What they don't know is that the drow had the true names of both the emperor and the dragon,they meant to use them to make them slaves of Abraxas (while the emperor thought he was going to cheat on the demon lord, in reality it was the other way around-he intended to gain the power he needed through a pact with Abraxas only to deceive him once made invincible by the mage) but lost their occasion with the backfire of that spell.

    Now the chars managed to escape the desert nation and are in major city occupied by troops from a nearby country which is the remnant of the empire they saw in that demiplane (think of it as Taldor but with more evil tendencies).This army is here to recruit (willing or not) mercenaries to help against barbarian horeds from the east and the north, but of course the chars want to stay as little as possible,as they plans are to pass through the elven nation just few hours north of this city.

    Anyway, long story short; i'm now at the point in which i have too many quests and subquests running around in my head but i don't seem to be able to give them an order, or more generally how to go on, and the game has been still for some time now.

    To end this wall of text,here are the main quests i can think of atm:

  • There really is a slave trade of elves going on the city, and the owner of the local temple of Calistria wants to end it (that elven girl cleric from before is also here, and is still traumatized). The family of the merchant slain back at the gnolls camp came to know of his death and through means both magical and mundane also discovered the presence of the chars and that cleric, so is now planning revenge (and probably to capture alive the magus of the group,being her an elf)

  • In the nearby elven nation drows and orcs are secretly plotting agaisnt the empire (the orcs) and the elves (the drows).They took over a village on a far border of the forest with a surprise raid and estabilished a HQ there; Orcs are also working with an officer of (the empire similar to Taldor) to lure patrols there and capture them aided by the drows debilitating attacks. (Drows here are mostly shadowdancers or assassins, with a chief cleric; orcs are almost only barbarians).

  • Drows have a powerful backup: a young adult green dragon CR11 that repels/kills any creature not suitable for capturing alive in exchange for the gear of the captives. (Of course this HQ is shielded against divination, so folk have to phisically go there to check).

  • The presence of the drows and orcs is altering the balance of the forest, and fey are increasingly restless. (the pcs will surely have to grow in power before attempting to storm the HQ, or they'll be wiped out, so this is a hook to give them more side quests around the forest).

    After this part of the campaign pcs should see that drows are still searching for the scrolls of the True Names their ancestors had prepared to enslave the necro emperor and the red wyrm, and should begin exploring the underdark (general name for the classic setting deep beneath the earth) in order to get to the scrolls before them.

    If you had the patience of reading everything i hope i was clear enough (English not being my first lang), and that i gave sufficient info.


  • I'm 71 Mystic Knight and doing post dragon content (after defeating Grigori).
    Already gathered all the 20 wakestones, but haven't handed them yet;would have liked to try the UR Dragon but not sure if i have chances against it.
    Have read online it can be faced in multiplayer,but as far as i know the game has no multiplayer, so maybe i mis-interpreted the forum?
    This is my source but if someone here has already defeated it some advice would be appreciated.


    Maybe yesterday i used the wrong title, or maybe i'm the only one.
    But am really interested in seeing other fans of these marvelous action figures.
    Mine are:
    GX 01R Mazinger Z
    GX 02R Great Mazinger
    GX 25 Garada K7
    GX 26 Doublas M2
    GX 09 Minerva X
    GX 12MA Venus A Angel
    GX 49 Shin Mazinger Z (God Scrander Punch mode)
    GX 51 Getter Dragon (OVA version)
    GX 04S Grendizer (Complete Spazers set)
    GX 23 Zambot 3
    GX 53 Daitarn 3
    GX 59 Daltanious

    And a Mazinkaiser action figure from don't remember which producer (not Bandai anyway).

    And am looking forward to the Emperor God Sigma figure, pity it costs about 239 US (more the 200 €)


    As the title says.
    I love them, i would like to have all, being a huge fan of old anime.
    Someone else collecting them?

    My collection to these days includes:
    GX 01R Mazinger Z
    GX 02R Great Mazinger
    GX 25 Garada K7
    GX 26 Doublas M2
    GX 09 Minerva X
    GX 12MA Venus A Angel
    GX 49 Shin Mazinger Z (God Scrander Punch mode)
    GX 51 Getter Dragon (OVA version)
    GX 04S Grendizer (Complete Spazers set)
    GX 23 Zambot 3
    GX 53 Daitarn 3
    GX 59 Daltanious

    And a Mazinkaiser action figure from don't remember which producer (not Bandai anyway).


    I'm debating with a friend whether a ranger can add feats from his combat style only when he has to pick a combat style feat (and as such ignoring the prerequisites).
    He keeps saying he read (in the APG)the ranger can choose those feats even at char level feat choices (lvl 1,3,5 etc,) so out of combat style pick, and still ignoring prerequisites.


    Her weapon is listed as a +1 flaming ranseur in the Gear section and as a +3 flaming ranseur in the Melee section.
    I can guess the right one is the +3 version looking at her CR of 15, but maybe i'm missing something?


    The spell says an invisible creature can cut the ropes to drop a rope bridge,remotely trigger traps,summon monsters and having them attack etc. without losing the invisible condition.
    And, as for the title,if an invisible PC wants to throw a tanglefoot bag at a foe? It isn't a direct attack (it doesn't inflict damage) but it requires a ranged touch attack.
    It was my turn as player, and it came out as i wanted to hold a foe in place, since he constantly used the withdraw maneuver.My F elf magus was invisible and she were going to throw the tanglefoot bag, but in the end the cleric solved the problem with a Hold person spell,but my doubt remained.


    Corebook says "Elf or Half-elf" but is any elf subtype good?
    I could probably be doing it as i like, but rules are rules, and i need a drow arcane archer NPC.


    This question from a player of mine caught me off guard,i admit.
    He is creating an oracle (charisma based caster,no preparing spells at morning) as a backup PC, and he is currently playing a sorcerer, he really hates having to decide what spells to memorize once awakened.
    Anyway, he asked whether with a metamagic feat his pc could decide anytime during the day which spell to apply it to, since he has no need to prepare spells.

    Since all of his experience of metamagic spells comes from NeverwinterNights 2, i thought in a real table game things wouldn't have been so easy; or i'm afraid being able to cast a powered or extended or silent spell right away while a wizard has to decide which spell to modify at the beginning of a day would give the sorcerer a too greater edge?

    And of course he knows the spells and only choose the most useful (but he only focus on combat spells), so he has anyway the best options for a given situation.

    Hope i was clear enough, English being a second lang for me.


    1: SR
    Does it help against continuous damage spells, like Acid Arrow? You have to roll to bypass SR when the spell first hits,but in the subsequent rounds ? Do you have to roll each time in your turn or the spell clings to the target w/out checking for SR from that point on.?

    2: CL
    Can a caster choose to cast spells with a lowered CL ? For example a lvl 8 wizard wants to cast a lvl 3 Magic Missile so to inflict less dam. ; is this possible?


    So, there is this guy playing a dwarf cleric.
    The dwarven racial proficiency says Dwarves are proficient with battleaxes,heavy picks and warhammers,and treat any weapon with the word "dwarven" in its name as a martial weapon.
    He wanted his cleric to have a dwarven waraxe (as the corebook names the weapon) but the cleric doesn't give the PC the martial weapon proficiency for such a weapon,and the racial trait doesn't say dwarves are automatically proficient with dwarven warxes.
    It says dwarf treat dwarven warxes as martial weapons for the purpose of choosing the feats right?
    So if a dwarf cleric wants to have Weapon focus (dwarven waraxe), does he have to take the martial weapon proficiency before (spending a feat slot) or does he already have it from the race?


    Didn't know how to exactly put it in the title,but i'm creating the king of an elven nation in my campaign.
    I want him to be a very powerful mage and after looking some example from Golarion stuff (Queen Telandia Edasseril and Alicavniss Vonnarc) i noticed their possessions don't include the spellbook.
    Now, i know how to add spells to a wizard's spellbook, and i know how many spells he gets with every level up, but that applies when you roll a new level 1 PC; even a 15th level or higher wizard would have to decide which spells are on his spellbook when the PC is created (he doesn't begin with all spells in the setting just because he is high level does him?).

    But when creating an NPC that, being a king, should have greater resources i should also know how many spells he knows; and surely he will know more that those he he has by only leveling.

    Are the extra spell taken by his char wealth per level?
    Or is completely up to me?


    I just dled it and only played throu the intro, so cannot still say.
    Only things i saw added so far are new enemies (Gargoyles,Shadow mastiff,a new breed of vampires) and the crossbow (really missed it!!!!!!!!!).


    Yesterday my party did some quick math and in the end complained that their equip is underpowered for their levels, while for me it completely the other way around.
    Anyway i strictly follow what the tables say as to what treasure giving them with each encounter (obviously not every encoun. gives loot).

    The last session they stayed in a village for over a week upgrading their magic items and crafting new ones when needed,and each one of them still has well over 2000-2500 gold left after that.

    Their char:

    Female elf magus 6:

    CG (medium humanoid, elf)
    Initiative +3 ; Senses Low light vision ; Perception +4
    Traits Corageous – Focused mind

    Defense
    AC 20 ,Touch 14 ,Flat footed 17 ( Armor +6, Dex+3, Deflection +1 Size )
    HP 48 (6d8+6+4+6 )
    Fortitude +7 , Reflexes +8 , Will +5 (+7 vs. fear)
    DR no ; Immune no ; SR no
    Weakness no

    Offense
    Speed 30 ft
    Melee +1 Scimitar +9 (1d6+4/18-20 x2)
    Ranged mw composite longbow (str+1) +8 (1d8+1/x2)
    Space med.creature ; Reach 5ft
    Special attacks Spell combat; Spell strike
    Spells (CL5 ; Concentration +13 )
    2nd level :Frigid touch (x2); Bull's strength ; Scorching ray
    1st level : Shocking grasp (x2); Magic missile ; Shield
    Cantrips : Acid splash ; Detect magic ; Dancing lights ; Read magic; Disrupt undead

    Statistics
    Str 16 , Dex 16 , Con 12 , Int 16 , Wis 8 , Cha 10
    BaB +4 ; CMB +7 ; CMD 20

    Feats Combat casting, Weapon focus scimitar, Thoughness, Craft magic arms/armors

    Skills Acrobatics +4, Craft-alchemy- +9, Escape artist +5, Ride +8, Knowledge arcana +12, Knowledge dungeoneering +7, Knowledge planes +8, Stealth +5, Swim +8, Perception +4, Spellcraft +12/+14, Climb +7, Fly +3

    Lang Not relevant

    SQ magus arcana pool (6) ; 3rd level arcana-familiar (weasel) ; Spell recall ; 6th level arcana (Prescient attack)

    Possessions +1 Scimitar ; +2 Chain shirt ; Cloak of resistance +1 ; potion of Shield ; 2x potion of Cure light wounds ;
    potion of Owl's wisdom ; Ring of protection +1 ; Bag of holding type I ;

    Male dwarf cleric (Pharasma) 6:

    NG (medium humanoid,dwarf)
    Initiative +1 ; Senses darkvision 60 ft ; Perception +6
    Traits Anatomist– Undead slayer

    Defense
    AC 21 ,Touch 11 ,Flat footed 20 ( Armor +7, Dex+1, Shield +2, Natural +1 Size )
    HP 46 (6d8+12 )
    Fortitude +7 , Reflexes +3 , Will +9
    DR no ; Immune no ; SR no
    Weakness no

    Offense
    Speed 20 ft
    Melee +1 Dwarven waraxe +7 (1d10+2/x3)
    Ranged Mw crossbow,heavy +6 (1d10/19-20 x2)
    Space med.creature ; Reach 5ft
    Special attacks Domains (Death-Healing) / Channel positive en. 3xday (3d6/save will DC13)
    Spells (CL5 ; Concentration +13 )
    3rd level : Magic circle against evil ; Dispel magic ; Prayer ; Cure serious wounds (D)
    2nd level : Bull's strength ; Sound burst ; Hold person ; Aid ; Cure moderate wounds (D)
    1st level : Endure elements; Protection from evil ; Bless ; Shield of faith ; Cure light wounds (D)
    Orisons : Create water ; Detect magic ; Resistance ; Stabilize

    Statistics
    Str 12 ,Dex 12 , Con 14 , Int 12 , Wis 19 , Cha 10
    BaB +4 ; CMB +5 ; CMD 16 (20 vs bull rush/trip attempts)

    Feats Combat casting, Weapon focus Dwarven waraxe, Ironhide

    Skills Knowledge arcana +5, Knowledge nobility +5, Knowledge religions +9, Diplomacy +7, Heal +11,
    Sense motive +10, Perception+6, Spellcraft +5, Climb +2, Appraise +6

    Lang Not relevant

    SQ Death domain (Bleeding touch 7xday)-Healing domain (Rebuke death 7xday / Healer's blessing )

    Possessions +1 Dwarven waraxe ; +1 Breastplate ; +1 Light steel shield ; potion of Shield ; 13x potion of Cure light wounds , scroll of Cure moderate wounds ; potion of Cure serious wounds ; Ring of feather fall ; Mw crossbow,heavy ;

    Male human fighter (TWF) 6:

    N (medium humanoid,human)
    Initiative +5 ; Senses Perception +3
    Traits Anatomist– Adopted (Elven reflexes)

    Defense
    AC 22 ,Touch 14 ,Flat footed 18 ( Armor +7, Dex+3, Shield +1, Dodge+1, Size )
    HP 55 (6d10+12 )
    Fortitude +7 , Reflexes +5 , Will +3 (+5 vs fear)
    DR no ; Immune no ; SR no
    Weakness no

    Offense
    Speed 30ft
    Melee +1 Two-bladed sword (two handed) +14/+9 (1d8+10/19-20 x2) or
    +1 Two-bladed sword (two weapons fighting) +12/+7 - +12/+7 (1d8+8-1d8+8/19-20 x2)
    Ranged mw composite longbow (str +2) +9 (1d8+2/x3)
    Space med.creature ; Reach 5ft
    Special attacks no
    Spells no

    Statistics
    Str 18 ,Dex 17 , Con 14 , Int 10 , Wis 12 , Cha 8
    BaB +6/+1 ; CMB +10 ; CMD 23

    Feats Exotic wepons proficiency (two bladed sword), Weapon focus two bladed sword, Dodge, Two weapons fighting,
    Two weapons defense, Weapon specialization two bladed sword, Double slice, Improved two weapons fighting

    Skills Handle animals+3, Ride+8, Knowledge dungeoneering+4, Intimidate+8, Linguistics+1, Swim+9,
    Perception+4, Climb +8, Survival+9

    Lang Not relevant

    SQ Bravery+2; Armor training 1; Weapon training (blades,heavy) 1

    Possessions +1 Two-bladed sword ; +1 breastplate ; Gauntlets of ogre power +2 str ; potion of Protection from evil ;
    potion of Enlarge person ; 5xpotion of Cure light wounds ; potion of Cure moderate wounds

    Female tiefling rogue 6:

    CG (medium outsider, native)
    Initiative +12 ; Senses darkvision 60 ft ; Perception +9 (+11 traps)
    Traits Reactionary – Exile

    Defense
    AC 20 ,Touch 16 ,Flat footed 15 ( Armor +4, Dex+4, Dodge+1, Deflection +1 Size, +1 vs traps)
    HP 42 (6d8+6)
    Fortitude +4 , Reflexes +10 (+12 traps) , Will +3
    DR no ; Immune no ; SR no ; Resistances Fire 5, Cold 5, Electricity 5
    Weakness no

    Offense
    Speed 30 ft
    Melee mw rapier +10 (1d6+1/18-20 x2)
    Ranged mw composite shortbow (str+1) +9 (1d6+1/x3)
    Space med.creature ; Reach 5ft
    Special attacks Sneak attack 3d6 + bleed
    Spell-like ability ( CL5 ; Concentration +6 ) Darkness 1xday
    Statistics
    Str 12 , Dex 18 , Con 12 , Int 14 , Wis 10 , Cha 12
    BaB +4 ; CMB +4 ; CMD 19

    Feats Improved initiative, Dodge, Mobility

    Skills Acrobatics +18, Escape artist +12, Disguise+6, Disable device +13(+15 traps), Ride +5, Knowledge local +8, Diplomacy +8, Perform dance+6, Stealth +14, Intimidate+8, Sense motive+9, Perception +9 (+11 traps), Bluff +11
    Sleight of hands+9, Climb +6, Survival+1, UMD+8, Appraise+6

    Lang Not relevant

    SQ Rogue talents (Bleeding attack // Finesse rogue// Weapon focus rapier) ; Trapfinding; Evasion; Trap sense +1 Uncanny dodge ;

    Possessions Mithral chain shirt ; mw rapier ; Ring of resistance +1 mw composite shortbow (str+1);Boots of tumbling +5 ; potion of Cat's grace ; 2x potion of Cure light wounds ; potion of Endure elements ;
    Amulet of deflection +1

    Male aasimar paladin 6:

    LG (medium outsider, native)
    Initiative +1 ; Senses darkvision 60 ft ; Perception +7
    Traits Anatomist – Flame of the Dawnflower

    Defense
    AC 26 ,Touch 12 ,Flat footed 24 ( Armor +11,Shield+3, Dex+1, Dodge+1 Size)
    HP 56 (6d8+12)
    Fortitude +10 , Reflexes +6, Will +9
    DR no ; Immune no ; SR no ; Resistances Acid 5, Cold 5, Electricity 5
    Weakness no

    Offense
    Speed 20 ft
    Melee +1 scimitar +10/+5 (1d6+3/18-20 x2)
    Ranged mw composite longbow (str+1) +8/+3 (1d8+1/x3)
    Space med.creature ; Reach 5ft
    Special attacks Smite evil (+3 attack/+5 dam, against evil creatures); Channel positive energy (3d6 // save will DC15)
    Spell-like ability ( CL5 ; Concentration +8 ) Daylight 1xday
    Spells ( CL2 ; Concentration +5 )
    1st level Lesser restoration; Grace
    Statistics
    Str 15 , Dex 13 , Con 14 , Int 12 , Wis 12 , Cha 16
    BaB +6/+1 ; CMB +8 ; CMD 19

    Feats Weapon focus scimitar, Dodge, Power attack

    Skills Ride +6, Knowledge religion +7, Diplomacy +14, Intimidate+4, Sense motive+10, Perception +7,
    Survival+2

    Lang Not relevant

    SQ Mercy (Sickened,Diseased) ;Aura of good; Detect evil ; Divine grace; Lay on hands 5x day; Aura of courage; Divine health; Channel positive energy; Divine bond (bonded weapon)

    Possessions +2 Full plate; +1 scimitar ; +1 steel shield,heavy ;mw composite longtbow (str+1);
    potion of Cure moderate wounds ; 2x potion of Cure light wounds

    Female human sorcerer (draconic bloodline) 6:

    NG (medium humanoid, human)
    Initiative +2 ; Senses Perception +2
    Traits Indomitable faith – World traveler

    Defense
    AC 17 ,Touch 12, Flat footed 15 ( Armor +4, Dex+2, Natural+1 Size )
    HP 35 (6d6+6 )
    Fortitude +4 , Reflexes +5 , Will +6
    DR no ; Immune no ; SR no ; Resistances Fire 5
    Weakness no

    Offense
    Speed 30 ft
    Melee claws +4 (1d4+1/ x2)
    Ranged mw crossbow +6 (1d8/19-20x2)
    Space med.creature ; Reach 5ft
    Special attacks Spells
    Spells (CL6 ; Concentration +15 )
    3rd level (4xday) : Fireball
    2nd level (6xday) :Acid arrow; Mirror images ; Resist energy*
    1st level (8xday) : Magic missile; Burning hands ; Shield ; Mage armor* ; Enlarge person
    Cantrips (at will) : Acid splash ; Detect magic ; Resistance ; Read magic ; Light ; Disrupt undead ; Ray of frost

    Statistics
    Str 12 , Dex 14 , Con 12 , Int 10 , Wis 8 , Cha 20
    BaB +3 ; CMB +4 ; CMD 16

    Feats Combat casting, Prof. Light armors, Arcane armor training, Craft wondrous item

    Skills Bluff +13, Escape artist +4, Ride +3, Knowledge arcana +5, Diplomacy +14, Perform dance+7, Intimidate +6
    Linguistics +1, Perception +2 , Spellcraft +14

    Lang Not relevant

    SQ Natural attacks-claws; Dragon resistances ; Spells dealing energy dam of the bloodline's dragon type add +1 dam x die rolled of that energy type

    Possessions Mithral chain shirt; Amulet of resistance +1 ; mw crossbow,light ; Rod of Magic missile (CL 3 // 7 charges left) ; 5x potion of Cure light wounds ; scroll of Shocking grasp ; potion of Shield ; scroll od Summon monster I
    Amulet of Endure elements (6 charges xday) ; Tiara of +6 Spellcraft ; Rod of Mage armor (CL 1 // 50 charges left)


    This has been something of an urban legend around here, and i would like to know if someone else noticed it or even exploited it at some point.
    This twist on the rules was based on the old ed of D&D basic, the one with the 5 colored boxes : Basic,Expert,Companion,Master and Immortal if their names hasn't been changed from the original print, i don't know.

    Anyway, back in those days a wizard (any class except Elves,Halflings and Dwarves) could go as high as 36th level.
    Now, Magic Missile was still a level 1 spell,only it did 1d6+1 per bolt and released 2 additional bolts/5 levels (3 bolts-level 6 / 5 bolts-level 11 / 7 bolts-level 16 and so on....for a total of 15 bolts -level 36)

    Now the fun part: this spell could be hold in stand by while the mage casted another charge. He could stack charges on one another while casting the next ones.
    A charge could be hold for 1 turn, or 10 rounds, but a 36th level wizzy could memorize 9 level 9 slots, so to cast all of them in the first 9 rounds while the already casted waited.

    This means a wizard could stack 135 magic missiles, releasing all of them in the 9th round (after casting the last), that can be fired on the same target and automatically hit, for a total of 135d6+135 damage.

    As far as i remember there was no SR in that ruleset.

    Is this legend true?


    I would like to share something that happened during the last session at my weekend game.
    And to know if you think i did well or i could handle things differently.

    Scenario:Warning, offensive content:

    My players are a female elf magus, a male dwarf cleric of Pharasma, a male aasimar paladin, female tiefling rogue, female human sorcerer (draconic bloodline) and a male human fighter (TWF);the party alignment is good centered (many CG, one true N,one NG and one LG)
    They are in a Katapesh/Osirion like setting (home -made world) and they were, in the last session, going again a whole ruined village in which gnoll slavers made their camp/slave auction.
    A girl (human bard 4 NPC) they needed to escort during a trip has been captured by the gnolls and is now chained and naked in a cage, waiting for a "customer".
    The camp included a small market in which the gnolls sold the items/gear they stripped off the people they captured, a giant building containing luxury rooms to put the girls on display and an arena for fights and other forms of fun with the slaves ( all this crap i wrote just to build up the sense of urgency in the PC to destroy the gnolls camp and free the slaves ).

    But there were a whole lot of gnolls: about 80 of them,many regular CR1, but more or less 20 CR 4 elite and one CR 6 barbarian chieftain.The PC were all 5 at that time (now they are all 6) and immediately realized they had no chances of taking on the entire camp at once,but again i had planned several occasions to create a diversion, and there were some capable NPC around to be discovered and befriended, so to have an ally during the decisive fights.
    The NPC were:
    Xaisha - CE Lamia ,regular CR 6.She has been captured by the gnolls chieftain, but instead of killing her outright, he offered her a deal:to help him subduing the slaves with her mind-affecting skills and in exchange the gnolls won't eat her.Of course she obeyed by force, but wasn't happy and took the opportunity to talk in secrecy with the PCs.
    The bodyguards of some of the real customers there to buy the girls.Just normal level 4-5 warrior, but they could be talked into changing side (they aren't of evil alignment, just mercenary paid to watch over the merchants).
    Jhalisiel - CN female elf cleric of Calistria 5. She was there acting as a customer to try setting free the enslaved girls, and she was waiting for an occasion of getting help, just like the PCs.

    What happened
    Seeing a female elf around there the PC asked her who she was and what she is doing in such a place.Of course Jhalisiel, fearing that the conversation could arouse suspicions, told the PCs not to bother her (she couldn't know it, but the rogue, the cleric and the paladin made their Perception and noticed her Calistrian symbols under her cloak). But Xaisha too saw the conversation, and seeing the diversion she needed alerted some elite gnolls,who went after Jhalisiel.
    Meanwhile the gnoll chieftain were talking with the tiefling PC about organizing an arena fight between a gladiator/slave of his and the party's fighter, whom the gnoll believed a bodyguard of the party's rogue (who was posing as the slave merchant).
    When the fight was going to begin the gnolls that Xaisha sent after the elven girl rushed into the arena with an unconscious Jhalisiel, only to drop her at the chieftain's feet.
    He slapped her to wake her and had her talk about the real reason of her presence, then in front of the audience he had the gnolls pin her down to the ground; afterward she was stripped completed naked and sexually harassed before being hung to a torturing rack and whipped until she passed out again. (I didn't thought of getting this far, but looking at the gnoll's behavior i could not save her taking in account the gnoll chieftain was there to offer a “show” for his customers). The PCs were there also (except the paladin, he stayed with their caravan watching their goods) and they just kept saying “To hell with this, we cannot help her now or else we'll end up doing her company”.

    But it wasn't ended.
    Next morning the PCs were still trying to figure how to create a diversion to sneak into the arena and getting to the chieftain's rooms when i said them they were again hearing screams of pain and shame coming from inside the arena: Xaisha contacted the chars and said them the chief ordered some of his gladiator slaves to rape Jhalisiel,and the Lamia was happy with it,since the raping of the elven cleric would have given them the time to create a diversion.

    In the end
    The chars again said “We cannot just rush in the arena weapons clanging and shouting to save that elf, we still won't stand a chance.Let's do your plan”(So the idea wasn't even theirs)

    Xaisha knew of the lair of a basilisc nearby, they just needed to drive it out of his hole without being turned to stone, and they managed it.The lamia then used her Charm monster ability to throw the beast on some of the gnolls. Soon a lot of gnolls were being turned to stone and others were trying to fight back.
    Xaisha convinced the second in command that it was the merchant's doing, so to create a diversion and flee with some of the “goods” (slaves) so another fight begun in another part of the village (many merchants and their bodyguards were slain along with other elite gnolls).
    With all of this fighting the chars managed to get into the arena and fought the chieftain and only a few on his elite guards,slaughtering them and “saving” Jhalisiel.

    Now, they managed to free the enslaved girls (including the one they needed to, the bard) and destroy the auction, but my general feeling has been that they shouldn't have acted like this. A lot of NPC were sacrified ,not to talk of what poor Jhalisiel had to go throught.
    Do any of you think i should have forced things to have the PCs captured instead?
    Or that there were another way to save the elven girl?


    The player cannot make up his mind on how to go on with his paladin: he would like to have every feat in the various books but of course he cannot.
    At the moment he is most undecided whether to keep with the Power attack chain or switch to the shield chain (but not for TWFing with the shield, he doesn't have the dex for it).
    He is also asking if the new aasimar racial feats from ARG or Blood of Angels are worth considering.

    His PC as he is now:

    male aasimar paladin 6
    LG (medium outsider, native)
    Initiative +1 ; Senses darkvision 60 ft ; Perception +7
    Traits Anatomist – Flame of the Dawnflower

    Defense
    AC 24 ,Touch 12 ,Flat footed 22 ( Armor +9,Shield+3, Dex+1, Dodge+1 Size)
    HP 56 (6d8+12)
    Fortitude +10 , Reflexes +6, Will +9
    DR no ; Immune no ; SR no ; Resistances Acid 5, Cold 5, Electricity 5
    Weakness no

    Offense
    Speed 20 ft
    Melee +1 scimitar +10/+5 (1d6+3/18-20 x2)
    Ranged mw composite longbow (str+1) +8/+3 (1d8+1/x3)
    Space med.creature ; Reach 5ft
    Special attacks Smite evil (+3 attack/+5 dam, against evil creatures); Channel positive energy (3d6 // save will DC15)
    Spell-like ability ( CL5 ; Concentration +8 ) Daylight 1xday
    Spells ( CL2 ; Concentration +5 )
    1st level Lesser restoration; Grace
    Statistics
    Str 15 , Dex 13 , Con 14 , Int 12 , Wis 12 , Cha 16
    BaB +6/+1 ; CMB +8 ; CMD 19

    Feats Weapon focus scimitar, Dodge, Power attack

    Skills Ride +7, Knowledge religion +7, Diplomacy +13, Intimidate+5, Sense motive+9, Perception +7,
    Survival+2

    SQ Mercy (Sickened,Diseased) ;Aura of good; Detect evil ; Divine grace; Lay on hands 6x day; Aura of courage; Divine health; Channel positive energy; Divine bond (bonded weapon)

    Possessions Full plate; +1 scimitar ; +1 steel shield,heavy ;mw composite longtbow (str+1);
    potion of Cure moderate wounds ; 2x potion of Cure light wounds


    One player of mine asked to buy an item of permanent "Shield" spell, and i answered it isn't in the corebook, so he would have had to made a custom one.
    We looked at the item creation table for a "continuos spell effect" item, and by rules it would seem such an item only costs 4000 gp (CL[1]xspell level[1]x2000 x2[spell its duration is measured in minutes/level])=4000 market price, so only 2000 production.

    My doubt is that such item is unbalancing (permanent +4 shield bonus and immunity to magic missiles)and since there isn't one in the already-made items maybe it is because it cannot be done,but rules don't specifically deny it.


    I know lately i have been spamming with help requestes, i apologize if i'm getting boring.
    The fact is my experience in GMing the d20 after OGL came out is all from 3.5, and i thought PF would have been more or less the same.
    I tried GMing some sessions of Carrion Crown or Second Darkness, but being official material the AP have pregenerated CR for encounters.
    So i began running a game in a world of my design, and so is the story, but i'm seeing i cannot come up with challenging encounters.
    I follow what the tables says and i add minions if the main bad guy is alone ( group of six ),but till now they just killed every encounter the tables said should have been a difficult one like a walk in the park.
    So far i mainly used melee encounters, and maybe i understimated the party's strenght so i'm doing a last attempt at throwing at the group a combat and stealth focused quest, before trying with a full casters/undeads dungeon.
    Actually my PCs are all well into 5 and not far from 6; they are in a Katapesh/Osirion like setting and trying to free a village overcome by gnolls raiders/slavers :

    CR i'm using for the gnolls:

    The leader is a barbarian 6 with augmented statblock (20 pnts) and pc-like equip,fighting with one handed/board and TWF
    There are also about 10 elite gnolls bodyguard CR4 (also with augmented stats) and 50+ regular CR1 gnolls.

    I know i cannot expect them to take all the village at once;it is mainly an infiltration and intelligence mission.There will be allies to be found among the enslaved people,but i'm trying to make things difficult for a change.

    The other dungeon i still have to finish the design, but the final boss should be this:

    BBEG:

    Drow conjurer 6 turned lich CR 8
    XP 4800
    NE (medium undead, elf)
    Initiative +3 ; Senses Darkvision 120ft ,Perception+11
    Aura fear (60feet / will DC16)

    Defense
    AC 19,Touch 14 ,Flat footed 15 ( Dex+3, Natural+5, Deflection +1, Size)
    HP 39 (6d6+18 )
    Fortitude +1 , Reflexes +5 , Will +8
    DR 15/bludgeoning and magic ; Immune magical sleep ,electricity,cold,undead traits ; channel resist+4 SR 12
    Vulnerability light blindness

    Offence
    Speed 30 feet
    Meele touch +2 (1d8+3 plus Paralyzing touch)
    +1 shortsword +3 (1d6 /19-20 x2)
    Space med.creature ; Reach 5ft
    Special attacks Aura of fear (60feet / will DC16) / Paralyzing touch (fortitude DC16)
    Acid dart ranged touch attack,8x day (1d6+3 acid)
    Spells (CL 6 ; concentration+15 )
    3°: Summon monster III x2, Protection from energy, Fireball (reflexes DC17)
    2°: Acid arrow x2 (2d4 acid x 2rounds), Summon monster II, Mirror image, See invisibility
    1°:Protection from law, Mage armor, Summon monster I x2, Magic missile x2 (3 missiles)
    0°:Acid splash (1d3 acid) , Resistance, Detect magic, Flare

    Spell-like abilities (CL 6 ; concentration+15 )
    1xday: Dancing lights , Darkness , Faerie fire

    Statistics
    Str 8, Dex 16, Con /, Int 18, Wis 15 Cha 16
    BaB +3 ; CMB +2 ; CMD 15

    Feats Combat casting,Iron will,Augment summoning,Improved familiar

    Skills Knowledge arcana+14, Knowledge history+12, Knowledge planes+13, Knowledge locals+12, Linguistics+12, Spellcraft+14, Appraise+13, Fly+9, Perception+11, Stealth+14,Sense motive+9

    SQ Arcane bond (fiendish cat),Scribe scrolls, Arcane school (conjuration),Opposite schools (Transmutation, Necromancy),Cantrips,+2 will vs enchantment,Poison expert,Rejuvenation, Summoner's charm (+3 round),

    Possessions +1 shortsword , Ring of protection +1 , mw handcrossbow (400oro), Rod of Undetectable Alignment , Wizard scroll 2° Levitate x2 , Wizard scroll 2° Summon monster II, Wizard scroll 2° Flaming sphere

    The PCs are:

    Female elf magus 5:

    CG (medium humanoid, elf)
    Initiative +3 ; Senses Low light vision ; Perception +3
    Traits Corageous – Focused mind

    Defense
    AC 18 ,Touch 13 ,Flat footed 15 ( Armor +5, Dex+3, Size )
    HP 42 (5d8+5+4+5 )
    Fortitude +6 , Reflexes +7 , Will +4 (+6 vs. fear)
    DR no ; Immune no ; SR no
    Weakness no

    Offense
    Speed 30 ft
    Melee +1 scimitar +8 (1d6+4/18-20 x2)
    Ranged mw composite longbow (str+1) +7 (1d8+1/x2)
    Space med.creature ; Reach 5ft
    Special attacks Spell combat; Spell strike
    Spells (CL5 ; Concentration +13 )
    2nd level :Frigid touch (x2); Bull's strength
    1st level : Shocking grasp (x2); Magic missile ; Shield
    Cantrips : Acid splash ; Detect magic ; Dancing lights ; Read magic

    Statistics
    Str 16 , Dex 16 , Con 12 , Int 16 , Wis 8 , Cha 10
    BaB +3 ; CMB +6 ; CMD 19

    Feats Combat casting, Weapon focus scimitar, Thoughness, Craft magic arms/armors

    Skills Acrobatics +4, Craft-alchemy- +9, Escape artist +4, Ride +8, Knowledge arcana +11, Knowledge dungeoneering +7, Knowledge planes +8, Stealth +4, Swim +8, Perception +3, Spellcraft +11/+13, Climb +7, Fly +3

    SQ magus arcana pool (5) ; 3rd level arcana-familiar (weasel) ; Spell recall

    Possessions +1 scimitar ; +1 chain shirt ; Cloak of resistance +1 ; potion of Shield ; 2x potion of Cure light wounds ;
    potion of Owl's wisdom

    Male dwarf cleric of Pharasma 5:

    NG (medium humanoid,dwarf)
    Initiative +1 ; Senses darkvision 60 ft ; Perception +5
    Traits Anatomist– Undead slayer

    Defense
    AC 21 ,Touch 11 ,Flat footed 20 ( Armor +7, Dex+1, Shield +2, Natural +1 Size )
    HP 40 (5d8+10 )
    Fortitude +6 , Reflexes +2 , Will +8
    DR no ; Immune no ; SR no
    Weakness no

    Offense
    Speed 20 ft
    Melee dwarven waraxe +5 (1d10+1/x3)
    Space med.creature ; Reach 5ft
    Special attacks Domains (Death-Healing) / Channel positive en. 3xday (3d6/save will DC12)
    Spells (CL5 ; Concentration +13 )
    3rd level : Magic circle against evil ; Dispel magic ; Cure serious wounds (D)
    2nd level : Bull's strength ; Sound burst ; Hold person ; Cure moderate wounds (D)
    1st level : Endure elements; Protection from evil ; Bless ; Shield of faith ; Cure light wounds (D)
    Orisons : Create water ; Detect magic ; Resistance ; Stabilize

    Statistics
    Str 12 ,Dex 12 , Con 14 , Int 12 , Wis 19 , Cha 10
    BaB +3 ; CMB +4 ; CMD 15 (19 vs bull rush/trip attempts)

    Feats Combat casting, Weapon focus Dwarven waraxe, Ironhide

    Skills Knowledge arcana +5, Knowledge nobility +5, Knowledge religions +8, Diplomacy +6, Heal +11,
    Sense motive +10, Perception+5, Spellcraft +5, Climb +2, Appraise +5

    SQ Death domain (Bleeding touch 7xday)-Healing domain (Rebuke death 7xday)

    Possessions Dwarven waraxe ; +1 breastplate ; +1 Light steel shield ; potion of Shield ; 2x potion of Cure light wounds
    scroll of Cure moderate wounds ; potion of Cure serious wounds

    Male human fighter 5:

    N (medium humanoid,human)
    Initiative +5 ; Senses Perception +3
    Traits Anatomist– Adopted (Elven reflexes)

    Defense
    AC 22 ,Touch 14 ,Flat footed 18 ( Armor +7, Dex+3, Shield +1, Dodge+1, Size )
    HP 48 (5d10+10 )
    Fortitude +6 , Reflexes +4 , Will +2 (+3 vs fear)
    DR no ; Immune no ; SR no
    Weakness no

    Offense
    Speed 30ft
    Melee mw sword,two-bladed (two handed) +12 (1d8+9/19-20 x2) or
    mw sword,two-bladed (two weapons fighting)+10/+10 (1d8+7-1d8+7/19-20 x2)
    Ranged mw composite longbow (str +2) +9 (1d8+2/x3)
    Space med.creature ; Reach 5ft
    Special attacks no
    Spells no

    Statistics
    Str 18 ,Dex 17 , Con 14 , Int 10 , Wis 12 , Cha 8
    BaB +5 ; CMB +9 ; CMD 22

    Feats Exotic wepons proficiency (two bladed sword), Weapon focus two bladed sword, Dodge, Two weapons fighting,
    Two weapons defense, Weapon specialization two bladed sword, Double slice

    Skills Handle animals+3, Ride+7, Knowledge dungeoneering+4, Intimidate+7, Linguistics+1, Swim+9,
    Perception+3, Climb +8, Survival+8

    SQ Bravery+1; Armor training 1; Weapon training (blades,heavy) 1

    Possessions Mw two bladed sword ; +1 breastplate ; Gauntlets of ogre power +2 str ; potion of Protection from evil ;
    potion of Enlarge person ; 5xpotion of Cure light wounds ; potion of Cure moderate wounds

    Female tiefling rogue 5:

    CG (medium outsider, native)
    Initiative +12 ; Senses darkvision 60 ft ; Perception +8 (+10 traps)
    Traits Reactionary – Exile

    Defense
    AC 19 ,Touch 15 ,Flat footed 14 ( Armor +4, Dex+4, Dodge+1 Size, +1 vs traps)
    HP 35 (5d8+5)
    Fortitude +3 , Reflexes +9 (+10 traps) , Will +2
    DR no ; Immune no ; SR no ; Resistances Fire 5, Cold 5, Electricity 5
    Weakness no

    Offense
    Speed 30 ft
    Melee mw rapier +9 (1d6+1/18-20 x2)
    Ranged mw composite shortbow (str+1) +8 (1d6+1/x3)
    Space med.creature ; Reach 5ft
    Special attacks Sneak attack 3d6
    Spell-like ability ( CL5 ; Concentration +6 ) Darkness 1xday

    Statistics
    Str 12 , Dex 18 , Con 12 , Int 14 , Wis 10 , Cha 12
    BaB +3 ; CMB +4 ; CMD 18

    Feats Improved initiative, Dodge, Combat reflexes

    Skills Acrobatics +17, Escape artist +12, Disguise+6, Disable device +12(+14 traps), Ride +5, Knowledge local +7, Diplomacy +7, Perform dance+6, Stealth +13, Intimidate+7, Sense motive+8, Perception +8 (+10 traps), Bluff +10
    Sleight of hands+8, Climb +6, Survival+1, UMD+7, Appraise+6

    SQ Rogue talents (Bleeding attack // Finesse rogue) ; Trapfinding; Evasion; Trap sense +1;Uncanny dodge

    Possessions Mithral chain shirt ; mw rapier ; Ring of resistance +1 ;mw composite shortbow (str+1);
    Boots of tumbling +5 ; potion of Cat's grace ; 2x potion of Cure light wounds ; potion of Endure elements

    Male aasimar paladin 5:

    LG (medium outsider, native)
    Initiative +2 ; Senses darkvision 60 ft ; Perception +6
    Traits Anatomist – Flame of the Dawnflower

    Defense
    AC 24 ,Touch 12 ,Flat footed 22 ( Armor +9,Shield+3, Dex+1, Dodge+1 Size)
    HP 46 (5d8+10)
    Fortitude +9 , Reflexes +5, Will +8
    DR no ; Immune no ; SR no ; Resistances Acid 5, Cold 5, Electricity 5
    Weakness no

    Offense
    Speed 20 ft
    Melee +1 scimitar +9 (1d6+3/18-20 x2)
    Ranged mw composite longbow (str+1) +6 (1d8+1/x3)
    Space med.creature ; Reach 5ft
    Special attacks Smite evil (+3 attack/+5 dam, against evil creatures); Channel positive energy (3d6 // save will DC15)
    Spell-like ability ( CL5 ; Concentration +8 ) Daylight 1xday
    Spells ( CL2 ; Concentration +5 )
    1st level Lesser restoration; Grace

    Statistics
    Str 15 , Dex 13 , Con 14 , Int 12 , Wis 12 , Cha 16
    BaB +5 ; CMB +7 ; CMD 18

    Feats Weapon focus scimitar, Dodge, Outflank

    Skills Ride +6, Knowledge religion +6, Diplomacy +13, Intimidate+4, Sense motive+9, Perception +6,
    Survival+2

    SQ Mercy (Sickened) ;Aura of good; Detect evil ; Divine grace; Lay on hands 5x day; Aura of courage; Divine health;
    Channel positive energy; Divine bond (bonded weapon)

    Possessions Full plate; +1 scimitar ; +1 steel shield,heavy ;mw composite longtbow (str+1);
    potion of Cure moderate wounds ; 2x potion of Cure light wounds

    Female sorcerer draconic bloodline 5:

    NG (medium humanoid, human)
    Initiative +2 ; Senses Perception +2
    Traits Indomitable faith – World traveler

    Defense
    AC 17 ,Touch 12, Flat footed 15 ( Armor +4, Dex+2, Natural+1 Size )
    HP 31 (5d6+5 )
    Fortitude +3 , Reflexes +4 , Will +5
    DR no ; Immune no ; SR no ; Resistances Fire 5
    Weakness no

    Offense
    Speed 30 ft
    Melee claws +3 (1d4+1/ x2)
    Ranged mw crossbow +5 (1d8/19-20x2)
    Space med.creature ; Reach 5ft
    Special attacks Spells
    Spells (CL5 ; Concentration +14 )
    2nd level (6xday) :Acid arrow; Mirror images ; Resist energy*
    1st level (8xday) : Magic missile; Endure elements ; Shield ; Mage armor* ; Enlarge person
    Cantrips (at will) : Acid splash ; Detect magic ; Resistance ; Read magic ; Light ; Disrupt undead

    Statistics
    Str 12 , Dex 14 , Con 12 , Int 10 , Wis 8 , Cha 20
    BaB +2 ; CMB +3 ; CMD 15

    Feats Combat casting, Prof. Light armors, Arcane armor training, Craft wondrous item

    Skills Bluff +12, Escape artist +4, Ride +3, Knowledge arcana +4, Diplomacy +12, Perform dance+6, Intimidate +6
    Linguistics +1, Perception +2 , Spellcraft +7

    SQ Natural attacks-claws; Dragon resistances ; Spells dealing energy dam of the bloodline's dragon type add +1 dam x die rolled of that energy type

    Possessions Mithral chain shirt; Amulet of resistance +1 ; mw crossbow,light ; Rod of Magic missile (CL 3 // 18 charges left) ; 5x potion of Cure light wounds ; scroll of Shocking grasp ; potion of Shield ; scroll od Summon monster I

    Edit:my final question should be....am i exagerating with these encounters or the PCs will just make another short work of everything?