Nar'shinddah Sugimar

Thanis Kartaleon's page

Organized Play Member. 1,990 posts (2,008 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 6 aliases.



1 to 50 of 100 << first < prev | 1 | 2 | next > last >>

Flipping the script here...

I had an idea for a group of cultists who believe their world is round, even though their world is actually flat. And that got me thinking...

What mechanical changes would need to happen, if any, to make a flat world different from a round one? What mechanics could you play around with? Obviously gravity comes to mind, and you'd have to have some reason things 'fall down'.

This is more stream of consciousness than anything else, but I'll check back in when I ruminate some more.


Does a spell exist to swap places with an object (ideally at 3rd-4th level)? One certainly should but I can't find it.


1 person marked this as a favorite.

I like prepared spellcasters because of their enormous potential. But they are often crippled by not having the right spell prepared for a given situation (yeah, they can fill an empty slot in 15 minutes, but just try preparing feather fall on a day you didn't think you'd need it).

I like spontaneous spellcasters because they always have access to their known spells, so long as they have slots available. But their extremely limited number of known spells prevents them from feeling like more than a one-trick pony.

The arcanist does bridge the gap to an extent (and does so stylishly), but is still only one option and only for arcane spellcasting (specifically from the sorcerer/wizard list).

With the following house rule, all spellcasters can be more versatile.

Intuitive Knowledge, Divine Providence, & Unlocked Understanding


I just received my latest shipment (Inner Sea Intrigue, For Queen & Empire, Ire of the Storm, Magic Tactics Toolbox). When I opened the box, I found that one of the sleeves (the one containing For Queen & Empire, as well as one of the Dark Eye fliers) had been opened and then taped shut. Nothing listed is missing from my shipment, and the box itself did not appear to be tampered with. I guess my going theory is someone shut the sleeve without putting one or the other item in and had to reopen it temporarily?

EDIT: Oh, maybe this should be in customer service? Sorry about that.


In the archetypes for psychics, the table Spell Recollection (for the Amnesiac) is located past the Formless Adept archetype, instead of before it. I guess I understand if, because that's essentially where it ended up on the printed product, that's where it has to go on the PRD, but it is a bit confusing on the first read (kind of like this sentence!).

Anyway, that's all. :)

EDIT: Comma, comma, comma, clarity


I've been building this excellent castle as my base of operations in Minecraft for some time now. I'm nearing completion, and plan on giving a virtual tour when it's done. The structure is actually basically complete save for the tower in the northwest; all that's left is that and fleshing out some of the rooms. I could use some advice here, so I thought I'd finally begin the discussion. The idea here is that the castle has recently been liberated from the demons. The rubble has been cleared and renovations have taken place, but most completed rooms (such as all of the demonic additions in the dungeon) remain in place. It has been my base of operations however, so there are a few new rooms, and some rooms have been repurposed.

This is being built in vanilla Survival Minecraft 1.8.9 on a private server. No requests to join the server, please; it's being hosted in a shoebox computer at a friend's house and can't handle much in the way of traffic.

For reference, the main map is on page 34, Drezen's dungeon map is on page 46.

In area F7 (Secret Vault, page 36), it mentions a tattered red and gold tapestry (this is not the false Sword of Valor located in the north end of the room). Whatever this tapestry is, I'd like to use it throughout the citadel for decoration. So what should it look like? Here is a website for designing banners in Minecraft. I already have the Sword of Valor designed; I just need help with this one.


My witch is going to be making great use of the new illusory crowd spell from Heroes of the Streets. But I can't find a good token to use for the spell. Has anyone found something that would work?

The spell creates a crowd of illusory people in a 10 ft. cube., for reference.


Given the recent discussions on the visibility of spellcasting, I have written the following into my house rules.

A new task for Spellcraft is Suppress a Spell’s Perceivable Aura. A DC 10 Spellcraft check lets you dampen the aura briefly perceivable during spellcasting, unless an observer is watching you closely.

When you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.

A spell’s level influences this check: 0-level +16, 1st-level +12, 2nd-level +8, 3rd-level +4, 4th-level +0, 5th-level -4, 6th-level -8, 7th-level -12, 8th- or 9th-level -16.

Detect magic automatically reveals a spell’s aura, completely foiling this task.

This thread is not for debating whether the spellcasting process creates perceivable effects, but rather a means to facilitate both sides of that argument. Please keep that in mind.

I would have no problems with this being 'poached' by developers to solve the debate :D


6 people marked this as FAQ candidate.

FAQ this question, please.

The Unseen power lets you turn yourself (or a friend) invisible. It also lets you maintain that invisibility when it would normally break by spending extra focus. Cool! But what action is it to maintain the invisibility?

Quote:
If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you.

So, does "immediately" mean "as an immediate action," or is it a non-action that you can choose to use as soon as the invisiblity effect would end?


I have a player who wishes to use both consolidated skills and play a kineticist. As there were no rules on how to use the two together, and no search results came up for it here, I decided to make my own document.

You may peruse at your leisure here.

Comments and suggestions welcome.


So I had this idea today. The scenario strikes out thusly...

Cultists of Rovagug come to a startling realization. They cannot release their lord, but should he perish his soul would escape its cage and journey to the Boneyard. Such an immensely, omnipotently powerful soul would likely retain its power.

Through eldritch machinations, they complete this goal. Rovagug's dying roar echoes throughout Golarion and beyond. Many are immediately struck deaf and even blind. His writhing body flails against his cage as his essence leaves it. The earthquakes caused by this ravage Golarion. Large swaths of land collapse into the Darklands beneath.

Abruptly, contingency plans by Sarenrae and Asmodeus come into effect. All passages from the Astral Plane out into the Outer Planes slam shut. This is no longer the Prime material plane, but an offshoot; it is an errant thread that has been snipped from the tapestry of reality that is the multiverse.

All Outsiders affiliated with any Outer Plane immediately and painfully perish - even those merely summoned to existence. Planetouched beings with Outer Plane associations are nauseated; those who recover from this are permanently sickened.

Divine casters are stripped of their powers. Arcane magic begins to defile the land, as plants turn to ash and the earth becomes barren. Any spells that would touch upon an Outer Plane fail. Alignment rapidly becomes subjective without the objective truths in place.

Kyonin is utterly destroyed, sinking into a massive pit of black blood. In time, the foul liquid enters the rivers on the surface, and spreads its corruption around the world.

In the Astral plane, Rovagug's ancient and murderously angry spirit devours the wayward souls whose path has been so abruptly destroyed.

Razmir becomes the One True God, saving his chosen followers from the Destroyer by capturing their souls within family heirlooms. Meanwhile, pockets of devout followers of the lost divinities hide, trying desperately to see the chaos as simply a test of their faith.

Anyway, this was just a little idea I had earlier and thought it might be interesting enough to share.


I was asked to make a character in a game that used slightly modified d20Modern Wealth rules. Not having the rules on hand, I wondered what my wealth of 8 represented, and came up with an approximation that fit well in comparison to my own real-world wealth. My GM asked to see what I had come up with, so here it is.

Thanis's Wealth Rules


1 person marked this as a favorite.

I decided I wanted a more formulaic way to describe the auras created by spellcasting. So, I came up with the following:

Spell Aura Thematics

Please critique and discuss. It's a work in progress still… I am not quite set on the colors for abjuration and divination yet.


This is for those of you who do use random encounters, but sometimes don't wish to bother with them or simply don't have the time and want to get on with the plot.

I'm considering extending the idea to my players of the ability to 'skip ahead' past encounters that have no particular plot relevance. They would automatically succeed, gaining a quick package of appropriate loot/experience, but also taking a hit to their resources. This idea is still formulating, so I'm looking for ways to do this more efficiently.

Here's how it would work: First, I compare the APL to the CR. Skips would only apply if the CR is equal to the APL +2 or less. Then, I dole out a percentage of damage to all PCs based on CR: 5% for APL -1, +5% for each CR over that. This damage would also have a minimum threshold equal to the APL. Casters would also lose one or more spells depending on the difficulty (I'm thinking something like the second highest spell level they can cast, minimum 1st). Experience would be awarded as normal (awarding less experience would obviate the point of skipping the encounter), and gold can be awarded based on the table in the Gamemastering section of the Core Rulebook. If an appropriate piece of loot comes to mind when I'm doling this out I might reduce the gold and add in the item.

If they choose a 'skip,' I give a condensed version of the fight ("Along the trail, you were ambushed by a band of fierce but ultimately inept goblins. You put most of them to the sword, save for one the sorcerer finished off with a magic missile."), explain their losses ("5% hit point loss (2 damage since the party is all level 2), the spell slot for the magic missile, and a 1st level spell slot the cleric used to cure a nasty hit taken at the beginning of the fight"), and hand out the rewards ("100 experience and 65 gold to each of you"). Then, we get on with the story and what the heroes found at the end of the trail.

Thoughts?


1 person marked this as a favorite.

In my campaign, Millorn has an expanded role, having firsthand knowledge of the heretic Arushalae and having long ago met with (and been banished by) the Riftwardens, who (with the exception of the Orphan's parents) did not believe his tales. He is a practiced Abjurer with a specialization in Banishment. His long years hiding from the Crusade belowground have given him acute cases of both paranoia and schizophrenia.

And with the release of Occult Adventures, I now feel conflicted. The occultist class matches up with much of what Millorn was capable of, and also allows for a unique character that is no longer overshadowed by the far more capable Aravashnial (once afflictions are cured for both).

I present both versions to you. Which would you use, if either?

Millorn, the Banisher:

CR 2; XP 600
Male dwarf banisher 3 (Pathfinder RPG: Advanced Player's Guide 144)
CE Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 22 (3d6+9)
Fort +7, Ref +2, Will +2; +2 vs. poison, spells and spell-like abilities
Defensive Abilities defensive training (+4), stability (+4)
Resistances fire 5
Weaknesses paranoia, schizophrenia (Pathfinder RPG: GameMastery Guide 251)

OFFENSE
Speed 20 ft.; slow and steady
Melee dagger +2 (1d4+1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Offensive Abilities hatred (+1), unstable bonds
Banisher Spells Prepared (CL 3rd; concentration +5; combat casting)
………2nd—blur, summon monster ii; anti-summoning shield (Pathfinder Player Companion: Demon Hunter's Handbook 26)
………1st—color spray, mage armor, magic missile; protection from evil
………0 (At will)—acid splash, detect magic, ghost sound, read magic
………Opposed Schools Enchantment, Necromancy

STATISTICS
Str 13, Dex 10, Con 16, Int 15, Wis 14, Cha 6
Base Atk +1; CMB +2; CMD 12
Feats Combat Casting, Great Fortitude, Scribe Scroll
Skills Knowledge (arcana) +8, Knowledge (planes) +8, Perception +1, Spellcraft +8, Stealth +3
Languages Abyssal, Common, Dwarven, Hallit
Special Qualities arcane bond (dagger), greed, hardy, stonecunning, weapon familiarity
Combat Gear potion of cure light wounds, potion of invisibility, scroll of shocking grasp, scroll of resist energy; Other Gear dagger, light crossbow with 10 bolts, cloak of resistance +1, 8 pp, 7gp

SPECIAL ABILITIES
Unstable Bonds (Su) Millorn’s touch can disrupt the bonds that hold a summoned or called creature on this plane. As a melee touch attack, he can cause a summoned or called creature to become shaken and staggered for 1 round. He can use this ability five times per day.

Paranoia (DC 17) -4 penalty on Will saves and Charisma-based skill checks; cannot benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against paranoia’s DC.

Schizophrenia (DC 16) -4 penalty on all Wisdom- and Charisma-based skill checks; cannot take 10 or 20; whenever in a stressful situation, must make a save against schizophrenia’s DC or become confused for 1d6 rounds.

GEAR SPECIFICS
Spellbook (32/50) - does not contain read magic, as Millorn can prepare that spell from memory.
………2nd (3)—anti-summoning shield, blur, summon monster ii
………1st (11)—color spray, detect secret doors, fog cloud, grease, invisibility, mage armor, magic missile, protection from evil, resist energy, shocking grasp, silent image
………0 (15)—acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, resistance

Millorn, the Occultist:
CR 2; XP 600
Male dwarf occultist 3 (Pathfinder RPG: Occult Adventures Playtest 32)
CE Large Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 14, touch 10, flat-footed 14 (+1 deflection, -1 size, +4 armor)
hp 30 (3d6+12)
Fort +9, Ref +1, Will +2; +2 vs. poison, spells and spell-like abilities
Defensive Abilities defensive training (+4), stability (+4)
Weaknesses paranoia, schizophrenia (Pathfinder RPG: GameMastery Guide 251)

OFFENSE
Speed 20 ft.; slow and steady
Melee +1 dagger +4 (1d6+3/19-20)
Ranged light crossbow +1 (2d6/19-20)
Space 10 ft.; Reach 10 ft.
Offensive Abilities hatred (+1)
Occultist Spells Known (CL 3rd; concentration +5; combat casting)
………1st (4/day)—alarm, mage armor, pass without trace
………0 (At will)—create water, ghost sound, purify food and drink
………Implements Abjuration, Conjuration, Transmutation

TACTICS
Before Combat Once Millorn becomes aware of the PCs, he should make a saving throw against the confusion effect of his schizophrenia. In addition to casting mage armor, Millorn also summons a servitor — a dire rat would be appropriate.

During Combat This version of Millorn lacks blur, so he instead uses psychic weapon and drinks his potion of enlarge person once he spots enemies. His scrolls have been replaced with potions; his insanities have made it impossible for him to properly use scrolls unless the spells are on his list. If he is confused and unable to do these things, use the following adjustments.

…Medium
AC 15, touch 11, flat-footed 15
Fort +8
Melee dagger +3 (1d4+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Space 5 ft.; Reach 5 ft.
Str 13, Dex 10
CMB +3; CMD 13
Skills Stealth +3

STATISTICS
Str 15, Dex 8, Con 16, Int 15, Wis 14, Cha 6
Base Atk +2; CMB +5; CMD 14
Feats Combat Casting, Great Fortitude
Skills Knowledge (arcana) +8, Knowledge (planes) +8, Perception +1, Spellcraft +8, Stealth -2, Use Magic Device -3
Languages Abyssal, Common, Dwarven, Hallit
Special Qualities focus power (conjure implement, energy shield, loci sentry, psychic weapon, servitor, warding shield), greed, hardy, magic item skill, mental focus (8/day), object reading, resonant powers, stonecunning, weapon familiarity
Combat Gear potion of cure light wounds, potion of enlarge person, potion of invisibility, potion of resist energy; Other Gear dagger, light crossbow with 10 bolts, cloak of resistance +1, marble statue, 8 pp, 7gp

SPECIAL ABILITIES
Abjuration Implements (Su) Millorn has 4 points of mental focus stored in his cloak of resistance +1. He can use the invested focus for the following powers.

Energy Shield (Sp) As a swift action, Millorn can expend 1 point of mental focus to surround himself with a shield that protects him from energy damage. Whenever he takes acid, cold, electricity, or fire damage, the shield absorbs damage. The shield can absorb up to 15 points of energy damage. This shield lasts for 1 minute, or until its power is exhausted, and does not stack with itself, with protection from energy, or with resist energy. Millorn can activate this shield as an immediate action by spending 2 points of mental focus instead of 1.

Loci Sentry (Sp) As a standard action, Millorn can expend 1 point of mental focus to set a ward about an area. This area can have a maximum radius of 25 feet. Whenever a creature enters the area, a manifestation of Millorn’s psychic will appears and strikes out at the intruder. The creature must succeed at a Will save (DC 13) or be dazed for 1 round. Millorn is immediately aware when the sentry is activated. The sentry lasts for up to 3 hours, or until triggered. When he sets the sentry, Millorn can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.

Warding Shield (Sp) As a swift action, Millorn can expend 1 point of mental focus to create a shield of mental energy around him that protects him from harm. The next time he would take damage, the shield reduces the damage by 6 points. If he does not take damage before the start of his next turn, the shield expires. He can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Conjuration Implements (Su) Millorn has 3 points of mental focus stored in his marble statuette. He can use the invested focus for the following powers.

Conjure Implement (Sp) Millorn can expend 1 point of mental focus to conjure any item that qualifies as an implement that he knows how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, but it can also be used to cast his psychic spells, even though he did not select it at the beginning of the day. The implement cannot be used to store mental focus or create any effects that require mental focus. The implement lasts for 30 minutes.

Servitor (Sp) As a standard action, Millorn can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster i, but he can only use it to summon a single creature, and the effect lasts for 1 minute. He cannot have more than one servitor in effect at a time. When the duration expires, he can spend 1 additional point of mental focus to extend it by another minute (and can continue to do so as long as he has mental focus remaining). This extension is not an action.

Transmutation Implements (Su) Millorn has 1 point of mental focus stored in his dagger. He can use the invested focus for the following power.

Psychic Weapon (Sp) As a swift action, Millorn can expend 1 point of mental focus to imbue one weapon, unarmed strike, or one natural weapon with psychic power. This grants the weapon a +1 enhancement bonus. This bonus stacks with any enhancement bonus the weapon might have, as long as it does not increase the total bonus to greater than +5. This effect does not stack with itself. This bonus lasts for 1 minute.

Paranoia (DC 17) -4 penalty on Will saves and Charisma-based skill checks; cannot benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against paranoia’s DC.

Schizophrenia (DC 16) -4 penalty on all Wisdom- and Charisma-based skill checks; cannot take 10 or 20; whenever in a stressful situation, must make a save against schizophrenia’s DC or become confused for 1d6 rounds.
GEAR SPECIFICS
Cloak of Resistance +1 This cloak has 4 points of mental focus invested in it, granting the guarding talisman resonant power.
Marble Statue This figurine has 3 points of mental focus invested in it, granting the summoning focus resonant power.
Dagger This weapon has 1 point of mental focus invested in it.


I have a player who is really interested in finding out who the woman from the Chance Encounter trait is/was, but doesn't want to take that trait. I had read a thread earlier that I cannot find via searching or combing through the threads here, where some effort had been made to tie Arushalae to the Exposed to Awfulness and Riftwarden Orphan traits.

As I recall, the poster had adjusted (or suggested so) Exposed to Awfulness so that Arushalae was the one to stop the demon from killing the PC - and this led to her imprisonment in Drezen.

The other adjustment for Riftwarden Orphans was something like… the parents had learned of a potentially redeemable demon, and had gone into the Worldwound to look for it. And this was one of the last memories they had, I think.

If someone can find me the link to the thread I'm referring to, I'd be grateful. I may have already covered exactly what was written, but if there's more I want to know.


5 people marked this as a favorite.

I had posted some of these earlier; this is the full list of my changes to the Common Hexes, plus Dreamshaping.

Beast of Ill-Omen (Su) [Ultimate Magic]: This hex persists on the witch's familiar until the bane effect has targeted a number of creatures equal to the witch's Intelligence modifier (minimum 1).
Blight (Su): The witch draws vitality from the target of her blight. Once per day, when the witch uses her blight hex on a creature of the animal or plant type, she gains a +2 profane bonus to Fortitude saves for as long as her blight hex persists on her target or until the witch fails a Fortitude save, or 1 hour per witch level passes, whichever comes first. At 6th level, the witch may instead gain immediate power once per day when an animal or plant creature fails to save against her blight hex. She gains 1d8 temporary hit points, a +2 enhancement bonus to Strength, and a +1 bonus to her caster level. When used this way, the hex only lasts 10 minutes, and the witch may not use it again this way for 24 hours.
Bound to the Land (Sp): This hex replaces Swamp Hag. When this hex is taken, the witch chooses a terrain type: cold, desert, forest, jungle, mountain, plains, planar (pick one, other than the Material Plane), swamp, underground, urban, or water. While in her chosen terrain, the witch possesses no trail and cannot be tracked unless she choses so, and automatically confirms saving throws against natural hazards. Natural features in her chosen terrain are not counted as difficult terrain for her.
Healing (Su): At 4th level, this hex acts like cure moderate wounds. At 8th level, this hex acts like cure serious wounds.
Nails (Ex): This is a single primary natural attack. If used in a full attack, nails becomes a secondary natural attack. At 5th level, the witch’s nails count as either cold iron or silver, chosen when the hex is chosen and whenever the nails are trimmed. At 8th level, the nails can be used to deliver the blight, cursed wound, misfortune, scar, or slumber hexes, and can be affected by the poison steep hex (see also). At 12th level, the nails can be used to deliver the agony, hoarfrost, ice tomb, infected wounds, pariah, or retribution major hexes, and can deliver one attack through dreamshaping per night (see Dreamshaping, Major Hexes). At 15th level, the witch’s nails bypass damage reduction based on the witch’s alignment. At 20th level, nails can be used to deliver the death curse, eternal slumber, or lay to rest grand hexes.
Poison Steep (Sp): [Ultimate Magic] If the witch is at least 8th level and also possesses the nails hex, she may instead safely apply the poison spell to her nails, causing her next successful attack with her nails to inflict the same effect as a poison spell. This still takes 1 hour to prepare.
Scent of Ages (Ex): This hex replaces Child-Scent. A witch with this hex gains the Scent special quality, and may attempt a Perception check (DC 15) as a move action to determine the age categories of those she can smell (child, young adult, adult, middle-aged, old, venerable). If she smells more than one target, the result is muddled unless a clear majority of the targets are of one age category.
Slumber (Su): A witch can cause a creature within 30 feet to become fatigued and staggered. Alternatively, with a touch attack, the target will fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature is affected for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. If made to sleep, the creature will not wake due to noise or light, but others can rouse it with a standard action; this hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is an enchantment (compulsion), mind-affecting effect.
Unnerve Beasts (Su) [Ultimate Magic]: Alternatively, this hex may be used on an animal to frighten it for one round per point of the witch's Intelligence modifier (minimum 1, Will negates). At 8th level, this hex affects all animals in a 30 ft. cone. Whether the save is successful or not, an animal cannot be affected by it again for 24 hours.
Ward (Su): A witch may use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. At 10th level, Ward also grants temporary hit points: 1 when it is first placed on a creature, increasing by 1 each round, up to a maximum of the witch’s level.
Warping Grasp (Su): This hex replaces Swamp Grasp. One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch's Intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately. If the witch possesses the bound to the land hex and is in her favored terrain, she is not hindered by terrain altered by this hex.

Major Hexes
Dreamshaping This hex replaces Nightmares. The witch can use this hex to manipulate the dreams of a creature. This can function as the Nightmares hex, or can enhance peaceful sleep. If using nightmares and the witch possesses the Nails hex, and is 12th level or higher, the witch can deliver one nails attack to the target through their nightmares. This attack is not enhanced by any other hex, and appears on the target as if they had been physically struck. This damage does not wake the target. If they were exhausted, the condition is removed rather than being replaced with the fatigued condition, if the target sleeps for 8 hours. If used on a creature under a magical sleep effect, this instead lowers fatigue by one category, if the sleeper rests for the full duration of the sleep effect. A sleeper can only be affected by this hex once per day. The witch can use this effect on themselves while they sleep.


Simply put, does a wand of spiritual weapon manifest the favored weapon of the creator's faith or the user's?


4 people marked this as a favorite.

The witch is one of my favorite classes, but it has a bit of a problem when it comes to its hexes. Some of them are subpar choices (unnerve beasts), others pidgeonhole characters in a specific direction (swamp hag), and some are both (child scent). As the witch is a class without an alignment requirement able to make a pact with a huge variety of different potential patrons, I thought I'd try my hand at fixing the hexes up a bit.

Beast of Ill Omen: This hex persists on the witch's familiar until the bane effect has targeted a number of creatures equal to the witch's Intelligence modifier (minimum 1).

Blight: The witch draws vitality from the target of her blight. Once per day, when the witch uses her blight hex, she gains a +2 profane bonus to Fortitude saves for as long as her blight hex persists on her target or until the witch fails a Fortitude save, or 1 hour per witch level passes, whichever comes first. At 6th level, the witch may instead gain the effects of death knell once per day when an animal or plant creature fails to save against her blight hex. The creature is not further harmed beyond the normal effects of blight, and the duration is 10 minutes.

Child-Scent: This hex is now scent. A witch with this hex gains the Scent special quality, and may attempt a Perception check (DC 15) as a move action to determine the age categories of those she can smell (child, young adult, adult, middle-aged, old, venerable). If she smells more than one target, the result is muddled unless a clear majority of the targets are of one age category.

Healing: This hex acts as cure moderate wounds at 4th level, and cure serious wounds at 8th level.

Infected Wounds: This hex is now major blight. It functions as per blight, but may be used on any living target. The duration of the death knell effect remains unchanged.

Major Healing: This hex acts as cure critical wounds. At 15th level, it instead acts as heal.

Nails: This hex now grants a single primary natural attack, dealing 1d3 lethal damage (1d2 for a Small witch). If used in a full attack, nails becomes a secondary natural attack.

Nightmares: This hex is now dreamshaping. In addition to its normal usage, this hex may be used to ease the rest of a sleeper. If they were exhausted, the condition is removed rather than being replaced with the fatigued condition, if the target sleeps for 8 hours. If used on a creature under a magical sleep effect, this instead lowers fatigue by one category, if the sleeper rests for the full duration of the sleep effect. A sleeper can only be affected by this hex once per day.

Swamp Hag: This hex is now bound to the land. When this hex is taken, the witch chooses a terrain type: cold, desert, forest, jungle, mountain, plains, planar (pick one, other than the Material Plane), swamp, underground, urban, or water. While in her chosen terrain, the witch possesses the trackless step feature, and automatically confirms saving throws against natural hazards.

Unnerve Beasts: In addition to its normal usage, this hex may be used on an animal to frighten it for one round per point of the witch's Intelligence modifier (minimum 1).

Ward: Witches may use this hex on themselves.

Waxen Image: This hex is now crafted image. It can be waxen, woven, carved, sculpted, or otherwise created as long as it is hand-made.


As in my other thread, here I present to you stat blocks for Wrath of the Righteous characters using the new Advanced Class Guide playtest rules.

Some considerations:
• the Tiefling Armies as armies of Slayers.
Kamilo Dann as a Brawler, Swashbuckler, or Warpriest (admittedly, no stat block is listed for her to begin with).
Ilzek and Jadiss as Warpriests.
• The Cultist Armies/Rescued Mercenary Army as an army of Brawlers, Swashbucklers, or Warpriests.
Barrid Isen as an Arcanist or Bloodrager.
• the Cultist Archers as Hunters or Slayers.
Jestak as a Bloodrager or Skald.
Joran Vhane as a Warpriest 8.
Theruk Nul as a Warpriest/Assassin (possible earlier entry to the PrC).
Chorussina as an Arcanist/Demoniac (I don't have the book that PrC came from, so someone else will have to crunch that one - or send me the book >.>)

Aron Kir as an Investigator or Slayer.
Nurah Dendiwhar as a Skald.
Sosiel Vaenic as a Warpriest.

I'll do a writeup for Ilzek and Jadiss, the Cultist Armies as Warpriests, the Rescued Mercenary Army as Brawlers, Barrid Isen as an Arcanist, the Cultist Archers as Hunters, Theruk Nul, Aron Kir as an Investigator, and Sosiel Vaenic as a Warpriest. Whew! This may take some time. Enjoy the Slayer army for now.

Tiefling Army:

ACR 2; XP 600
CE Large army of tieflings (slayer 1)
hp 11
DV 14; OM +5
Tactics standard, withdraw
Special darkvision, favored target, spellcasting
Speed 2; Morale +2; Consumption 1
Commander Umestil (+2 Cha; no boons)
NOTES
I don't know why the original stat block only lists a DV of 12 - the Spellcasting ability should add 2 to both DV and OM.

Favored Target (Slayer 1): The army increases its OM by 1.


1 person marked this as a favorite.

So, which NPCs will you be testing the new classes on?

Anevia fits well with the Rogue class as is as I see it, but perhaps someone else might see her as a Slayer or Investigator?

Aravashnial might make a striking Arcanist - perhaps having a familial connection to Terendelev?

Wenduag didn't do well against my group - but perhaps as a Hunter (with a cave lizard companion) she would have left a more lasting impression? Ditto to the Mongrelfolk who accompany the party through the Gray Garrison…

Hosilla's henchman, Uziel and many of the tiefling looters aboveground are Rogues. In Uziel's case I had difficulty using him effectively. Slayer is the obvious fit here.

The various Cultists are listed as Cleric 1/ Fighter 1 - screams for them to be Warpriest 2, eh?

Vagorg, like Aravashnial, could be an Arcanist, though that seems a stretch. Closer to home, however, would be the Bloodrager.

Faxon as a Witch works fine, though he relies overmuch on touch-based spells for a caster. What would he look like as a Shaman?

Othirubo as an Investigator probably wouldn't work out too well for him, though I may be underestimating the class.

I really like the idea of Jeslyn as a Shaman.

What do you think? Are you already putting these ideas into practice?

I'm going to write up blocks for Wenduag/the Mongrelfolk, Uziel/the tiefling looters, the Cultists, and Jeslyn as above. If those come out well I may do a writeup for Vagorg as well.


What if the action to counterspell was an unused attack of opportunity, rather than a readied action? Just a thought.

EDIT: Not to say that the opposing spellcaster has to be within melee range and provoking, just that, if a character has an attack of opportunity available, and an opposing spellcaster casts a spell that he identifies and is able to counter, that he can do that using said use of attack of opportunity.

… I hope that makes sense.

EDIT 2: or perhaps in addition to a readied action, so that a prepared caster could potentially counter both of his opponent's spells if he is on his A game.


1 person marked this as a favorite.

I don't use experience points in my games - perhaps I might in a sandbox game, but if it is story-driven, I have my PCs gain levels at specific intervals.

However, there are often opportunities for bonus experience above and beyond what is intended for the PCs to level. So I thought, what do I do with this? Do I ignore it, and just say, "The reward is in the story provided."

Well, that may be true, but this is also a game of numbers (in equal amounts). The other day, I hit upon an idea inspired by Ultimate Campaign's downtime system.

Quote:

Plot Points

Whenever the party would gain bonus experience not expected for their advancement, they instead gain 1% of that amount as 'Plot Points'. The party as a whole gains this number; someone should be tasked with keeping track of it.

During downtime, the party may elect to spend any number of their Plot Points to Scheme for an Upcoming Adventure. They receive a bonus equal to the Plot Points spent divided by their current level (round down, maximum +5) to a single, predetermined Skill check.


So it looks like I will be playing a GMPC healer in my upcoming Wrath of the Righteous campaign. I'm just looking at my options here. Let me know if I've missed any classes or archetypes. I'm sticking to the core Pathfinder rules here unless something passes the Rule of Cool.

Healers in Pathfinder

Alchemist
_ Chirurgeon
Bard
_ Songhealer
Cleric
_ Merciful Healer
_ Separatist
_ Theologian
Druid
Inquisitor
_ Sin Eater
Oracle
Paladin
_ Divine Defender
_ Hospitaler
_ Oathbound Paladin
_ Sacred Servant
_ Sacred Shield
_ Warrior of the Holy Light
Witch
_ Hedge Witch

So, did I miss any? My healer is going to be a Kelish Mendevian Crusader who follows Sarenrae. Recommendations welcome.


I have had a couple recent AP volumes falling apart on me after light use.

#67 (The Snows of Summer) and #73 (The Worldwound Incursion) have had the first 16 or so pages come loose. They haven't fallen out completely, but are hanging on in some cases by just a thread.

Any recommendations?


2 people marked this as a favorite.

I statted these guys up just in case. You may wish to give Opoli the Cauldron hex so he can sell potions to the party, but my group is going to have an Alchemist.

Chief Sull CR 2
XP 600
Male mongrelman ranger 2
LN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 36 (2d10+8 plus 2d10+8 plus 2 favored class)
Fort +7, Ref +9, Will +5
OFFENSE
Speed 30 ft.
Melee +1 morningstar +10 (1d8+8) or slam +9 (1d4+7)
Ranged sling +6 (1d4+7; 50 ft.)
Special Attacks favored enemy (vermin) +2
STATISTICS
Str 20, Dex 16, Con 19, Int 10, Wis 14, Cha 5
Base Atk +4; CMB +9; CMD 22
Feats Deadly Aim, Precise ShotB, Skill Focus (Stealth)
Skills Climb +11, Knowledge (dungeoneering) +5, Perception +9, Sleight of Hand +11, Stealth +17, Survival +8 (+9 tracking); Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Taldane, Undercommon
SQ combat style (archery), sound mimicry (voices), wild empathy -1
SPECIAL ABILITIES
Sound Mimicry (Ex) Mongrelmen can perfectly imitate certain sounds and even specific voices. The creature makes a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a -8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns.

Seer Opoli CR 3
XP 800
Male mongrelman witch 3
LN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 39 (2d10+6 plus 3d6+9 plus 3 favored class)
Fort +4, Ref +7, Will +7
OFFENSE
Speed 30 ft.
Melee club +4 (1d6+1) or slam +4 (1d4+1)
Special Attacks deliver touch spells, hexes (ward)
Witch Spells Prepared (CL 3rd; concentration +6)
. . . . 2nd—augury, status
. . . . 1st—cure light wounds, identify, unseen servant
. . . . 0 (at will)—detect magic, guidance, mending, stabilize
. . . . Patron Wisdom
STATISTICS
Str 12, Dex 17, Con 17, Int 16, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats AlertnessB, Skill Focus (Spellcraft), Skill Focus (Stealth)
Skills Climb +5, Knowledge (arcana) +9, Knowledge (history) +9, Perception +11, Sense Motive +3, Sleight of Hand +9, Stealth +18, Spellcraft +12, Survival +5; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Abyssal, Hallit, Taldane, Terran, Undercommon
SQ hex (ward), sound mimicry (voices), witch's familiar (bat)
SPECIAL ABILITIES
Sound Mimicry (Ex) Mongrelmen can perfectly imitate certain sounds and even specific voices. The creature makes a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a -8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns.
Familiar—Witch Spells Known
. . . . 2nd—augury, status
. . . . 1st—command, comprehend languages, cure light wounds, dancing lantern, identify, mask dweomer, shield of faith, sleep, unseen servant
. . . . 0—bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue


2 people marked this as a favorite.

My friend really likes Goliaths, and I want Wrath of the Righteous to be a rock-star adventure path, so I helped him craft up the giant-killers for Pathfinder. The closest approximation was 26 Race Points, so we toned it down a notch. Including a convenient tie-in to Wrath of the Righteous, so enjoy!

Goliath

When the ancient Kellids first crossed over the Lake of Mists and Veils into the Plain of Sarkor, they soon realized they were not alone. The druids of the Circle of Hierophants taught them to flourish and praise the earth. When they were ready, the druids showed them the goliaths. These insular mountain folk dwelt in the High Cairns and amongst the Crawling Stones. Presented with a bounty of gifts, the goliaths accepted their new neighbors and gave to them the Threshold, a fortress-tower built by frost giant hands and long ago conquered by the otherwise peaceful goliaths. It was here that the disparate clans of Sarkoris could gather their religious leaders and decide the fate of their people.

In 4606, everything changed when the Worldwound was thrown open within the Threshold. Some among the goliaths sensed the coming of something dangerous and fled north, but the majority were caught unaware as the demonic horde flooded out into the High Cairns.

Today, a much smaller population of goliaths live in the Rimethirst Mountains north of the Worldwound. Every now and then, a young and inspired goliath champion travels down to the Sarkor Plain to join the Mendevian Crusaders in hopes of recapturing their ancestral homeland.

Racial Traits

+4 Strength, +2 Wisdom, -2 Dexterity: Goliaths are tough and intuitive, but not too nimble.
Medium: Goliaths are Medium creatures and have no bonuses or penalties due to their size.
Monstrous Humanoid: Goliaths are monstrous humanoids.
Normal Speed: Goliaths have a base speed of 30 feet.
Darkvision: Goliaths can see in the dark up to 60 feet.
Mountaineer: Goliaths are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Powerful Build: The physical stature of goliaths lets them function in many ways as if they were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size.
Natural Armor: Goliaths have a +1 natural armor bonus.
Languages: Goliaths begin play speaking Common and Gol-kaa. Goliaths with high Intelligence scores can choose from the following: Abyssal, Dwarven, Giant, Gnome, Halfling, Hallit, and Terran.

Race Point Breakdown:
Type Monstrous humanoid (3 RP)
Size Medium (0 RP)
Base Speed Normal (0 RP)
Ability Score Modifiers Specialized (+2 Str, +2 Wis, -2 Dex) (1 RP)
Languages Standard (0 RP)
Racial Traits
Ability Score Racial Traits Advanced Strength (+2) (4 RP)
Defense Racial Traits Natural Armor (+1) (2 RP)
Movement Racial Traits Mountaineer (1 RP)
Offense Racial Traits Powerful Build (8 RP)
Total 19 RP


2 people marked this as a favorite.

I had a really frustrating chase scene recently, and I wanted to know if I understand the rules correctly. I have parsed these rules from the PRD, into what I feel is a more cohesive format. I'm approaching this (currently) from a player standpoint, so I left out the parts about starting positions and setting DCs. Feel free to print out the quoted section, assuming I have made no errors.

Chase Rules wrote:

Each chase card usually represents a distance equal to the average speed of the participants (usually 30). Once this distance (the 'baseline') is determined, characters roll initiative as normal. If a participant triggers the chase unexpectedly, that participant gets to go first on a surprise round if he successfully surprises the other participants.

It is generally a move action to cross from the entrance of a card to the exit. A character's actual speed doesn't affect this; rather, deviancies from the baseline modify chase rolls.

For every 10 feet over the baseline your character moves, he receives a +2 bonus on all chase rolls. For every 10 feet under, he instead takes a -2 penalty. Flight or other significant mobility advantages grant a +10 bonus, while extremely powerful effects such as teleportation may allow a character to simply move forward a number of cards.

When a character reaches the exit to a card, he must take one of two options ('obstacles') listed on it.

As a standard action, you can choose to tackle either obstacle, making the designated roll. On a success, you move forward one card.

As a full-round action, you can attempt both options on a single card. You must roll for both, even if you fail on the first.

• If you succeed on both, you move forward three cards.
• If you fail either by less than 5, you still move forward one card.
• If you fail either by 5 or more, you do not move at all.
• If you fail both, you become do not move and become mired (possibly taking on additional penalties). While mired, you cannot progress in the chase. You can remove the mired condition as a full-round action.

You can choose to take a different sort of action on your turn as well, such as drawing a weapon or casting a spell. Ranged attacks and spells use the baseline to determine range. Depending on the terrain, the target may have partial or full cover or concealment. Melee attacks can only be made against characters in your card.

Now that I've refreshed myself on these rules, I have questions:

A) If you are on a card where both obstacles require Skill checks using trained only skills you do not have ranks in, what are your options, assuming you have no way outside of the chase rules to progress?

B) Let's now assume only one of those obstacles requires a trained only skill you have no ranks in. The other has a DC high enough you would need to roll a 25. So, obviously, without some sort of assistance you cannot progress, even with the full-round action (which would leave you mired), correct?

C) Can you go back a card and attempt the full-round action to skip the impossible obstacle?

D) If so, do you need to pass one of the previous card's obstacles to return to it, before attempting to do both again?


4 people marked this as FAQ candidate.

I had always assumed that throwing a splash weapon like alchemist's fire was a standard action or could be used as part of a full attack action. However, I just noticed that on table 8-2: Actions in Combat in the Core Rulebook, "prepare to throw a splash weapon" is listed as a Full-Round Action. Now, bombs are specifically a standard action, so I'm not worried there. But what does preparing to throw a splash weapon entail? Does the character throw the splash weapon, or is that simply the action to retrieve the splash weapon from storage, and another action is required to actually throw it?

EDIT: Should the PDT respond to this thread, the question is in bold. The rest is just me rambling.


I have a $25 Gift Certificate I was attempting to apply to a purchase. But for some reason, the interface will not allow me to apply more than $10.94 of that amount. What's going on?


The back of Quests & Campaigns has a random religion chart, either to be used on its own or as part of character background generation using Ultimate Campaign. As noted in this thread, a completely random religion does not mesh with all alignments - especially for clerics and paladins. I created a method that incorporated the Conflict Points detailed in Ultimate Campaign, but that method only listed the main 20 deities of the Pathfinder system.

Here's a new subsystem for those using the myriad divine entities of the Inner Sea (requires Ultimate Campaign):

Once Conflict and Motivation are determined, but before Resolution is, roll on these tables:

Basic Faith (d20)
1-15: Dedicated
16-19: Undecided
20: No Deity

Undecided and No Deity are as written. If Dedicated, roll on the following table, with an adjustment based on your CP. If your result is higher that 20 or lower than 0, reroll.

2-3 CP: +34
4-7 CP: +12
8-12 CP: +0
13-15 CP: -13
16-18 CP: -31

Dedicated Faith (d%)
Chaotic Evil
01-04: Rovagug
05-08: Lamashtu
09-10: Demon lord
11-12: Other Chaotic Evil deity, Eldest, or forgotten deity

Neutral Evil, Chaotic Neutral
13-16: Norgorber (NE)
17-20: Urgathoa (NE)
21-24: Gorum (CN)
25-28: Calistria (CN)
29: Neutral Evil or Chaotic Neutral Other deity or Eldest
30-33: Elemental lord (NE), Horseman (NE), or forgotten deity (CN)
34: Philosophy, the Whispering Way

Lawful Evil, Neutral, Chaotic Good
35-39: Zon-Kuthon (LE)
40-43: Asmodeus (LE)
44-47: Nethys (N)
48-51: Pharasma (N)
52-55: Gozreh (N)
56-59: Cayden Cailean (CG)
60-63: Desna (CG)
65: Other deity (LE, N, CG)
65-66: Archdevil (LE)
67: Eldest, Empyreal lord, forgotten deity (LE, N, CG)
68: Philosophy, diabolism (LE)
69: Philosophy, the Green Faith (N)

Lawful Neutral, Neutral Good
70-73: Irori (LN)
74-77: Abadar (LN)
78-81: Shelyn (NG)
82-85: Sarenrae (NG)
86: Other deity, Eldest, Empyreal Lord (LN, NG)
87: Philosophy, the Prophecies of Kalistrade

Lawful Good
88-91: Torag
92-95: Iomedae
96-99: Erastil
00: Other deity, Empyreal lord (LG)

Then, choose your Conflict Resolution based on your faith.
------------------------------------------------------------------

Demon Lords (CE) (d%)
01-07:Abraxas
08-14: Angazhan
15-21: Baphomet
22-28: Cyth-V'sug
29-35: Dagon
36-42: Deskari
43-49: Gogunta
50-56: Kostchtchie
57-63: Nocticula
64-70: Orcus
71-77: Pazuzu
78-84: Shax
84-91: Socothbenoth
92-98: Zura
99-00: Other (find a different Chaotic Evil demon lord or roll again)

Other deity, Eldest, forgotten deity (CE) (d%)
01-16: Dahak
17-32: Ghlaunder
33-49: Gyronna
50-70: Eldest, Ragadhan
71-99: Forgotten deity, Ydersius
00: Other

Other deity (NE, CN) (d%)
01-14: Besmara
15-28: Groetus
29-42: Hanspur
43-56: Zyphus
57-70: Eldest, Count Ranalc
71-84: Eldest, Green Mother
86-98: Eldest, Lantern King)
99-00: Other or reroll

Elemental lord (NE), Horseman (NE), or forgotten deity (CN) (d%)
01-12: Elemental lord, Ayrzul
13-24: Elemental lord, Hshurha
25-36: Elemental lord, Kelizandri
37-48: Elemental lord, Ymeri
49-54: Horseman, Apollyon
55-60: Horseman, Charon
61-66: Horseman, Szuriel
67-72: Horseman, Trelmarixian
73-00: Forgotten deity, Great Old Ones (CN)

Other deity (LE, N, CG) (d%)
01-33: Achaekek (LE)
34-66: Sivanah (N)
67-99: Milani (CG)
00: Other or reroll

Archdevils (LE) (d%)
01-12: Baalzebul
13-24: Barbatos
25-36: Belial
37-48: Dispater
49-60: Geryon
61-72: Mammon
73-84: Mephistopheles
84-96: Moloch
97-00: reroll

Eldest, Empyreal lord, forgotten deity (LE, N, CG) (d%)
01-13: Eldest, Lost Prince (N)
14-26: Eldest, Ng (N)
27-39: Eldest, Shyka (N)
40-59: Empyreal lord, Sinashakti (CG)
60-79: Empyreal lord, Valani (CG)
80-00: Forgotten deity, Lissala (LE)

Other deity, Eldest, Empyreal Lord (LN, NG) (d%)
01-15: Other deity, Kurgess (NG)
16-32: Eldest, Imbrex (LN)
33-49: Eldest, Magdh (LN)
50-75: Empyreal Lord, Arshea (NG)
76-00: Empyreal Lord, Korada (NG)

Other deity, Empyreal lord (LG) (d%)
01-34: Other deity, Apsu
35-67: Empyreal lord, Andoletta
68-00: Empyreal lord, Ragathiel


I've got an open block from 6:00pm to 7:00pm on Friday, from 9am to 10am and after 6pm on Saturday, and from noon to 1pm on Sunday. What should I do during those times?


2 people marked this as a favorite.

Thought I'd start a thread of randomly generated backgrounds, using the Ultimate Campaign rules. I'll start with one I made last night, as an example of format.

Race Dwarf
Class Inquisitor
Homeland underground
Family both parents alive; two siblings (older sister, younger brother)
Circumstance of Birth lower-class; parents are/were soldiers
Major Childhood Event none (ordinary childhood)
Class Defining Event Bureaucracy's Bane (fed up with rules and regulations that cause inaction and inefficiency)
Major Influence The Fiend (made a deal with a devil)
Major Conflict minor failure to a clergy member, done for pleasure, secretly regretted (5 CP)
Alignment LN (5,0)
Deity Nethys
Relationships several inconsequential relationships
Relationship to Fellow Adventurers contractor and employer
Drawback Pride

Traits, Drawbacks, and Story Feats applicable
Combat Tactician
Faith Focused Disciple
Magic Possessed
Race Tunnel Fighter
Regional Surface Stranger
Religion Magic is Life
Social Ordinary, Poverty-Stricken

Drawback Pride

Story Damned

I'll leave the finishing details of the character up to you to decide.


If I'm adding daylight and feather fall as once per day functions on a magic item… do those count as multiple similar or multiple different abilities, or are they added up without respect to each other?


I'm a bit confused as to how you destroy a revenant. It has hit points and all that, but there's that bit of text,

Revenant wrote:
[b]Reason to Hate (Su): …As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately destroyed.

So, can a revenant be destroyed or removed from combat by any means other than the death of its murderer?


A character can lift up to double his maximum load off the ground, but receives no bonus to AC from Dexterity and can only move 5 ft. per round as a full round action. The rules seem to be silent, however, on what check penalty such a character would accrue. Presumably a character staggering under such a load could still attempt an Acrobatics check to stay balanced, or a Climb check to escape a pit - at an appreciable penalty. But what would that be? I'll go with -12, unless there is an official answer to this question.


If you were to light a Desnan candle (Adventurer's Armory) and then drop it in that square, what would occur? Supposedly it continues to fire off, but as it is a ranged touch attack, what bonus would be assigned?

RAW, I guess it somehow ceases to fire without a controller, but I don't think that's the intention.

This may or may not have something to do with upwards of 30 candles being lit in the near future in a crowded theater in a 6-round span of time…


17 people marked this as a favorite.

I made a google spreadsheet of all the named NPCs in Sandpoint (plus a couple of extras, such as from Wayfinder #7). Comments and suggestions appreciated!

Sandpoint Resident List


For my upcoming RotRL game, one of my players wants to play a gunslinger musket master who also has a hound companion. Other than levels in cavalier (mounts only), nature cleric/druid (not a nature loving character), and ranger (too ineffective of a companion for multiclassing), there were no ways to accomplish this. So, we made an archetype (thanks to Epic Meepo for the formatting and Paizo for the Cavalier mount description that this was ripped from):

Alkenstar Houndmaster
Replaces: deeds (gunslinger's initiative, startling shot), nimble

Alkenstar Houndmasters hunt their foes with a gun in one hand, and the other hand resting on their faithful companion.

Just A Man and His Dog (Ex): You gain the service of a canine to fight and travel with. This creature functions as a druid's animal companion, using the houndmaster's level as his effective druid level. The companion must be a Dog or Wolf. The GM might approve other animals as suitable mounts.

The companion is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A houndmaster's companion does not gain the share spells special ability.

A houndmaster's bond with his companion is strong, with the pair learning to anticipate each other's moods and moves. Should a houndmaster's companion die, the houndmaster may find another dog or wolf to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the houndmaster gains a level.


Is it an evil act to use an evil magical item (such as an unholy longsword)?

For instance, let's say a paladin is trapped in a room with an innocent and a monster. The monster will eat the innocent unless the paladin does something. Obviously* the paladin must do something; doing nothing would be an evil act. The paladin has two choices available - attack with his fists, which he knows will be ineffective and not* count as doing something for the innocent, or pick up an evil weapon (perhaps using UMD to emulate the proper alignment) and save the innocent with that. Assuming the paladin does use the weapon, will he need to atone afterwards?

*I'm aware that there are differing opinions on the subjective nature of evil. Assume for the moment that the above is true regardless; I'm only seeking an objective answer regarding the use of evil magical items.


I recently began playing out an idea I had based on the Harrow Cards and Liz Courts' character generation rules for Harrow in Wayfinder #5. Finding time to game with my friend has been difficult lately, so I suggested bringing the game to the boards.

Here's how the first session went (admittedly with more description than I gave initially):

[GM]: Drawing back the heavy, lavishly colored velvet curtain, you enter a darkened chamber. Candlelight flickers from the tops of skulls, incense jars, and from within braziers. They illuminate fantastical paintings of angels and demons, portraits of toiling men and women of all races, and smiling beasts of all types, along with many other strange sights. The thickly-flavored smoke of the burning incense hangs heavily in the air, casting the small chamber in a dreamlike manner. In the center of the room there is a table covered in a shimmering cloth, upon which sits prophetic elements: bones, cards, and a crystal ball. In front, there is a small, padded chair. Behind the table there is a figure cast in shadows. She appears aged, but is draped in layers of silken shawls, so it is difficult to tell.

[Mysterious Fortune Teller]: Ahh, so you have finally arrived. I have waited long for this day. Yes, I know what it is you seek. But first, come, sit. You will drink the chaptka, pay the coin, and I will tell your Harrow.

[GM]: For reasons only your character is aware of - not you as a player - your character does as instructed. The Fortune Teller takes up the deck of Harrow cards, shuffles it thrice, then passes the deck to you. She instructs you to cut it, shuffle it, and then place eleven of the cards face down in specific positions. That done, she lights another stick of incense, and then begins to turn the cards… All Ability scores begin at 10.

[Mysterious Fortune Teller]: The Betrayal. There was something, early in your life, that turned you against the world that would have slain you. In this act of defiance, you found yourself. +1 Charisma

The Tyrant. This… this was your father, was it not? A cruelty knowing no bounds. Despite your defiance of him, you have yet learned from him. You know now how to command obedience from those before you. +1 Charisma

The Sickness. Your soul is made weary by what you have seen. What you have done. You steel your body, thinking that it will guard your heart. +1 Constitution

The Survivor. This is you. All that you have been through in life, it has been an ordeal, yes? A life, surrounded by shackles. And yet you thrive. +1 Constitution

The Brass Dwarf. Though you fight against a world that would choke you, you have found aid. But, time and again, your companions fall, and you are left alone. You ask yourself, why? +1 Constitution

The Juggler represents fate - the fate that brought you here today. It is time for you to slip lose the bonds that remain. +1 Dexterity

The Beating. You have earned your freedom the only way you know - through violence. Do not lose yourself in your strength. +1 Strength

The Bear. Or, perhaps you already have. +1 Strength

The Uprising. I see. You are not lost in your Strength. You have purpose in it. You will need it in the days ahead. +1 Strength

The Trumpet. You know what you face. You have already met this force before. Gird yourself with care. +1 Constitution

The Rabbit Prince. Be swift in your actions. The tide of battle may turn against you at any moment. +1 Dexterity

You believe yourself to be balanced in your actions, neither partaking fully of anarchy nor adhering to any law save your own. You are practically-minded, and only your allies are saved from your wrath. N or NE (player chose NE)

[GM]: The Fortune Teller sets the remaining cards in the deck aside, takes up those on the table and shuffles them. She presents them to you in a fan, and has you select three. The rest she sets on the deck.

[Mysterious Fortune Teller]: This card represents your family… The Betrayal. You were born a bastard - your father discarded you, sold you into slavery… You have no family. True match to alignment: +2 Charisma

This one represents your allies. The Beating. Note how it is misaligned. Your friends are your allies in chains, are they not? When you broke free from slavery, it was with their aid. True match to alignment: +2 Strength

And this card… this represents your enemies.

[GM]: The Fortune Teller gasps and looks hard at you before continuing.

[Mysterious Fortune Teller]: The Uprising. You have made very powerful enemies. I know now why you seek the thing you have come for.

[GM]: The Fortune Teller gathers up all the cards and begins to shuffle them again.

[Mysterious Fortune Teller]: And now that we have delved into your self, we will see your past, your present, and what lies ahead. Is your chaptka cold? Take from that jar, and mix it thoroughly. Now then…

The player chose to make the character a half-orc barbarian. We decided that he was sold to slavery in Rahadoum as a child.

---------
Next post: The Positive Past


Okay, so I'm having a bit of an issue with player bloat.

You see, I'm running the Rise of the Runelords AP. When it started, I had 2 players, whom I handed the stat blocks in the back of the book, as the idea to run the game came off-the-cuff.

Well, after a rough first session, they wanted to rework the characters, which I was fine with. Since there were only the two of them, I gave them 25 point buy and two NPC cohorts that I would play.

A few sessions later, it was clear that I wasn't having fun running the NPCs. After a punishing encounter that nearly killed them due to some unfortunate environmental factors, I elected to change it up a bit - I removed the NPCs, pumped the PCs to 30 point buy, and allowed them to Gestalt.

And if it had stayed just the two of them, I think that would have been fine; however…

The next session a friend asked if he could play as well. They had just gone to the trouble of remaking their characters as gestalt and really liked the flavor that gestalting brings, so I kept the rules as they were, while bumping up monster stats in the background.

Today, I had two new roommates sign on to my apartment. Both of them (and their friend) are interested in playing the game as well.

I'm not interested in dropping their stats down or removing the gestalting. What advice can you offer me other than increasing monster stats, oh Paizonians?


1 person marked this as a favorite.

Two weeks ago, I was running an encounter in RotRL where the PCs were attacked by a group of goblins (I doubt that needs a spoiler). There were six goblins in total, and they all scored higher on initiative than the PCs. They each in turn moved into a flanking position around the foremost character (the party fighter), hoping to rend him to pieces. Instead, I rolled a 1 on EVERY SINGLE ONE OF THEIR ATTACKS. We decided that their dogslicers broke on the fighter's abs of steel. The PC alchemist came next in the lineup; about half of the goblins were in a position to be struck by his bomb. He hit his target, but when the save for splash damage came up, I rolled 20s on each goblin's Reflex.

Just a bizarre moment.


Tinctures
Tinctures are a minor buff to the alchemist class, providing them with an equivalent of the 0-level spells that every other primary spellcaster receives. This is not an archetype, and there is no need to remove any other class features.

An alchemist begins play with a formula book containing all tinctures plus two 1st-level formulae of his choice. The alchemist also selects a number of additional 1st-level formulae equal to his Intelligence modifier to add to his formula book.

Tinctures are prepared and used like any other extract, with four specific exceptions.

Here is the list of tinctures:
Create Water
Detect Magic
Detect Poison
Know Direction
Light
Polypurpose Panacea
(Ultimate Magic; now a 0-level tincture)
Purify Food and Drink
Read Magic
Sift
(Advanced Player's Guide)
Stabilize

Exceptions:
Create Water: This tincture works just like the spell, but with a range of 0 ft. It is "cast" by pouring out the water, rather than by drinking.
Light: This tincture works just like the spell. It only affects the vial the tincture is created in, however. Pouring the tincture out or drinking it causes it to immediately become inert.
Purify Food and Drink: This tincture works just like the spell, except it now has a range of touch. It is "cast" by pouring out the extract into the food or water being targeted. The effects of this tincture only work for the alchemist - for anyone else the food or water remains the same condition it was prior.
Stabilize: This tincture works just like the spell, but with a Range of touch. The stabilizing essence of the tincture allows for other creatures to hold it for up to one round without it becoming inert. However, the tincture only affects the alchemist who created it (allowing for allies aware of the tincture to feed it to a dying alchemist).


I know deities are not included, nor is most of the flavor text or images - what else is not in the PRD?

Could be handy to know so I can make myself a reference guide when I need to travel light - my poor core rulebook doesn't take kindly to multiple trips across town.


2 people marked this as a favorite.

This got a bit long. I hope it all makes sense.

So I am finally getting back into Pathfinder after a long absence. I'm going to start running Rise of the Runelords in a week and a half.

I've read through Burnt Offerings and most of the way through The Skinsaw Murders. A sidebar inside The Skinsaw Murders mentions keeping track of the Player Character's 'sins' for later use in Sins of the Saviors. It brought to mind World of Darkness, which I have been playing quite a bit of recently, and their Vice/Virtue system.

Since I have decided to use Hero Points in my game, I thought of an idea to incorporate the Vice/Virtue system as a method by which the PCs can recover Hero Points. I have also included a separate method to track Sin and Virtue in case a player elects to give his character a bonus feat in lieu of using Hero Points.

Once per encounter, a character may petition to recover a Hero Point for indulging in a Sin. Additionally, once per encounter, a character can use a Sin to add +2 to a related d20 roll. For example, a character might call on their Sloth to convince an NPC to help her (so that they don't have to do it themselves) and receive a +2 bonus on her Diplomacy check.

Once per session, a character may petition to recover all Hero Points (3) for fulfilling a Virtue. Additionally, once per session, a character may call upon a Virtue to add +4 to a related d20 roll. For example, a character might call upon Justice when fighting a bandit and add +4 to his attack roll.

For the first story (Burnt Offerings), players may freely choose any Sin or Virtue. I will record their choices each time. At the conclusion of the first three stories, I will remove two of their least used Virtues and Sins from their available list, so that beginning with Fortress of the Stone Giants, and continuing on through Sins of the Saviors, the characters will have a defining Virtue and Sin.

The Sins (and their opposite Virtues) are Envy (Compassion), Gluttony (Justice), Greed (Charity), Lust (Purity), Sloth (Courage), Pride (Reverence), and Wrath (Mercy).

Envy is indulged when a character has a personal hand in harming a rival or taking something that rival values. Compassion is fulfilled by providing emotional or spiritual support for another, even at personal risk.

Gluttony is indulged when a character does something destructive to himself or someone he cares about. Justice is fulfilled when a wrong is righted at personal risk to the character.

Greed is indulged when the character, through risk, acquires something at the expense of another. Charity is fulfilled by providing physical support for another, even at personal risk.

Lust is indulged when a character satisfies an urge in a way that victimizes another. Purity is fulfilled by abstaining from temptation, even though the character could gain significantly from the action.

Sloth is indulged when a character successfully avoids a difficult task, but succeeds regardless. Courage is fulfilled when the character withstands overwhelming pressure to change his goals.

Pride is indulged when a character exerts his desires over others, at potential risk to himself. Reverence is fulfilled when a character bows to another's wisdom, even at personal risk.

Wrath is indulged when a character unleashes his anger in a situation where it is unwarranted or dangerous. Mercy is fulfilled when a character stays his hand, even though doing so is risky.


Saved for future use.


This is a test to see if my words are being changed...

EDIT: AHHHHH!


Heh...

I just received a Seasons Greetings card in the mail from Paizo. A bit after-the-fact, but still... thanks!

TK

1 to 50 of 100 << first < prev | 1 | 2 | next > last >>