Wizard

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Goblin Squad Member. Organized Play Member. 312 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.



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I'm new to GMing for PFSP, and have a question about gear purchasing.

The guide to society play lists the 'always available items' assuming you are in a town of 5,000+ population.

In The Emerald Spire Super Dungeon, Fort Inevitable does not meet this population. Other than items available on the chronicle sheets, what else can the PCs buy in the town? Where do i find this rule?

Thanks,

Spahrep


I recently volunteered at a local convention, and one of my slots is a 4 hour Pathfinder session. The players may be new to the game or experienced, so it will flow slowly im assuming, even if i provide pre-gens

There are some modules from Free RPG day that are shorter, but they exceeded the 4h window when i played them with my group i normally play with (maybe we just argue a lot?).

Are there any good modules / campaign sections / ideas for a 4 hour session or am i looking at a home brew here ?

I've seen posts similar on the message boards, and the majority of the responses are PFS, having never been part of one, are these still 4h-ish for newer players?

As it stands now based on the other threads I'm thinking "Pathfinder Society Scenario Intro 1: First Steps—Part I: In Service to Lore".

Any advice would be appreciated.


I'm really bad at reading unknown names, Amiri/Lini, Seelah, Merisiel and Seoni in particular are giving me pause. If anyone could apply a pronunciation key to these, that would be greatly appreciated.

Amiri (Barbarian)

Lem (Bard)

Kyra (Cleric)

Lini (Druid)

Valeros (Fighter)

Sajan (Monk)

Seelah (Paladin)

Harsk (Ranger)

Merisiel (Rogue)

Seoni (Sorcerer)

Ezren (Wizard)


Starting a PF game with some family members. The majority are not big gamers and are more interested in the RP aspect then the numbers and dice rolling. Anyone have any suggestion for modules or APs that are especially good for story and role playing?
I have copies of Jade Reagent and Carrion Crown that I havent played yet, but would pick up another AP (not RotRL or Serpant Skull or Kingmaker or Shattered star which im already playing/played with a different group) or module if well recommended.


So yet another person in our group is giving GMing a shot.
And against my strong advice, they decided to give people options of character creation that were well, insane.
The option i chose was rolling 5d6 take best 3, rolling each stat in order. I came out with:

18 Str
15 Dex
17 Con
12 Int
16 Wis
15 Cha

Now i still get to add an additional +3 across these any way i chose how, and pick a race (including anything i can make up using 10 RP)

with stats like this just about anything you can dream of is playable. We currently have 2 clerics, a pally and a (druid or wizard).

I'm thinking of either
A) Going Monk
B) Going some obscure rarely played archetype that these stats might enable, like scrollmaster.

*edit: I expect there to be almost zero room for roll play in this campaign, combat combat combat.


Anyone play utopia? http://utopia-game.com.

If anyone is playing, send me a message.
Its not a card game, its an online strategy game from back in like 1998 that is still going.


Seriously, guys in my sandbox dont read this lol. that means you fail cleric marco :P

Spoiler:

So i've got a party with lowest level of 8 ranger, and highest of 12 sorc and a cleric who's min/maxed to heal with amazing ability. They are in a vast underground ice cavern system that spans hundreds of kilometers. There are a unique race of trolls that have mastered a number of technologies, giving them muskets, rifles and all manner of academical supplies. The party has stumbled upon the largest of the troll cities.

These troll parties encountered outside the city normally quickly dispatched by the party as I've been using the Advanced Ice Troll (CR 5) with some upgraded weapons. They dont live long vs a fireball with minimum 80 damage (save for 40). I could advance the trolls even further, but i want them to still just be trolls that have come to power in this region due to their technology.

My dilemma is i want to have the party become captured by the troll guards if they proceed further into the town. I'm looking for a way to do this without straying too far from paizo content.

I was thinking maybe some sort of knockout gas grenades ala cloudkill or something lol.

Just posting to get some ideas on what type of alchemical and or technological means the trolls could use to get the upper hand with minimal casualties to themselves.

Goblin Squad Member

1) If outside US, do i need to pay more to ship the minis at crowdforger
2) Are the rewards such as Regional Trail and Honourable Title going to be available in game via quests and/or micro purchases?


Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

We have a cleric with this domain power, who has can do this more times a day than there are party members. From what everyone can tell, this means the party never needs to sleep unless someone needs to as a restriction on getting class abilities/spells back.

Is there any downside we are missing when it comes to never sleeping?


Im trying to price a custom magic item, as I am reading over the rules in the prd to try and get a handle on it.

I'm getting confused by the BOOTS OF TELEPORTATION pricing listed as the example.

Its a lv 5 spell, the caster level would be level 9.
Use-activated or continuous Spell level x caster level x 2,000 gp2
thats 90,000gc.
Then you use:
Charges per day Divide by (5 divided by charges per day)

so 90,000 * (5/3 charges a day) = 54,000gc.

The listed price however is : 49,000.

Did i do my math wrong or does this guideline not apply to this item?

+++++++++ EDIT ++++++++
Found my issue, i needed to use Command word math, using 1800 as multiplier instead of 2,000gc.

Also does anyone know of a paizo wondrous items that has use charges in a x/week or other non day time period?


It says "per level", not "per ninja level". Is this intended, or typo.

it impacts rouges taking

Ninja Trick (Ex): A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once.

examples
Ki Pool (Ex): A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja's ki pool, but the rogue's ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Ventriloquism (Su): As a swift action, the ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Each use of this ability uses up 1 ki point.


So one of my players is doing his first round of GMing and i get to be a player here. He's running kingmaker and he's letting us design our own races if we want to 10 point no advanced traits. He shot down my non min maxed thematic race as it had an advanced trait, so im just gonna min max the heck out of it.
Now I've never played a wizard before, have GM'd over lots of them, but they are always offensive wizards. I want to play a wizard who does crowd control / illusions.

Below is my first attempt at a 10 point custom race, but its only 9 points. So I'm looking for advice and possibly another 1 point trait.

Im also looking for any advice people may have about prestige classes or archetypes. We get 4d6 take 3 for our rolls + a bonus 3 points, so the stats will be very high. Ideas? * = im not sold on it yet.

Slow Speed (–1 RP):

Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Light Blindness (–2 RP): Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Paragon (1 RP): Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa.

Standard Language (0RP)

Flexible Bonus Feat (4 RP): Prerequisites: None; Benefit: Members of this race select one extra feat at 1st level.

Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level.

*Eternal Hope (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.

*Object of Desire (1 RP): Prerequisites: None; Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.


1) What happens when your corpse companion reaches 0 or -1 HP. Do they get destroyed, or just go down.
1 b) If they go down, can you use inflict light wounds or negative channeling to bring them back?


Starting an ap tomorrow that a friend is writing, for ability scores we did 3d6 in ability order. I have to work with...:
Str 8
Dex 10
Con 10
Int 9
Wis 9
Cha 14

So now I need to pick race / class.
Anything published by paizo is fair game, as long as it isn't specific to an AP.

I do not want to play any of the following: alchemist, inquisitor, monk as I currently am playing those in other games.

I was thinking of undead lord cleric, and putting racial bonus into wisdom, but with these stats I'm open to just about anything.


So my group is a cautious group of 4-6 heavily min/maxed players who are between levels 6 and 9. They don't like to go into things without being prepared and full of spells. This leads often to the following scenario when a moderate size combat encounter is over....
PC 1) "I'm down 1/3 my spells"
PC 2) "What time of day is it"
Me ) Its about 10am.
PC 1) I say we rest until tomorrow.

I've done a few things to try and prevent this, NPC imposed time limits, environmentally imposed time limits, mobs that keep spawning and making random encounters just as if not more dangerous than what they encounter while exploring.

Any other GM's have some advice to help break the party of this habit.


Is there a way to query the PRD to get a list of all creatures that are incorporeal ?

Goblin Squad Member

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The best and most exciting exploration experiences I ever had playing an MMO was the early closed beta testing for Saga of Ryzom, and it was the exploring.

A friend and I went exploring. Really exploring, seeing mobs we had not seen, environments we didn't know existed, and it was vacant. We spent hours exploring areas before bumping into another person. We must have been the only people for literately a miles around.

As the beta progressed we lead teams of people at lower levels through interesting areas, this was before there was any fast travel so if you wanted to get to X and you were in Y, it might be a 1/2 hour journey through a dangerous expanse.

When I played WoW this was the biggest disappointment I had. Everywhere i went, there was never exploring. The world was generally small, open, and densely populated with players.

TLDR: Make the world vast, not dense. Make distance important, make actual adventuring important, not just questing.


Please cancel all of my subscriptions. Pathfinder Adventure Path, Campaign Setting, GameMastery Maps Subscriber

-- Thanks.


I've read it before but cant seem to find it in PRD.
Is there a chance a spellbook/map/something flammable gets damaged when a PC fails their reflex on a fireball?


I vaguely recall hearing that there was a pdf of the subset of the rules for the beginner box that was released, am I 100% crazy?


I have been running a sandbox campaign for some time now. Current group expected to attend next game:
Rogue 9
Sorc/Dragon Disciple 9
Cleric 8 (this cleric is so min/maxed he heals like a champ + the group pooled to get him items to increase his channels and he took an achievement feat also that adds to it, so healing is a non issue)
Inquisitor 9
Magus 6

Basic background:
They are at an outpost town bordering orcs / humans. Main forces are out of town, a red dragon has been extorting jewls from the town for months. Recently the PCs found a bronze dragon being taking down the road by some rocs. Turns out the orcs captured the bronze dragon after hired human mercanries tricked the dragon into helping save them from the red dragon. They tried to capture the red dragon, but it got away. The party freed the bronze dragon and now plans to go after the red dragon with the help of the bronze dragon.

They are at a town now prepping for this, so they have mercenaries and soldiers at their disposal for NPCs to go with the bronze draong, and they have access to a few special salves that can protect people from 1-2 dragon's breaths.

The bronze dragon is young, I haven't decided on what the red dragon should be, and luckily for me, they've failed all checks to figure it out and think he's somewhere between adult and ancient.

Just looking for some opinions on what CR/Age to make the red dragon and any other tips for this encounter.


Im considering playing a power word caster. Just looking for general advice from people who have done the same, the Pro/Cons as they've found them.


Looking for the best way to create a character who controls / summons / animates dead.

Am debating between Wizard and Undead Lord (cleric).

Wizards:
Can specialize in Necromancy (giving them channel) and Conjuration
Feat: Spell Focus (Necromancy)
Feat: Undead Master.
Feat: Skeleton Summoner.
Spell: Command Undead
Spell: Animate Dead

Undead Lord (Cleric):
Feat: Spell Focus (Necromancy)
Feat: Undead Master
Feat: Skeleton Summoner.
Spell: Animate Dead
Channel: Command Undead
Channel: Negative Energy
Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.


Background:
Have an alchemist who couldnt hit the broad side of a barn in Mele. He however has enough dex to hit whatever he wants with a ranged attack.

The alchemist gets the below discovery:

Sticky poison: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier. An alchemist must be at least 6th level before selecting this discovery.

This does nothing for ranged poisoning.

Thematic: I'm envisioning a magic blowgun that 'absorbs' poisons you apply to it, and puts the poison onto the dart leaving it. Be this by magic or some other feat of engineering. This doesn't remove the chance of self poisoning, or allow you to poison multiple darts with one dose, but combining this with sticky poison would allow it.
For even more fun, the blowgun could possibly absorb more then 1 does at a time of the same poison.

Looking for some advice as to how to create this. Is it magic, is it engineering is it ????. I need to put together a well done proposal to present to my GM.


Belt of Giant Strength
Aura moderate transmutation; CL 8th
Requirements Craft Wondrous Item, bull’s strength; Cost 2,000
gp (+2), 8,000 gp (+4), 18,000 gp (+6)

If you have all the requirements its a DC 13 spellcraft.

RAW:
Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.

If you have access to the spell but don't know it (such as if you have a scroll of bulls strength) does the DC go up by +5, or is that only if you plain don't have access to the spell.


With sticky poison you can apply poison to a weapon and have it apply across multiple attacks. Thematically it makes sense that if you want to deliver poison via a ranged weapon you need to coat the ammo.

Is there any way to spread 1 dose of poison across multiple pieces of ammo? It would seem to me you could poison a few darts with the same poison it would take to coat a blade.


would love a digital version of this product so i could put these images onto the NPC Info sheets my players use, or just print off copies so i dont have to write on the cards.


You guys missed a fantastic opportunity to troll you community : (


Getting an item out of a haver sack is a move action that doesnt provoke an AoO.

What about getting an item out of an adventure's sash. Undoing a clasp on it is a move action.

Getting an item out of a backpack?

Getting an item out of a belt pouch?

Getting an a scroll out of a scroll case?


Looking to create a set of items that have a very powerful effect for a very sever trade off. The idea is these items are used when things get rough, and you need an out. I dont want these to be used on a regular basis, but i would like them to be viable.

The party's pcs range from lv 5 to lv 9 with an APL closer to 7

I have some basic ideas i want to build on for a few items

Effect Ideas
1) Restore all spells per day / Memorized spells
2) Invisibility + 50% move speed for 1d3 + 1 rounds, this ends when you attack giving you 1 extra attack at full BAB and all precise damage from attacks dealing double precision
3) On successful attack you can chose to have opponent make a DC20+your level fort save, if they fail they take 3d6 con damage and you take negative affect.
4) 30' Burst allies get fast Regen 5.

Trade off ideas
1) Negative level
2) Ability Drain
3) Commutative negative ability modifier stored in item. Eg -1 to ability score each time item is used.
4) Magical death in 24 hours during which time their soul is stored in the item and can not be resurrected for an additional 24 hours.

Any thoughts welcome.


I understand the customization putting the owners name on it, it makes sense, but why oh why do you have the export pages disabled.

I bought the bestiary 2 pdf, and i wanted to print myself out a mini bestiary for use with this weeks game, I wanted to export all the plants / fey to one pdf so i could easily use it on my ipad.

Instead the only option i was left with, was to print a few pages at a time after making a list of all the pages that contained those creatures (couldn't use the gui). Then most printers only let you list about 20 char for selective printing,so i had to run 4 print jobs.

Is this necessary?

This is also going to prevent me from doing something else which i was thinking of doing which is subscribing to modules and then exporting pages with new creatures to make a supplementary PDF for my own use of all the special mobs in modules.

What purpose does this serve?


Lets say a pc is in a cubic room. They succeed on their will check and reverse the direction of gravity acting on them, so now they will be falling towards what was previously the ceiling relative to their gravity.
What kind of check is required to:

1) Avoid falling damage
2) Land on feet.

3/4) above but with only a 90 deg shift
5/6) above but with shift on multiple axis

How are these affected by the distance between the two surfaces.

Im assuming these are acrobatic checks, but trying to figure out the difficulty. If there was fall was > 150 ft the rules below would easily cover, but what if the ceiling is 10 feet or 8 feet, or 30 feet etc.

Subjective Directional Gravity rules:

The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.


I'm thinking of taking my sandbox for a short adventure into a plane (a limited plane comprising of a few parts of other planes at a 'junction').
I was reading about subjective gravity and think it was be a fun kind of insane to do some combat in subjective gravity.
Has anyone done this before and if so, what kind of advice can you give. Im thinking of putting tiles under the miniatures to represent feet on the z axis and just keeping track of each players gravity direction on the combat pad.


It is saying august.
Last time amazon had a screw up, I recall paizo contacted them and fix it.


Just looking for some advice from those who have used the leadership skill to gain a cohort mount.


When mounted, do attackers get choice of attacking rider or mount?
If horse dies/is tripped, what happens to rider, who ends in what space?
On mounted person provoking aoo, who get attacked, both?


On the printout spells that are across multiple classes, eg clw, is that on multiple pages so i can just print out the full pdf on card stock once instead of having play with the pdf so i can get multiple copies of that spell without copies of all the spells around it?

I want to make a cardstock bound book of spells for each class


This is something I'm thinking of doing. Looking for advice and warnings.
This is all pending a good enough roll that I have a solid int score without a modifier.
The SR will make getting heals a bit hard, but I plan on brewing lots of pots cow extracts to make up for this.

Feats I'm thinking about:
1) Splash Weapon Mastery
3) Extra Bombs
5) Master Alchemist

Not sure what to take for traits


SWM says it counts as farshot for the purpose of qualifying for other feats with regards to bombs, my question is... What feats require far shot?

Ther are feats that require point blank shot which is a prerequisite for far shot, but I don't see any for far shot. Im assuming if B and C both require A, that B and C can't substitute for each other in place of A


Im thinking of trying to rig something up via engineering that will allow me to attach a lance to my mount/military saddle removing my character from the lance equation, allowing the charge to use the horses str bonus instead of my own, but having a pivot such that my character is still aiming the lance.

1) Does this make sense?
2) What kind of cost for materials do you feel is appropriate
3) What difficulty engineering check do you feel is appropriate
4) If i had lance proficiency would it carry to this new device or would it still be a -4 unless i take a feat in my new weapon/device.

Im going to propose this Saturday to the gm for the game i play a character in, just looking for some input so i can polish this up to try and get it past him :)


The way its worded is leading to some confusion:

... , "granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit).

If it just said granting that weapon the flaming property, or the 'and' was omitted it would mean that the weapon has the flaming property dealing 1d6 extra damage. Stating it gets the flaming property 'and' allowing it to cause an extra 1d6 points of fire damage could mean that it gets flaming + 1d6 extra.


If a player goes through a process of changing deities, do they lose their old weapon proficiency (assuming their class gains a proficiency with their deity) and do the automatically gain the new one?

My Theory would be that while worshiping their old deity they learned how to use the weapon of their deity. Even if the initial proficiency with the weapon was granted magically, the continued use of it over half a life time would have given them proficiency with it.

And just because you start to worship a new deity do they magically grant you proficiency with a new weapon, or are you expected to learn that weapon as part of your worship?

Sure, in theory a person could continually switch deities, but a deity has to agree to welcome you in and grant you powers, and if they get wind of you abusing their power for their own gain may would just not accept you, so i don't see this as reason to prevent players from retaining their old proficiencies.

Is there any RAW on this, or is this a DM choice kind of thing?


Dragons have bite, 2claws, 2 wings and tail slap.

Do all 6 of these attacks happen in the same six second round? Are there any restrictions on the targeting of these attacks.

From what i can find in raw, all 6 attacks happen and can have any targets in range.

Thematically it would make sense that their attacks would be limited to orientation. eg, you cant bite and tail slap the same target.


Im making a template that i'll probably share around to create your own creatures for custom campaigns. Im wondering if the monster icons used in the bestiary (page 5) are available for use or if they are protected. If avail is there a place where i can get all 28 of them?


The bestiary has load limits for pony but not horse.

Where are the loads for a horse and what are they?

Found it in core rulebook.
Page 174 table 7-9
Light horse 6 miles per hour
light horse (175-525) 4 miles
Heavy horse 5 miles per hour
heavy horse (229-690) 3.5 mph.


In the settlement population ranges.
The ranges listed skip towns with exactly 20 people.


Looking for a template for monster stat/info blocks that are used throughout the modules, the one with the black bar on top with name/count/exp.

I was going to make one up myself but decided i should check to see if someone else has done it first.