RusanCrosha's page

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I think I may have stumbled onto an interesting villain concept, but I want other peoples opinions on whether or not it works mechanically. Hoping someone here will double-check my math, so to speak.

Alchemist (Vivisectionist archetype), at a sufficiently high enough level to have access to the anthropomorphic animal and awaken extracts. The former allows him to take an animal and turn it into a human/animal hybrid with Int 3 and capable of speaking one language. The former allows him to further enhance the mental facilities of an animal with a 3d6 Int.

However, since awaken technically turns an animal into an augmented magical beast, does that mean an animal would first have to be turned into a (permanent) anthropomorphic animal in order to also receive the benefits of awaken?

Also, assuming everything checks out and he is indeed able to create an intelligent human/animal hybrid abomination, how about adding class levels?


Two rather short sessions into this adventure path, and I ran into a bit of a snag. Two of my players are absolutely hell-bent on finding the key to the purple tome left to the party in the will that details the Order of the Palantine Eye. I know the description of the book says the key is nowhere to be found, and that it provides Disable Device and break DCs, but they're hard to make in an all-mage party (seriously: alchemist, summoner, wizard, and cleric, all using at least one archetype). They seem to think it's unfair that they can't find the key, and I honestly don't remember seeing it listed anywhere in the book. Am I missing something, or is it just that the players aren't supposed to be privy to the information in the book? If the key isn't listed as an obtainable options, could someone provide some suggestions as to where it could be found or how the players could bypass the lock if they're that intent on gaining the information?


Looking to start up a campaign that takes place in Avistan, as the PCs embark on a quest to prevent the Whispering Way from gathering the seals needed to free Tar-Baphon from his prison in Gallowspire. Should a final confrontation occur between the PCs and this infamous lich, I want to have stats ready for him. So I'm curious as to people's opinions regarding his class. I know the paperback volume Inner Sea Magic lists him as a level 20+ human necromancer, but I'm wondering if he'd make a more impressive lich by going the route of a cleric, or possibly doing the mystic theurge thing. I'm aiming for 24 class levels so that he'll even out to CR 25 (-1 CR for being an NPC, +2 CR for the lich template).

On a related note: skeletal champions and zombie lords. When calculating their CR, do you include their class HD or is their initial CR based solely off of their racial HD? I'm inclined to think it includes class HD, but at the same time (based on the skeletal champion), it seems odd that a level 20 character who becomes a skeletal champion is only a CR 9 creature. o.0


This has always been my one failing in PBP games: how do you track movement and distance for purposes of moving in combat, range increments, spell ranges, etc.? Is it generally ad-libbed at GM discretion or is there a program out there that'll let me make simple yet manipulatable maps that I'd be able to post?


Don't mind this, just testing out the BBCode tags to see how they look.

out-of-character discussion

1d20 + 3 ⇒ (2) + 3 = 5


Looking to build a Necromancer for an upcoming game, but I can't decide on what I want my Opposition Schools to be. I'm leaning towards Divination, but I'm having a really hard time narrowing down what the second one should be. Any suggestions?


I'm currently organizing a campaign in which the "end boss" is a powerful lich. However, I'm curious about the phylactery itself. I know the Craft Wondrous Item feat is required for the creation, but I'm wondering if other attributes could be tacked onto it. For instance, using the Magic Items chapter in the Core Rulebook, is it possible/feasible for the lich to make his phylactery an Intelligent item and/or a Cursed item on top of the normal costs it. I guess what I'm aiming for is something less along the lines of a hidden object that prevents the lich from being killed and more akin to The One Ring, an item that can actually influence the person who carries it.


I will say this for Paizo: I love the fact that they've included starting GP values for all of the supplemental classes they've introduced to the game. It was a frequent frustration back in my D&D 3.5 days to try and figure out how much gold a character should have if he was playing a class from a book that did not provide this handy bit of information.

However, I do wish they'd also include an equivalent providing where each supplemental class should fit in on the Random Starting Ages table from the Core Rulebook. I've tried venturing guesses as to where each should fit, but I'm never 100% sure the class belongs in the category to which I assign it.

So I'm curious: how would you rule the complexity of the training that goes into each supplemental class?

Simple training: Barbarian, Rogue, Sorcerer
Advanced training: Bard, Fighter, Paladin, Ranger
Complex training: Cleric, Druid, Monk, Wizard

Classes in question: Alchemist, Cavalier, Gunslinger, Inquisitor, Magus, Ninja, Oracle, Samurai, Summoner, and Witch.