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Are there any Pathfinder books that have a more in-depth system for GMs to generate weather for their games than those found in the CRB?


When the rebellion gains supporters through story rewards, when do they get added to the total? Immediately when they are awarded or at some point in the rebellion phases? Obviously, this makes a big difference in the area of leveling up the Rebellion.


I am getting ready to run an encounter that involves an advanced Bearded Devil in the Hell's Rebels AP. I want to run down a couple questions I had to make sure I run this encounter correctly because it could be a tough one.

Regarding its summon ability, if it uses it to summon another bearded devil, this is a full round action. Every time it gets hit during that round, it has to make a concentration check (DC 10+spell level [5]+dmg dealt) or lose the spell. Once the spell is done it only has a 50% chance of working. For its concentration check, I'm rolling 1d20+12(CL)+2(for advanced).

If it's holding its glaive while casting the spell, does it get an attack of opportunity against anyone who comes within 10 feet, or does being in the middle of casting a spell negate that?

It might be smarter for the devil to teleport away (but still nearby) and then summon, then return for them with its ally if successful. The book doesn't say he'd use that kind of tactic, and he's supposed to be guarding a door. Does that seem like too much or just good use of a monster's abilities?


When a PC dies is there a right way to adjudicate where the players next PC starts?

Starting with a 1 level PC with starting gold in a higher level team seems unnecessarily punitive as the PC starts as an observer too weak to participate and will always be weaker than the rest.

Starting a PC at the same level as the rest with appropriate WBL results in a death bonanza where a player is disinclined to want his dead PC back because a new one comes with a cash payout. This is especially true for APs where wealth comes in caches and isn't a steady flow across the board. It encourages abandoning dead PCs who could be revived or "quested" back to life. It's also kind of unfair to the others.

Is a good third way allowing a Replacement PC to come in at APL but starting him with level 1 resources? That way there is no death bonanza and the old PCs items may be sold to equip the new one and the survivors.

Is there an official rules based way to adjudicate this?


I noticed that in Pathfinder, there isn't a lot of choice in the area of shields. I wanted something that offers more protection than a large shield, but isn't to the level of a tower shield, which is basically approaching siege equipment with all its rules and drawbacks. Does the following item that I devised seem like it would be balanced?

Shield, kite wooden
Cost: 12 GP
Armor/Shield Bonus: +4
Maximum Dex Bonus: +3
Armor Check Penalty: -4
Arcane Spell Failure Chance: 25%
Speed: N/A
Weight: 15 lbs.

Shield, kite steel
Cost: 36 GP
Armor/Shield Bonus: +4
Maximum Dex Bonus: +3
Armor Check Penalty: -4
Arcane Spell Failure Chance: 25%
Speed: N/A
Weight: 20 lbs.

Shield, Kite; Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A kite shield is so heavy that you can't use your shield hand for anything else. Its tapering point covers the user's foreleg, offering greater protection.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to spells and effects.

Shield Bash Attacks: Due to its tapering, reverse teardrop shape, it is too unwieldy for offense. You cannot bash an opponent with a kite shield.


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I was thinking about what to do with Rexus, now that my group is reaching the end of "In Hell's Bright Shadow". I thought about having news of his parents' fate really push him to the breaking point. At this point, I am considering having him retrain his aristocrat levels as vigilante and maybe even take one more for sorcerer 1 / vigilante 3.

Where I'm going with this is, his vigilante persona is going to be CN, even possibly CE. In my game, the players have been very careful to be non-lethal in dealing with Thrune forces to keep their notoriety down. They have a warpriest of Milani who has been making a point of casting stabilize on fallen foes. If a vigilante begins killing Thrune forces, it may create an issue for them, especially if his actions cause their notoriety to rise. He will continue to be the Silver Ravens' ally by day, but by night may become a free wheeling vigilante.

I have been thinking about this and figured it wouldn't take a lot for my players to put two and two together on this vigilante's identity. But what about if I brought Rexus' transsexuality into it? In my game, this detail about him has not come up at all and the PCs have no idea about it. What if his vigilante persona is female? What is an in-game way that he could shift this back and forth easily? It's not detailed in the game, but I am assuming his transition is probably a slow process that he wouldn't want to undo, so temporary magic is the way to go here.

Any ideas on the dual gender disguise as well as a good vigilante archetype for this? Thanks!


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Loyalty Day is a holiday celebrated in Cheliax on the 19th of Calistril honoring the ascendancy of House Thrune and the end of the civil war. As it turns out, that day is coming up in my game. I am planning the following events. Participation is, of course, mandatory.

1. A service at the Temple lead by Corinstian Grivenner.
2. A public address by Barzillai Thrune from the Opera House.
3. A public execution of four tieflings found guilty of murdering Shensen and burning down her shop at Castle Kintargo.
4. Public feasts at all of the major parks with a fair at Aria Park with priests on hand with wands of endure elements, casting them gratis on the citizenry because it's the middle of winter.

I was maybe considering having House Sarini host a theater of the real event at the fair, representing a famous fight or duel from the Chelish civil war but as far as I know, there are none such events specified in canon. Any ideas for that or additional events for the PCs to witness would be great.


I am writing an adventure where the PCs need to win a prisoner's freedom. It is taking place in the Shackles. A pirate is accused of a crime and the prosecuting party has hired a famous cut-throat lawyer from Hell Harbor (who is both a cut throat and a lawyer) to represent him. There is no chance that the pirate will be found innocent because of this. I would like this to be resolvable by the PCs "Seeking Besmara's Judgment", which means trial by a duel. The pirate picks one of the PCs and the lawyer represents his side.

I hoped to use the duel rules from Ultimate Combat. My question is, what are some ways I can give this lawyer some advantages, which using tricks and cleverness the PCs can negate? They will be level 1 or 2 when they do this.

One thing I wanted to do was give the lawyer a high chance of threatening and confirming crits, but also using Jerrin the Jinx from Campaign Setting: NPC Guide as the imprisoned pirate. If the PCs can arrange to have him nearby, he has an innate, passive ability to nullify critical hits. What are some ways that I can up his critical threat? I can't really have him be higher than level 2 or 3, and most of the feats that apply to crits would be out of his reach. I know there are some traits that can help a little. Also, I had thought about giving him a rapier with oil of keen edge applied to it for a 15-20 threat range without the chance of a potent magic item falling into the hands of low level PCs.

Can you think of anything else I might do? Also, any other advantages the PCs can surreptitiously give themselves that might help? This isn't a duel to the death, just until the other side yields.


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I was looking at Champions of Corruption and saw that it has two additional rooms for use with the Downtime rules in Ultimate Campaign. Does anyone know of other Player Companions that include additional rooms for those rules and what they are?


In my campaign, I am using Ultimate Campaign rules to allow PCs to build houses, but not businesses or organizations. To generate capital, they're making skilled work checks. Their houses aren't businesses so don't generate capital. Mainly, they'll be building rooms that give them bonuses to saves and checks like lavatories and baths.

However, one PC wants to be a gardener. I know this isn't RAW, but if the gardener built a garden at his house, would it be overpowered to allow him to add the garden's +8 goods bonus to his skilled work checks to generate goods?


On the maps of Kintargo there is some overflow of the city outside of the walls to the north, west of the Night Road and to the south surrounding Ravounel Road. They don't seem to be parts of Villegre or Old Town and aren't really expounded on anywhere.

I know it's just artistic license from the map maker, but would do you think should exist out there? Most likely an inn and some stables. What kind of things would you put outside of the city walls?


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I'm curious to know of any minor changes GMs have made to Hell's Rebels. I'm not talking about major overhauls like dropping the Rebellion subsystem or anything like that. What are some story elements you've added or changed as a part of the roleplay aspect?

For instance, I have renamed the Chelish Citizen's Group the Queensmen. I just feel that has way more panache.

Also, I noticed that there seemed to be an absence of a place for this citizen's group to be based out of. Therefore I have invented the Chained Devil Inn, a large three story inn in Jarvis End. This will be the organizational meeting hub of the Queensmen in my game. I may post more details on this inn and its inhabitants and history as I work them out.

What have you added or altered?


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In my Hell's Rebels game, I am going to be running a month of downtime, prior to the Aria Park protest. The PCs will be able to do some sandbox roleplay with the city and roll skill checks to build capital towards their houses (each player starts with a little house using Ultimate Campaign rules). Hopefully, it gives them a semblance of life before Barzillai Thrune, cements their connection to the city and helps them gain an idea of what they're fighting for.

I also plan to give them a lot of the background info for the AP with little roleplaying set pieces instead of just having them read it in the Player's Guide or something. I will post these set pieces here in case any of you have use for them.


On page 58 of "In Hell's Bright Shadow", it is implied that there is no slavery in Kintargo. I was planning on having the buying and selling of slaves be illegal in Kintargo, but having slaves is legal (it's still Cheliax, afterall). I thought about making one of Barzillai's proclamations be the legalization of the slave trade in Kintargo. I thought this would really raise people's ire more than most of the other 7 proclamations. Would this cause any issues with the game down the line?


I am going to be running Hell's Rebels and I know that the church of Zon Kuthon plays a somewhat minor role in the AP.

I don't like Zon Kuthon as a deity and want to replace him and his church with some other lawful evil power. When I say replace, I mean replace entirely in my version of Golarion. I am fine with using gods from other franchises or 3pps entirely.

When I think of Nidal reaching out to a god to protect them, I don't imagine them saying "Well heck, I guess Pinhead is as good as anybody..." I think of them reaching out to a god who protects them for real... but causes them to become insular, xenophobic, and paranoid. Some gods I am considering:

Bane, Forgotten Realms.
Hextor, Greyhawk.
Kamus, Purple Duck Games.

Right now, I am really leaning towards Kamus. Can you guys give me any other gods to consider? Even other minor pathfinder gods I may not be thinking of. The god should be lawful evil, be able to ally with Asmodeus (without being a copy of him) and capable of having an intelligent undead as a high ranking leader in its church. Thanks!


The alchemist's extract is a standard action for an alchemist to use. If an alchemist uses infusion, may he use his extract on another as a standard action for himself or must he give it to someone else as a move action for himself and the other person use it as a standard action for themself?

My thought was that infusion allows an alchemist to "cast" his extracts on others much like any other caster, but RAW I'm not sure this is the case. Thanks!


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So, the newest AP has a new protean and... it looks like a dragon-snake with two arms... just like almost every other protean.

I've noticed that most proteans really resemble each other, yet they're supposed to be some of the most chaotic creatures in the multiverse. Why would such chaotic creatures deviate less from their form than lawful creatures like devils or archons?

I'm seriously interested in the reason that this design choice is being made.


So, my group is currently playing through "Island of Empty Eyes" and are level 9. Due to some roleplaying, they have come to the belief that there is a small islet two miles to the southeast that houses a cyclops oracle which may not be hostile to them. They have become very interested in this oracle and plan to go visit.

I am going to have her be a cyclops oracle from Inner Sea Monster Codex. She will have been an opponent of Ishtoreth who has been exiled to the islet when he took power. I am going to have her in the northern temple chamber of the Ancient Dungeon flip mat. I am trying to think of some encounters to populate it. Here is what I have so far.

On the beach there will be an eyeless cyclops statue which will turn out to be a tiberolith from Bestiary 4. It is there to keep anyone from leaving the island and to attack all non-cyclops.

At the entrance to the dungeon, two ngogas from Lost Kingdoms will be loitering around having been trained by a cyclops ranger to guard the dungeon.

In the western corridors, a crypt for past cyclops oracles will feature one gholdako from Bestiary 4 which will guard the crypt from tomb raiders. Any non-cyclops who enter will be attacked.

In the northern corridor, the cyclops oracle will be seated. She is not overtly hostile unless the PCs are or they are openly carrying goods looted from the crypts. She will talk about how Ishtoreth is leading the tribe into deeper depravity and has exiled her because she disagreed with his methods. She will promise that if the PCs spare as many cyclops as possible when attacking the village, she will do what she can to lead the survivors towards peace with the PCs after Ishtoreth is defeated.

In the eastern corridors, I would like the room with three colored pools to be scrying pools for the oracle. What would be a cool encounter for this?

Also, are there any good traps or other encounters you'd recommend for something like this?


I have two questions regarding familiars.

1. Why can familiars deliver touch spells before you can talk to them? If the best I have is an empathic link, I can't really order my familiar to deliver a spell through emotions. What am I missing here and what's the use of this ability coming before speaking with the familiar?

2. If I am a cleric with a familiar, I need selective channeling to keep from blasting my own familiar with channeled negative energy, right? And until I can speak with it, I can't really tell my familiar to get clear, right?


What is the point of monsters having damage modifiers that are higher than their attack die? For instance 1d3-4. Does that mean that the creature only does damage on a critical hit if its die roll equals more than 4? Is there a rule that nullifies the negative if the creature attacks another creature smaller than it?


Should a settlement's economy modifier from the Gamemastery Guide be applied to the PC's skilled work rolls to generate income using the downtime rules in Ultimate Campaign, assuming that the roll made is craft, perform or profession? Thanks!


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My PCs, after clearing out the Jasperleaf Apothecary, have decided to convert the building into an inn. Using Ultimate Campaign, I was able to make their wish come true and so far, so good. They have now recovered a ship and would like to do something with it other than just sell it. I have decided to use the Ultimate Campaign rules here so that the ship does something and is worth having, but won't imbalance the game which seems to assume one group of PCs on one ship taking on the challenges. I am interested in hearing feedback.

First, the PCs provide a ship. Second, they name a friendly NPC on their ship (i.e. Sandara Quinn etc.)to act as the manager (i.e. captain). I will use that NPC's stats to make the rolls as a manager would. They will also assign the ship a home port. As long as they are in the port, they can make the rolls as if they were running the ship themselves, otherwise the manager acts in their stead. Next they hire a pirate crew (stats are below). The crew acts as an organization which is what actually generates commodities. Finally, there was no info for events for a pirate crew, so I made my own from the existing options, although I renamed a few.
===============================================================
PIRATE SHIP CREW
Create 6 Goods, 5 Influence, 11 Labor (490 gp); Time 2 days
Teams 3 Sailors, 1 Soldiers
The pirate crew of an outlaw sailing vessel.
===============================================================
Pirate Crew Events
d% Event
01—15 Impressive results
16—25 Windfall
26—50 Good Weather
51—70 Duel
71—80 Bad Weather
81—85 Naval Engagement
86—95 Infestation
96—100 Mutiny
===============================================================
Bad Weather: A particularly bad patch of weather plagues the pirate crew. There's a 10% chance the weather is devastating. Attempt a DC 20 Survival check. If you succeed, you've anticipated the weather and your crew is unaffected. If you fail, the bad weather damages some of your supplies, and you lose 1d4 points of Goods. If the bad weather is devastating, your ship gains the broken condition.

Duel: Two shipmates have a dispute that must be settled with a duel. You can prevent the duel by spending 1d4 points of Influence or succeeding at a DC 20 Diplomacy or Intimidate check. Otherwise, you lose 1 point of Labor and 1d2 points of Influence.

Good Weather: The beautiful sailing weather boosts morale and productivity. The pirate crew gets a +10 bonus on its next check to generate capital.

Impressive Results: Your pirate crew performs admirably, eliminating a problem quickly or defeating a more powerful opponent with ease. You gain 1d4 points of Influence and 1d2 points of Labor, and for 1d6 days the organization gains a +10 bonus on its first check to generate capital each day.

Infestation: You have uninvited guests—spiders in the bilges, rats in the hold, or something similarly unpleasant. As long as your ship is infested, the crew takes a -10 penalty on checks to generate capital. Each day the infestation continues, you lose 1 point of Goods, Labor, or Magic (chosen randomly, reroll if it's a type of capital you don't have). To end an infestation, you must succeed at a DC 20 Handle Animal or Survival check; the DC increases by 1 for each day the infestation persists (maximum DC 30). Alternatively, the GM may allow you to resolve the infestation with a combat encounter.

Mutiny: A member tries to take over the pirate crew, either by challenging you to a fight or by an underhanded method like attacking you while you sleep. You may handle this as a combat encounter or attempt a DC 20 Bluff, Intimidate, or Profession (sailor) check. If you succeed, the instigator leaves and you lose 1 point of Labor but gain 1d2 points of Influence. If you fail, you lose control of the Pirate Crew as if from business attrition. Without at least 20 crew members, the pirate crew takes -10 penalty on checks to generate capital.

Naval Engagement: A foreign vessel or a hostile pirate crew are attacking your ship and sparring with your crew. You must succeed at a DC 20 Profession: Sailor check or lose 1d6 points of Goods because of their activities. If you succeed by 10 or more, you gain 1d3 points of Influence for trouncing the foes. If you fail by 10 or more, one of your teams is captured. You must spend 5 points of Influence or 1d10 × 5 gp to ransom the team; if you don't, the team members are executed 1d10 days later. This costs you the entire team and 1d6 points of Influence for letting it happen. Alternatively, you can attempt to break the team out of jail—the GM should create a combat encounter or short adventure if you try this solution. Without at least 20 crew members, the pirate crew takes -10 penalty on checks to generate capital.

Windfall: Your pirate crew is rewarded handsomely for its recent efforts, either by uncovering hidden treasure or rich spoils from looting an enemy. You gain 1d10 × 10 gp, 1d6 points of Goods, and 1 point of Magic.


A giant octopus with 20 foot reach attacks a PC with a tentacle attack which has grab and constrict. The PC is hit and grappled. On the PC's turn he tries to attack the tentacle with his weapon. Is this a sunder combat maneuver or is it an attack against the creature? Whatever it is, what are the rules regarding it such as CMD/AC and HP?


If I wanted to give my PCs a 1000 GP reward in the form of capital from Ultimate Campaign, I use capital value table 2-1, right?

So, using the earned cost, 1000 GP could earn them 20 points of goods, 20 points of labor and 40 points of influence, correct?


An ioun torch requires no free hands and sheds light as a torch using continual flame and costs 75 GP. An ever-burning torch does the same exact thing using the same exact spell and costs 110 GP. Why is something that uses up one hand 35 GP more than something that is slot-less? It seems that this should be the other way around, so I must be missing something.


I have two PCs, 1 and 2 and both are first level. I have played two scenarios with 1 and one with 2. Is it possible for me to switch the chronicle sheet earned by 2 over to 1 so that he would have three chronicle sheets?


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Is it legit for a wizard to make two perception checks, one representing him and one representing his familiar? Further if the wizard's fails but the familiar's succeeds, is it legit for the familiar to warn the wizard something is there using empathic link?


Is it possible to drink a potion underwater? The rules for the "potion sponge" on page 177 of the Advanced Race Guide obviously imply not, but I can't find any rules regarding that in the CRB. Thanks!


In the pre-gen download page here: http://paizo.com/download/pathfinder/PFS-Pregens.zip it looks like the Advanced Player's Guide classes are all missing but classes from all other sources are present. Is this an oversight?


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I think an interesting Campaign Setting book might be a book with new options for statting out settlements in Golarion. It could be an addendum to the settlement rules in the Game Mastery Guide. Perhaps it could include some new Golarian-specific qualities and drawbacks for cities. Also random tables for encounters, city features and weather for given regions of the world. Maybe an appendix with some pre-made stats for some key cities that are just stat blocks and a paragraph or two; nothing as in depth as "Cities of Golarion".

Would anyone else buy something like this?


Katapesh City hasn't been statted out since the release of the Game Mastery Guide, as far as I know. I am writing its stats out and as a metropolis it gets 6 qualities. Notorious, prosperous, strategic location and tourist attraction all seem to make sense to me. What do you think the other 2 should be?


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I love trying to make the many settlements around the Shackles stand out in the players minds and I try to do this with little encounters (not necessarily combats) and descriptions. Here are a few I've used. Have you come up with any good ones? I'll post more as I think of them or remember them.

HELL HARBOR:
1. Describe the Tyrannous as the PCs approach the harbor. It's a huge ship of the line and should be bigger than any ship they've seen except for the Dominator, which is of the same class. Explain how it's in a private berth reserved for the Devil's Own, not accessible by other ships. There is a class apart here. The streets are paved and well-lit and maintained.
2. After the harbormaster welcomes them, have him tell them it's the law to look upon a gibbet at the end of the quay. The gibbet contains the remains of a Chelish bounty hunter. Below it is a letter of bounty for Endymion's capture lacquered to a sign post and beneath that a plaque that reads: "Thus to those who seek their fortune upon the head of Endymion."
3. In most taverns there are posters on the walls with a cartoon of a pirate throttling an imp with the caption: "Short on coin? No need to scrimp! Earn some gold! Bash an imp!." Describe pirates walking around with poles of imps, like fish.
4. Endymion's men have a Chelish bearing. They wear their tattoo of allegiance openly. Natives respect them to their faces but gossip about them endlessly and what they're "really" doing here.
5. Endymion's estate is a walled affair and looks very Chelish. It's on a hill overlooking the city. No one goes in without surrendering weapons and having a zone of truth cast upon them and intense questioning. Security is tight and the wall has cold iron spikes atop it.

OLLO:
1. The city is on a bluff overlooking the sea. Ships anchor off shore and row ship's boats to the beach. A fortified gate blocks the path leading up to the bluff. This is to make the city harder for sahuagin to raid.
2. An old juju oracle wades around the shoreline, maintaining statues made of sahuagin bones. He does this to ward the sea devils away and claims that the skeletons hold their trapped essences so they can never "go home". At sunset the eyes of these statues burn with eerie green light.
3. Avimar Sorrinash keeps a wild monster in a rickety cage at the center of the town square. He releases it into the jungle outside the palisade so he and his crew can hunt it. Maybe it'll escape when the PCs are nearby.
4. Sorrinash's men swagger. They wear his colors and can do anything to anyone they please if that person's not on the crew. People fear them. Everyone knows they're lycanthropes.
5. Sorrinash lives in a run down manor house at the center of town. His men patrol it with barely trained attack dogs.

DRENCHPORT:
1. Rain all the time. Sodden boardwalks make up the waterfront. Buidings are made of driftwood and straw because they're cheaper to replace when the storms knock them down. Only a select few buildings look like wood and stone, notably the manor of the Master of the Gales. Members of the Cult of the Eye loudly wander up and down the docks taking donations from captains so the Eye of Abendego will look favorably upon them and have mercy on their ships. Maybe donating will get the PCs a bonus to a profession: sailor roll to avoid a storm, or maybe it won't.
2. A tornado approaches the harbor, proceeded by storm elementals which attack ships at dock. After dealing with the monsters, all the bells in the city begin to ring. Locals take cover. A water spout is sighted in the distance. The Master of the Gales and his entourage quickly make their way to a mount overlooking the harbor where he begins to cast Control Weather. Still before the spell takes affect, the PCs need to deal with 6 rounds of tornado in the harbor.
3. The Master's men are stalwarts. Old salts who've weathered a hundred storms. People respect him and them because they know he can turn away the worst of the storms.
4. The Master's residence is an open air stone manor house with an attached bell tower and lighthouse. It's the oldest and sturdiest building in town and has yet to be damaged by storms.


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In "Tempest Rising", weather modifiers are included for distances from the Eye of Abendego. I tried to measure distance from the edge of the Eye to determine some of the modifiers around the main cities of the Shackles.

According to the map on page 49, Cauldron Rock looks about 30 miles from the Eye. With that assumption, I added 30 miles the approximate distance from Cauldron Rock on the front inside cover of the book to each of the following cities to get the local weather modifier.

Drenchport: Approx. 80 m.; Weather mod. +36
Hell Harbor: Approx. 150 m.; Weather mod. +12
Port Peril: Approx. 250 m.; Weather mod. +8
Slipcove: Approx. 275 m.; Weather mod. +4
Quent: Approx. 295 m.; Weather mod. +4
Ollo: Approx. 320 m.; Weather mod. +0

Does this look more or less correct?


In the 3.5 Inner Sea World Guide, in the Shackles chapter, there is a description of a female gnome pirate captain that didn't make it into the PF edition of the book, which I have. I want to use this NPC in my game but the PDF for this out of print book is somewhat expensive and I really only need it for that one paragraph.

If anyone has that and it wouldn't be stealing from Paizo, can you post the information about her here? Thanks!


My group is well into the second part of Tempest Rising. We're to the island-hopping piece and are sailing from port to port on the spy ring mystery. I don't like hand-waving sailing days and like ot roll random encounters while we travel.

I have used a number of the boats in the Bestiary section of each of the books so far, including the Pelican, the Ginger Belle, Bostin's Second Chance, the Red Wish, the Red Mariah and the Sea Lash. I have big plans for the Sea Jackal. What did you guys do?

Using the encounter charts in the APs, Bestiaries and Islands of the Shackles is fine, but it's getting a little stale as we've been doing that since the end of the Wormwood Mutiny. Has anyone run any novel monster or ship encounters on the seas? How about some urban encounters in the ports?


I have been skimming some of the reviews of Mummy's Mask: The Half-Dead City and see that a common complaint is lack of compelling story motivation for PCs. I was considering the idea of using the Campaign Setting: Faction Guide to give the PCs something to motivate them based on their personal leanings. I figured that in the beginning I'd give them a few choices to find a sponsor for their adventures.

I thought about using four factions: The Pathfinder Society, representing scholarship and exploration; the Aspis Consortium, representing treasure hunting and prestige; the Risen Guard, representing Osiriani patriotism and Garundi cultural pride and The Cult of the Dawnflower, representing combating the undead and Kelishite cultural pride.

I'd offer a sign on bonus for each including an ever=present wayfinder from the Pathfinders, 500 GP of arcane items from the Aspis Consortium, 500 GP of weapons and armor from the Risen Guard or 500 GP of divine items from the Cult of the Dawnflower. Also, the PCs would get the bonuses of rising prestige in their chosen faction throughout the AP. This all harkens back a little to Serpent's Skull.

What do you think? Any other ideas?


In the CRB, in the Wilderness subsection of the Environment chapter, each different type of wilderness has a maximum stealth and detection distance at which something can be perceived. There is no entry for upon the sea (not beneath it). Does this rule exist anywhere that I'm missing? In lieu of one, I suppose I'll just use the plains entry since that is the longest and is most comparable. Thanks!


In the 3.5 Inner Sea World Guide, in the Shackles chapter, there is a description of a female gnome pirate captain that didn't make it into the PF edition of the book, which I have. I want to use this NPC in my game but the PDF for this out of print book is somewhat expensive and I really only need it for that one paragraph.

If anyone has that and it wouldn't be stealing from Paizo, can you post the information about her here? Thanks!


I noticed that the capitols of Sargava and Isger have nearly identical names. I was curious to know if this was a coincidence or intentional and if it's intentional what the significance is.


I am playing a human sorcerer (efreet bloodline) 4/rogue (acrobat) 2 character and want to take arcane trickster at level 8. I have one more level of rogue to qualify is my 7th cumulative level.

My character focuses on rays as an opening gambit to get a sneak attack (he often acts in a surprise round and regularly is near the top of initiative) and between mage armor, shield and invisibility can do well with a shocking grasp sneak attack for 5d6 damage and flank with a +1 dagger when he needs to.

His feats are toughness, improved initiative, point-blank shot, percise shot and weapon finesse (rogue talent). At level 7 I get another feat and was considering dervish dance, hopefully soon after replacing my +1 dagger with a magical scimitar of some type. His dexterity modifier is +3 which would be a respectable damage bonus as sneak attacks increase.

I was interested in soliciting other ideas for the level 7 feat just to have some food for thought.


In my opinion, far too often wizard's familiars are an after thought. They don't do anything, participate in anything, fight anything. I want to play a wizard with a viper familiar that isn't forgotten about. What are some good ways you've come across to do this?


Can a 3rd level sorcerer use a wand of a 5th level spell? I can't find this referenced in either the options for Use Magic Device nor Spellcraft nor the wand info in the CRB. If it's not there can it be assumed to not be possible? Thanks!


In an area of darkness, the PCs are in 30 ft. of normal light due to lanterns. 100 feet above them, a creature with 100 ft. reach strikes. It can see them fine, despite the intervening darkness because of their lanterns, correct?

In response, the PCs cast dancing lights with a range of 100 ft. and send it up to the creature. This illuminates 20 ft. around the creature, and allows them to attack it without a miss chance despite the intervening dim light, correct?


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An underwater crossbow, when fired underwater has a range increment of 20 feet.

Firing a "normal" ranged weapon underwater takes a -2 attack bonus penalty for ever 5 feet the projectile travels through. In reference to an underwater crossbow, is this supposed to mean A) -2 for each 5 feet over its underwater range increment, or does it mean B) -2 for each 20 feet over its underwater range increment?

If an underwater crossbow is fired at an enemy 60 feet away, is the penalty -16 or is it -4?


If a PC dies or retires and a player brings in a new PC at the level of his previous one, what is the most balanced way to handle equipment? If a level 6 character comes in at WBL, that's a 16,000 gp windfall. Assuming the previous PC's equipment isn't just lost, is this something to worry about for balance purposes?

Specifically, my group wants to have some "replacement" PCs already rolled up and waiting in the wings as NPCs for storyline purposes. Assuming their equipment is "locked" and unavailable to anyone until they become utilized as PCs, does that still seem as much of a windfall?


If a neutral bard summons a lawful good lantern archon to help her attack a merchant ship in a act of piracy, is it reasonable to expect the lantern archon to act against its alignment and assist the pirate? On the other hand is this akin to summoning a cop to watch you commit a crime and is it possible that the archon would refuse to assist or even turn on its summoner?


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I gave out the Shipwreck in a Bottle (from the back cover of "The Wormwood Mutiny") as a piece of treasure in my game. Now I need to decide what it actually does. Any advice?


I've had players ask me from time to time about swinging on ropes to board ships as opposed to climbing a boarding line or swimming across and climbing the side of the boat. It's a pretty basic concept, but surprisingly Pathfinder has no rules whatsoever for it. I am trying to develop a way to do it that has some downsides so it doesn't completey over shadow other methods. Looking for feedback.

Step 1. Move to edge of ship. Throw grapple into rigging as a standard action. Should this be AC 5? I don't know how many range increments it should be to hit something in the rigging. Maybe 50 ft.?

Step 2. DC 15 climb check to mount the rope and swing as a move action. Fail by <4 equals go no where, movement lost. Fail by >4, PC falls in the water. Use a die corresponding to the number of sqaures between the ships to determine where he lands. Should this be limited by character's movement speed? I think that seems artificial for what it's doing and defeats the purpose of the tactic of getting over faster so I say no. Making this a climb check instead of an acrobatics necessitates stowing weapons to use all hands and makes it interruptible by a readied action from enemies. If a character takes damage in his swing, DC 10 reflex save to keep from falling just like climbing rules. This also allows for a Rope of Climbing to be used for assistance here.

Step 2. As a second move action, make an acrobatics check to make sure you stick the landing. Failing means you still land on the ship but fall prone. What's a fair DC for this acrobatics check? Maybe 17? Should this be part of the same move action as the climb check or a separate move action?

Step 3. Draw weapon as a move. Attack. If fallen, stand up as a move, draw weapon as a move, attack next turn.

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