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I actually have a Catfolk Ninja/Sorcerer/AT as an NPC in my campaign. Doing pretty much everything you're doing here, only with fire (and mythic, but that's a whole different story). Anyways, from my understanding:

1- unless someone has a way to see you while invisible (see INVIS, blindsight/sense, ridiculously high perception check against your Stealth +40, etc) or they have Uncanny Dodge or IUD, you get a sneak attack. It doesn't matter if they know where you are, if they can't see the attack coming, it's a sneak attack. Anything mentioning needing to take a 5ft step is a houserule. The only benefit that a 5ft step would give is now no one knows which square to attack.

2- Sneak attack is once per spell cast. But this is because most spells are one effect and done. Spells that have multiple effects (examples include Scorching Ray and Meteor Swarm), why wouldn't they be treated like separate attacks? You have to roll for each hit, so why can't you get sneak attacks off each one? That's technically no different than getting a sneak attack for every melee attack in a full attack (spell power vs melee notwithstanding).

3-it becomes elemental precision damage. Precision is not a damage type, it is a descriptor that notes which monsters can and cannot be effected by it. But any sneak attack retains the type of damage that it is. A weapon SA is weapon sneak damage (bludgeon, pierce, slash). Elemental damage begets elemental sneak damage (fire, cold, etc). Spells that deal ability damage or negative levels actually deal negative energy damage, like a negative channel energy or inflict spell, not more ability damage or negative levels. Ex. Enervate would deal 1d4 negative levels + Xd6 negative energy damage. Good for healing undead.
4-both bloodlines have the same effect, +1 damage per die rolled (dragon only applying to the same energy type). Since they aren't defined as a specific type of bonus, they're untyped, and untyped bonuses stack. So Jolt would deal 1d4+7d6+14 electric damage on a sneak attack.

5-Greater Sniper Goggles would work on a ranged touch attack as long as it is a sneak attack. Now Jolt does 1d4+7d6+28 (the bloodline is untyped, the Goggles give a circumstance bonus).

6-Hellcat Stealth is an awesome feat. In order to use Stealth, you must be unobserved and/or have a place to hide, ie, some sort of cover. In your case, you can just vanish trick or cast any of the invisible line spells. In the event you can't,hellcat stealth lets you try to hide even with someone staring at you. If, however, you don't have anywhere to go where an opponent can't see you... it seems you will end up being spotted (DC 0 Perception to notice a visible creature). According to the description under the Stealth Skill, subsection Hide: Breaking Stealth, "When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check AND END YOUR TURN IN COVER OR CONCEALMENT." So if you aren't concealed after making a stealth check, you're easy to spot. If you have hide in plain sight, then between the two of them, you're set on Stealth. As for dim light, you can make stealth checks to hide, though with creatures with low-light or darkvision, it might be the same as trying to make a stealth check in regular/bright light against a creature without special vision. Kinda seems like DM fiat at that point.
Hope this helps


Honestly, the best thing to do, as many have said, is to just talk to the player. I had a similar problem with a player where he was head and shoulders above the rest of the party and would destroy most encounters on his own, especially boss fights. So I looked into strategies to make bosses harder without making them boring, and looked for ways to make it so that his character couldn't and wouldn't be able to destroy everything. In the end, that actually made me a better DM, not for trying to kill him, but trying to change it so that he wouldn't be so massively overpowering. (For the record, his Char is a dual-wielding Ifrit Ranger/Ninja with a high STR stat).
After all that, I did just end up talking to the player since I was still coming up short on ways to make it harder without inflating stats and/or levels by a lot since that made it a lot harder for the other players to do anything in combat. What ended up happening was that instead of continuing to be the Special OP Snowflake character, he started working with the other party members a lot more and helping them to strategize a little better, improving their effectiveness. From simple strategies like how to exploit flanking better to improving spell choices and usage. Now the whole party runs a lot better, and even though his character is still much stronger in fights then the others, with the improved party synergy and my improved knowledge of combat design and rules, everyone has a lot more fun in the game.


Thank you both! I may just keep it as a divine caster bane, since they already have a rogue with Magebane on his crossbow, might as well make it even :)


While DMing a game, I needed a quick NPC mercenary, so I went to the NPC gallery and pulled the first one that looked okay. Almost the PCs level, but not quite (not meant to be a challenge, but only half the party was able to go on a stealth mission). And what I got was this:
http://www.d20pfsrd.com/bestiary/npc-s/npc-5/Rupert-Raim

Of course, my PCs ended up killing him, but now that they have his stuff, I'm wondering what the godslayer blessing does. I tried looking it up, but couldn't find anything. Is it like the Divine version of 3.5's Magebane enchantment?


Your BAB should be higher. It should be +8/+3, and 9 STR carries a -1 penalty, so CMB would be +7 and CMD 22. Otherwise, I like it!


JakNephilim wrote:

I was just gonna have it be a corridor that leads to an open area in the sewers where the Assassin and what's left of his group (they originally planned an ambush that failed because the PCs were there instead of just the Queen's Bodyguards). Having it trapped would make it more dangerous, and maybe I'll actually challenge them for once (they tend to stomp everything i throw at them, even when it's APL +3-4). What kinds of traps would fit?

Well, since the party's powerful, and stomps what you throw at them, show little mercy. I recommend basic arrows and blades, for the feel of it. Some explosions, to alert the assassin's group, and other things like that. Assuming there's a wizard in the assassin's group, triggered summoning spells summoning high powered angels/demons, and doors that high power golems (flesh) coming out of to wear the party down for the boss fight. A few pitfalls also wouldn't hurt.

I was gonna have the Assassin's party be himself, Ranger 6/Assassin 5, Lycanthrope template (for bonus fun), a Fighter6/Wizard1/Arcane Archer3, a Ninja10, and a Wizard (Transmutation-Enhancement, opposing schools Illusion and Abjuration), and a Bard, both at Lv8. They all also have the advanced template for better stats.

Even so, I feel like my PCs will still crush them. The Ranger is a melee beast (+9 Str because of Mythic and an error in char development i didn't catch until 3 sessions in), the Fighter got the party to help him get Adamantine FullPlate (and he's an Armor Master, so DR6/-) and draws attacks to him and laughs when they miss/do less damage, the Rogue uses his hand crossbow, but because of his backstory, i let him get MageBane as an enchantment (and 3 of the 5 of them are arcane casters, i should maybe change 1), the Sorceress has haste (as she should) and high DCs, and the monk can get 6-7 attacks per round(i have not found evidence ki point attacks don't stack with haste, so i allowed it), and the way the Bard is built, she can do decent melee damage while buffing the party. I'm only just learning how to build effective encounters, so they usually manage to end most battles in 3-4 rounds. I was gonna have them all be pre-buffed before the battle starts to save that first turn for positioning, but beyond that.....


MechE_ wrote:
I ran a very successful chase in my Shattered Star campaign a few sessions back. It started in a building, moved into the streets, then ended in a hotel. Feel free to use as little or as much of this as you want. If nothing else, it should help with inspiration.

This is awesome, and it will definitely help me with those cards i haven't finished yet. Thanks!

JakNephilim wrote:
It looks really good. Maybe the chase scene should continue a little with traps and such if they find the secret passage. A certain sequence of traps to time everything to see if he gets away or something like that.

I was just gonna have it be a corridor that leads to an open area in the sewers where the Assassin and what's left of his group (they originally planned an ambush that failed because the PCs were there instead of just the Queen's Bodyguards). Having it trapped would make it more dangerous, and maybe I'll actually challenge them for once (they tend to stomp everything i throw at them, even when it's APL +3-4). What kinds of traps would fit?

"LazarX' wrote:
Midnight Mauler

I've never worked with an AP before, so it will be fun to see what they have. Thank you for pointing this out to me!


No one? :(


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The cape idea is good, and if they're wealthy, nothing is stopping them from having Permanenced Mage Armor with a Cloak/article of clothing that is effectively a Cloak of Resistance for more protection. There are at least a few Wondrous Items in the Chest/Body slot that they could wear under regular clothes, and if I recall correctly, there is some spell that gives regular clothes an AC bonus as if it was armor (likely a Paladin or Inquisitor spell).

Wands of Dimension Door for the really wealthy is an awesome idea. I think even a way to cast Word of Recall would work too (Cleric 6, Druid 8, so it'll definitely be very, very expensive as an item). Simple AC boosters and resistance to elements would also be useful.

Bodyguards... Marid i like, but if you go for a humanoid bodyguard, i'd suggest a Paladin. Maybe Oath of Loyalty. Trades Smite for the ability to boost AC and saves of other people (i think only 1 person at a time though).

There should definitely be someone watching the people enter with Arcane Sight (Greater if they are a high enough level).


Self bumping ^o^


My players are going to get to do the "Chase the Assassin through the populated city" chase. Maybe it's a little cliche, but i know one of my players definitely wants to do a chase scene (he almost begged ^o^) and it fits so well with the plot right now, so I do believe it is called for.
But... I've never built a chase scene before, and even looking at the rules, I am unsure if i made it not terrible. I also don't have enough checks to fill 10 spaces, but i will list what i have and their DCs, so I ask for help filling those as well. The chase takes place just after the Assassin tries to murder the Queen they work under, as the sun sets, and as they are returning from another mission/adventuring day (so they may be weakened a little too :)) The Assassin starts on card 3, and the PCs are Lv7 Mythic 3, Human Rogue (Trickster), Ifrit Ranger (Trickster/Champion), Dwarf Fighter (Guardian), Human Monk (odd case, Fluid path, but seems to prefer Marshal), and Fetchling Sorcerer (Archmage), along with an NPC Half-Elf Bard/Dragon Disciple (Archmage and Marshal).

Spoiler:
Card 1: Still blank. At this point, the PCs are just getting out of the hotel where they and the Queen are staying.

Card 2: Possibly having to try and spot him in the crowd unless this should be Card 1, then blank. Perception DC 18, as at this point, he can't try to actively stealth without being suspicious looking. I don't have a second obstacle here.

Card 3: Here, the Assassin knocks over a barrel of oil and drops an alchemist fire, igniting it and making a wall of flames to cover his retreat. DC 20 Reflex to jump through the fire without catching fire (catching fire =1d4 fire damage per round and being unable to chase until the flames are put out) or making a simple DC 10 Perception check to find a way around. At this point, what i have also splits into two chase paths.

Card 4: Assuming they passed through the fire, they chase the Assassin down a seemingly empty road, but as they hit an intersection, a food cart pops out from the corner. DC 25 Reflex (or Acrobatics?) (maybe 20, but 25 if they choose to try and run faster?) to avoid the cart. Failure means they crash into the food cart and lose their turn (and get to listen to the cart owner cry over his lost cabbages ^o^)[this will only happen once, success or failure, after encountered, this no longer is relevant to the chase]. Down the other path around, there is a locked gate, DC 15 Disable Device to open, DC 20 Acrobatics to vault over, or DC 10 Strength check to plow through it.

Card 5: At this point, the Assassin tries to scale a wall to reach the rooftops to get away. Just like the PCs, he will have to make a DC 15 climb check, or get stuck/be slowed while climbing (though +13 to climb means he will not fail unless i roll a 1). Those who went through the gate find themselves in a shaded, hidden garden filled with poisonous flowers and must make a DC 15 Fort save or get nauseated/poisoned.

Card 6: Here there is a simple DC 10 Acrobatics check to jump from roof to roof. Failure lands you in an alleyway and you get stuck until next round, take 2d6 (maybe 3d6) fall damage and have to pick up the chase from the ground (which puts you on card 7's second route). Whether or not they make the Fort save, the owner of said poison garden happens to be heading toward the garden and to not be spotted and chased/attacked requires a DC 18 Perception check (may be higher if i go with the attack route as that means i need to make a combat encounter with someone at least Lv6-7). The PC will retain the option to resume chase chase, albeit with an angry NPC following them/trying to kill them. If they choose, they can drop out of the chase completely to try and fend off (in their case, most likely kill) the NPC (to be handled after the chase is resolved, but then i need a way to bring them back to the rest of the party).

Card 7: Across the gap in the rooftops, the roof is covered in slightly damp laundry hanging from wires. Passing through takes a DC 20 Reflex save, and failure means being blinded and/or entangled for a round. Upon falling from the roof, evading the garden owner, or being caught by the garden owner and choosing to run, the PC must make a DC 15 Acrobatics check to hop the fence and continue the chase. (Failure from falling to the alleyway means you're stuck, but failure from the garden leads to either instantly being spotted or needing to make a new DC 23 Stealth check (to denote the garden owner looking more carefully for an intruder).

Card 8: After the towels, there is another DC 15 Acrobatics check to get to the next rooftop. Failure finds the person in a body of water where children are playing and a DC 15 Will save to not get forced to play with them via begging and pleading. The player then picks up on Card 9 after losing a round (and fall damage). If they are already on the road, they must get past a farmer bringing his sheep for an annual shearing with a DC 20 Acrobatics check. Failure causes them to trip on a sheep.

Card 9: At this point, if they are nowhere near the Assassin, he enters a secret passage without being seen after intentionally dropping from the rooftops. If they are within one card, they must make a DC 29 Perception check to see exactly where he was before disappearing, giving them a +5 or +10 bonus on finding the hidden passage he used.
No real second obstacle.

Card 10: End card. Once in the area he disappeared at, they can search for a secret door DC 20 or 25 Perception to find. If they saw him vanish from a square away, they have the aforementioned bonus. If they happen to be in the same square, they automatically see him enter the secret door and do not need a check to find it (though they may choose to wait for the rest of the party. Which they should, as this is obviously leading to a fight with the Assassin.

Any help, tips, or constructive critiques are greatly appreciated.


Seeing your current build will help a lot, though the Barbarian class is a good choice.


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ecw1701 wrote:
TatsumakiKara wrote:

And the Jingasa only applies if they're not using the head slot for something else (though fortification enchantments will still possibly screw that over), although yeah, a conditional 14d6 SA damage is not impressive for a CR 15, but hey, if OP likes it I vote go for it!

And at my table we love rolling dice, so 1d8+34d6 is beautiful and the stuff we dream of.
2d8 + 54d6 on a crit is even better. I like to think we're pretty big power gamers, but I don't want to see the table where a hit like that isn't impressive!

2d8+54d6....*drools* I definitely have to make a magus/AT just so I can do that to my PCs (once they hit higher levels :D)


And the Jingasa only applies if they're not using the head slot for something else (though fortification enchantments will still possibly screw that over), although yeah, a conditional 14d6 SA damage is not impressive for a CR 15, but hey, if OP likes it I vote go for it!
And at my table we love rolling dice, so 1d8+34d6 is beautiful and the stuff we dream of.


What if you classify healing as "Positive Energy Damage?" (undead do take damage from healing effects after all... :D)


Just one thing, you need +2d6 Sneak attack to qualify for AT, when Rogue 2 only has 1d6, but otherwise I love this, and it makes one of my NPCs (Catfolk Ninja/Sorc/AT) more dangerous when she's using her claws to attack (i forget where, but i remember reading somewhere that you can deliver touch attacks while using natural weapons for what basically amounts to the Magus' spellstrike.)


ParagonDireRaccoon wrote:
Another option is to give both groups a challenge. You could spec the NPCs to be very mobile, and both groups have to reach a destination (with monster encounters along the way). The NPCs don't have to be unbeatable in combat to be a challenge. You could plan to make the NPCs much more challenging at level 12 or 13 (from a combat perspective). You could design an encounter where an important NPC leader is ill, and a rare ingredient is needed for the cure. The NPC group can have skills and magic items that make them well-suited to get the ingredient first, forcing the PCs to be creative to win.

I like this, up to the point where my PCs would probably attack them so they could take the ingredient and "be victorious." Although the witch having flight by that point would be the rest of them trying to hold off/run from the PCs while the witch soars through the skies. My PCs, well really,just the CN Ifrit Ranger, like to kill stuff. The rest just kinda follow along unless it's a really bad idea, or it really goes against their playstyles/characters.


ParagonDireRaccoon wrote:
TatsumakiKara wrote:

So I could go Paladin into Eldritch Knight after 1 lv of Wizard, and make my Cleric a mook maker that can also heal them?

Or give my Paladin summoner lvs for the CHA-based synergy and an eidolon who could be either another frontliner or (if biped) a ranged attacker?/QUOTE]

Both of those work. In a little over a week the Advanced Class Guide and Technology Guide will be released, in a week and a half I can make more suggestions from those books.

That's great, but the next time they meet is next week, so.... I'd still love the suggestions based on the new books, though. Maybe use them with other NPCs I'll have to make in the future. :)


Zilfrel Findadur wrote:

The party seems good, the party is not supposed to win, do you want to kill the PCs?

if the answer if yes, make all of them Gestalt :D

It's not about the PCs winning or losing, I'm just trying to make the NPCs a challenge. Like I said, at lv4, the PCs steamrolled them, so in-game and out-of-game, there is a motivation to get much stronger. They'll still likely lose, but it's also a friendly rivalry (though half of my PCs are not really friendly in-game now that I think about it), so losing =/= death unless my PCs try to kill them. But there are established reasons in-game why my PCs shouldn't kill them (both groups are part of the same military organization), but then PCs will poke a sleeping dragon in the eye, so...


So I could go Paladin into Eldritch Knight after 1 lv of Wizard, and make my Cleric a mook maker that can also heal them?
Or give my Paladin summoner lvs for the CHA-based synergy and an eidolon who could be either another frontliner or (if biped) a ranged attacker?


Maybe I could have the paladin take levels in summoner? Then he can frontline and support by summoning shades to deal STR damage (or demonic stuff for hilarity ^o^)
What about the witch? I figure just leave her as a witch for her hexes, but should I go into the Winter Witch PrC? Would that be worth it?
Are there any multi-classing options for the Rogue? Fighter or Ranger, maybe? A PrC?
And I know Clerics can become melee powerhouses, but I'm not familiar enough with them to do so. Any suggestions?


I was actually considering making the Rogue a ranged combatant, but I completely forgot that daggers were also throwing weapons. So I could give her daggers the returning enchantment, and then she can still get SA if she goes first, but without putting herself in immediate danger from melee range. And then since daggers are also melee weapons, she can take Offensive Defense for a boost to AC if they get into melee range.
As for the paladin, I wasn't sure if I should give him a PrC or even multiclass. Where can I find Scryer?
Also,I plan for the campaign to at least hit the midteens, like 14-16ish. It would be awesome to hit 20, but I don't know if I have enough to make it that far. We'll see.


My Internet is failing, so now i have to type this out on my phone. -_- If I miss any important info, let me know.
Stats were rolled.
Changling Witch4 Patron Insanity
STR 12
DEX 14
CON 14
INT 18+2 magic
WIS 16
CHA 13
Hexes- Slumber, Flight (considering Prehensile Hair for the next one.)
Feats-Ability Focus (hexes), Accursed Hex
Traits-Reckless and Defensive Strategist.

Foul-spawn Tiefling Paladin4
STR 16+2 (magic)
DEX 12
CON 16
INT 14
WIS 15
CHA 16
Feats-Power Attack,Shield of Swings
Traits-Suicidal, Missionary for Intimidate

Hobgoblin Knife-Master Rogue4
STR 14
DEX 20
CON 14+2 (magic)
INT 14
WIS 16
CHA 12

Feats-TWF, Weapon Finesse, Dodge, Improved Initiative
Traits-River Rat, Reactionary

Oread Martial Artist (Monk)3/Barbarian1
STR 19
DEX 14+2 (magic)
CON 16
INT 12
WIS 19+2 (magic)
CHA 9
Feats-IUS,Stunning Fist, Dodge, Weapon Focus (unarmed), Belier's Bite, Dragon Style
Traits-Quain Martial Artist, Wisdom in the Flesh (Acrobatics)

Dwarf Cleric4 Domains Luck and Madness
STR 14
DEX 12
CON 16
INT 14
WIS 20
CHA 14+2 (magic)
Feats-Selective Channeling,Extra Channeling
Traits-Militant Merchant, Glory of Old


I have a squad of 5 NPCs who are supposed to be like a friendly rival group to my PCs. The last time they fought, my PCs pretty much crushed them, so I've been trying to think of ways to improve them so they're a more difficult challenge.
The squad is a Changeling Witch, a Foulspawn Tiefling Paladin, a Hobgoblin Knife-Master Rogue, an Oread Martial Artist/Barbarian,and a Dwarf Cleric. They're all jumping from LV4 to LV7. I am asking for advice pertaining to feat selection, multi-classing, anything that would make them a stronger challenge. If it's necessary, i will post current stats for each. Thank you in advance!


I guess I'll let it work that way for now unless it gets ridiculous. Thanks to everyone for chiming in!


My PCs are not supposed to fight with the NPC I was building that sparked this question (LV10 Boreal Sorceress) and the Rime Spell-Energy Substitution-Sudden Immolation combination came up as I was making her spell list (better to have it if they randomly decide to attack her). So ignoring Dazing Spell for a moment, if they fail their fort save and catch fire (catch cold?) as per Sudden Immolation, does the damage they take on the next turn also entangle them (Rime Spell)? I'd be okay with this combo continually entangling them until they make a Reflex Save as an initial warning shot.
I ask again, because I'm seeing two different answers. Or has something like this not been ruled and I should just make a judgment as it pertains to my game?


Do spells that deal damage over time (ex. Acid Arrow and Spontaneous Immolation) modified by metamagics such as Dazing Spell (or Rime Spell if made Cold), continually deal their status effect because of the lingering damage?


I already know that if they decide to fight either the commander and the military or the merchant's mercenaries that I'll have to kill them (at least if they fight the mercenaries, the Commander might have some mercy if they manage to not die), but what would be an acceptable/reasonable level for the NPCs? Would 4-5 be good for the merchant's mercenaries and 6-10 for the military, 10 being the commander? As stated before, the PCs are all lv2.


@DoctorEvil, I figured half would be fair since they had saved the merchants from a few bandits prior to reaching the town, so the merchant was trying to be nice.

@Raymond, it hasn't happened yet, we stopped right after the merchant got away since it was getting really late. And that's what I thought would be a reasonable response from the commander (and maybe have a little show of force from the merchant in the form of several mercenaries walking around in more expensive gear than the PCs have at the moment to try and impress that were it not for the commander, they'd probably be dead by now). And I was gonna make it more serious by making the prices of things go up for the entire military due to their assault on the merchant.

I had to ask because I didn't want to seem like I was forcing them into it unreasonably because I didn't want to be railroad-y. Thanks, both of you!


I'm new to pathfinder (to D&D in general really) and I'm the DM. I have no one who I can ask for advice at the moment (except for one of my players who has more experience but didn't want to DM) about a situation that happened at the end of our first day.

The PCs met a pair of traveling merchants who were headed in the same direction as they were and ended up travelling with them to their destination. But once they reached the town, they found it empty and the PCs were attacked by zombies in the tavern. Meanwhile, one of the merchants (she has levels in rogue) was scouting elsewhere in town and found a lock box in what she assumed was the mayor's office/house. She couldn't open it and gave up and looked for the PCs who had just finished killing a mob of zombies. One of the zombies had the key on him, and the merchant figured it might be the key to the box and brought the PCs to it so they could open it.

Once they did, the merchant claimed half the money (she found the chest) and left the rest for the PCs (I was trying to limit how much money to give them since they're only lv2). Then they attacked her and managed to wound her though she got away. I had mentioned that she was part of the merchant's guild,so I was thinking that it would be fair if the head merchant wanted revenge on them, but since the PCs were hired by the local military, the commander would handle the situation and instead of letting the head merchant do whatever he wanted to them, the commander would make them work it off by basically drafting them. Does this seem fair?

I would also appreciate any general advice that all of you could give me about DM-ing. Sorry for the long post!