The Fifth Archdaemon

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Hey folks -

Are there any ways to get a Yaddithian's Cosmic Mind racial ability on a member of another species for character creation? Human would be great, but I'm open to any options.


Hey folks, I need to cancel my adventure path subscription. I love them, but I just can't afford an extra $25 a month at this point in my life. Thank you.


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Hey all!

Our group is sick to death of playing low level (1-5th-ish, though that's approximate - I think we could survive skipping 1-4th or MAYBE 1-3rd levels if necessary) characters. Due to the infrequency of our play sessions and several unfortunate TPKs, low-level play is pretty much the only arena we've a lot of experience in, and we're suuuuper done with it.

Are there any APs that would work to begin the story with the second book, or in some other way make characters starting at 4-5th+ level workable while maintaining the integrity of the story?


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Hello, boards!

One of my players really wants to play the Warmage from 3.5, but it seems a bit... underpowered... even for 3.5, and especially so for Pathfinder. I tried my hand at a quick conversion - any feedback would be greatly appreciated!

There's a few things I'm definitely up in the air about (giving Heavy Armor Proficiency, and having both Warmage Edge and Spirit of War), but any and all input would be appreciated!

Edit: It would help if I added the link, eh?

Here!


Hey all!

I ran We Be Goblins for a group a couple years back (and had a blast!). I'm about to do it again for a different group this weekend.

Prior to running the previous game, I know I passed around a page from a Paizo product that had what I'm almost sure was a sidebar with bullet points highlighting ten important things to know about goblins (they hate dogs and horses, love fire, etc etc). The players reading this really helped them get into that goblin-y headspace and they had a fantastic time. However, I can't seem to track down this particular list again. Does anyone know what I'm referring to?

Thanks!


Hello, hivemind!

I'm in the midst of building a Master Summoner, and as usual, I find myself pretty meh on a lot of the currently available first-party summoning feats available. I really don't care about my eidolon.

So, my question is: What third party feats are out there for enhancing the summoning of monsters?


Short of wands/spells/etc, is there a way to efficiently cast or (even better) get ranger spells on the druid spell list? I've been unable to find any (short of being a samsaran, which for character reasons won't work). I'm specifically interested in Lead Blades and Instant Enemy.


Greetings, all!

I'm in the midst of writing a kobold-centered campaign for my players. In order to do the necessary homework to really get them involved, I'm looking for any and all sources of information on kobolds anyone can point me to.

Books, adventures, monster books, anything and everything. Any edition of DnD or 3rd party material is welcome as well - I can pick and choose what I would like to use. More material is better. I'd also like to hear your thoughts and opinions on kobolds - what do you love about them? What do you hate about them? How have you ran them, or encountered them as players?


Converting from 3.5 to Pathfinder is usually pretty intuitive. I just have a few clarification questions regarding suggestions for converting undead.

Hit dice for undead has obviously changed. In 3.0/3.5, many undead had oodles of hit dice (far more than they probably should have had; a Boneclaw had 10 HD at CR 5, for example) to make up for getting their nonexistent CON to hp. Obviously now, in PF, they get their CHA to hp, which dramatically lessens the required hit dice. When converting, how would you resolve this discrepancy?

The other big one is channeling vs turning/rebuking. It stands to reason that undead that had a bonus vs being turned or rebuked would then gain that as a bonus vs channeling or being commanded, right?


This thread is gonna have spoilers.

There's a pretty good chance I'm gonna be playing in Rappan Athuk pretty soon. I find rolling up new characters in chainsaw dungeon crawls tedious, so I'm looking for a build that is solid and scary from levels 1-20.

Honestly, I'd love to be able to solo Orcus.

Any suggestions for builds that'll do it?

I'm open to really anything, though I'm assuming a caster's the only thing that's gonna have the chops for that.


In an upcoming game, I will be playing a minionmancer necromancer, and I've been dumpster-diving for interesting spells, feats, etc from the old days of 3.0/3.5 and 3pp, and from Dragon Magazine #312 I found this feat:

Graveborn Warrior
Benefit: An undead creature created with this feat gains a bonus feat of your choice in addition to any feats it normally possesses. It must meet the prerequisites for any feat granted by Graveborn Warrior.
You must add crushed gems worth 25 gp per affected creature to the normal material components for animate dead in order to create this effect. For the purposes of control, treat the resulting creature as having 1 more Hit Dice than it actually does.

Is this feat worthwhile? What would be some good feats to use with it to give undead?


In as spoiler-free a manner as possible, how crucial will it be for the duration of Skull and Shackles to be able to blow past spell resistance? I'm playing a necromancy-specialized caster.


So there's this lovely little piece of equipment that a theurge of mine would very much enjoy having, being as his 'thing' is having a scroll on hand for every situation. It gets expensive, as you can imagine.

What is the reasoning for restricting this to spontaneous casters?

What would the ramifications be for allowing prepared casters to use it?

If you would let prepared casters use it, would you change it? How?


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In the panicked condition, it says:

d20pfsrd wrote:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Does the bolded "cowers" mean the cowering condition?

d20pfsrd wrote:
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).

If so, the two statements are contradictory - a cowering creature cannot use the Total Defense action (it's a standard), since they can take no actions. How does this work?


Just as the title. I've been trying to figure out at what Str score a creature has a reasonable chance of rippig a human(oid) in half at, let's say the waist. I've been trying to do some research on this, and couldn't even seem to find a solid figure in newtons what the force required for dismemberment is. Can anyone with better Google-fu and math skills than I help me figure out the Str score?


So in the Community Resources thread (which is... just unspeakably amazing) there's maps for everything and then some. However!

In recent (unfortunate) events, Madame Mvashti met her end, and one of my players (her adopted daughter) inherited the house. For the moment, it will likely be acting as the group's base of operations, and I know for a fact their customization itch is burning bad.

Does anyone know of a map specifically for Madame Mvashti's house? Barring that, does anyone know of/have any generic house maps (of preferably empty houses, but at this point I'm not picky) in the same general shape as hers?


I'm going to be playing a necromancer in an upcoming campaign, and I'm looking for the earliest/cheapest/easiest way to get at-will telepathy to command my undead on the battlefield without all that pesky vocalization. Suggestions?


What is the most efficient way to do this?

More specifically, this situation: I'm going to be playing a necromancer for an upcoming Skull and Shackles campaign with a good slew of save'r'sucks at her disposal. As we know, many of the particularly nasty necromancy spells hit Fortitude, commonly a high save. Another player is going to be playing my necromancer's twin sister, likely a ninja/something gestalt (possibly slayer).

The build I'm playing is pretty feat-intensive, so I don't have a lot of spare slots open. I've already got the basic Spell Focus and Varisian (Mage's) Tattoo, plus Ship's Mage for an additional +1CL while on my familiar ship.

Between the two of us, we'd like the ability for me to A) raise my save DCs, and/or B) if at all possible, figure out a way for her to hit enemies square in the Fort. Suggestions for synergy?


On NobodysHome suggestion, I'm gonna go ahead and give this campaign journal thing a shot. This topic is going to contain spoilers galore, so be warned. I better not catch any of my players in here, either! *doom glare all around*

Some background: We're two sessions in as of this writing. Our sessions don't tend to be long, as the only time we can play is after work - oftentimes three hours is the best we get at a stretch, and frequently less. I run my games with a lot of house rules, a list that is often changing as we work with the Pathfinder system. Our group is notorious for not making it very far in campaigns before they end, although we have two new players this time around that seem to be giving us a lot of longevity - or more than usual, anyway. I think I'm a pretty okay DM, but my biggest weaknesses are lack of prep time, being a little too lenient with party shenanigans (I don't think this is bad, but I've been told I let too much go), and my difficulty sticking with one thing for any length of time. This is why I decided to try running an AP - in hopes that it will teach me the patience to finish a campaign.

First up: Our current set of house rules.
General:
1. We do not play with absolute alignment. Alignment is for suggestions and guidelines, and there for mechanical purposes, but nothing more. Characters do not need to select an alignment.
2. Use 25 point-buy for character stats.
3. 3rd party content (including Dungeons and Dragons 3.0/3.5) is welcome, but please run it past me first, and I reserve the right to ban it (or anything else, including Paizo material) at will.
4. If your character uses unusual or unconventional mechanics, please take the time to discuss them with me to ensure we both fully understand the rules at play.
5. I reserve the right to audit character sheets at any time.
6. Critical hits are automatically confirmed. Critical fumbles are not.
7. When converting non-Pathfinder material for game use, ignore any XP costs from the original content.

Classes:
1. Gestalt characters are welcome with GM approval.
2. Rogues gain full BAB progression.
3. Monks use d10 hit dice, gain full BAB progression, and are automatically proficient with all monk weapons.
4. While paladins no longer possess an alignment, all paladin characters must possess a code of conduct numbering a minimum of five items. Violation of this code still indicates the paladin falls.
5. Clerics may use Wis or Cha for channeling.
6. Witches now cast off of Wis instead of Int.
7. All classes that normally gain 2+Int mod skill points per level now gain 6+Int mod skill points per level. All other classes gain two additional skill points per level.

Magic:
1. Dispel magic and similar effects do not, in fact, negate a permanency effect. It only suppresses the effect for 24 hours.
2. There are standard wands (50 charges over a lifetime) and eternal wands (3/day). These types of wands are the same price.
3. All spells that are currently in the Conjuration (healing) subschool are also considered as being in a [new] Necromancy (life) subschool.
4. Touch attacks use Dex for attack rolls, not Str.
5. 0-level damaging spells dealing damage two dice higher (i.e. 1d3 becomes 1d6). 1st level damaging spells deal damage one dice higher (i.e. 1d4 becomes 1d6).

Skills:
1. Knowledge skills are no longer “trained-only”.
2. Intimidate skill checks use your Str or Cha mod, whichever is higher.
3. Climb skill checks use your Dex or Str mod, whichever is higher.

As-Yet Uncatagorized:
1. You may draw a weapon as either part of a move action or as part of an attack action using that weapon.
2. Gestalt characters gain bonus feats at 1st level, 2rd level, and every three levels thereafter.
3. For Reflex saves, use the greater of your Dex or Int; for Will saves, use the greater of your Cha or Wis. Fortitude saves still only use Con.
4. You may take your standard action at any point during your move action. This does not allow you to make more than a single 5-foot step per round.
5. Standing up from prone takes only half your movement.
6. Any weapon with the finesse special property uses Dex for attack and damage rolls.
7. The Combat Expertise feat no longer has an Int prerequisite.
8. Spears (not longspears, only spears) can be used one-handed as a martial weapon.
9. Taking Two-Weapon Fighting grants you Improved Two-Weapon Fighting at BAB +11 and Greater Two-Weapon Fighting at +16.
10. All combat maneuvers that force movement remove the rules text prohibiting moving the foe into a dangerous square.
11. If you roll a one or two when rolling for hit points you may reroll.
12. Healing potions may be used as splash weapons against undead.
13. Classes with limited numbers of spells known (sorcerers, oracles, etc) may retrain a number of spells equal to their casting stat modifier at each level-up.

As you can see, games I run tend to be a bit on the high end of the power scale due to house rules. That being said, none of my players are experienced enough or willing to munchkin/powergame/excessively optimize, so it isn't nearly the problem I would suspect it would be in most groups.

Here's a brief run through of the characters (and their players, for a bit of perspective):

Tiberius Resuvius, aka "The Love Doctor": A human inquisitor-gestalt-phalanx fighter of Shelyn. Through his choice of inquisitions, he has quite a silver tongue and is a big fan of the ladies. He makes it his duty to ensure that love is faithful and true, and to spread his message to the masses. He runs (lumbers?) about clad in fullplate armor (a gift from his church patron) with a tower shield, and when he hits level three will be using a lucerne hammer as his polearm with his tower shield. He is from Magnimar and was sent as a goodwill offering to observe and give his blessings to the new cathedral in Sandpoint after its consecration before returning to his duties in that city. His player, "Geoff", is experienced in tabletops, though some of his past groups have been... unpleasant experiences. We've played together for about two years now, although mostly in 4E. He isn't as up on Pathfinder's mechanics as I am, but he tends to know things that I forget so he's a good reference in that department. Geoff is well-known for three things: his characters tend to be the ones to suggest wise plans of action that are summarily ignored by the rest of the party; his characters having a tendency to do things by the "rule of awesome" instead of the "rule of wisdom"; and he has awful, awful luck with rolling dice except when doing something that could generously be called "the rule of awesome", more safely called "what in the serious hell are you doing?".

Nasheera the Storyteller: A female samsaran savant. Nasheera is a Varisian loyalist to Desna, a tale-spinner who even now travels with the caravans throughout Varisia. Though her origins are clouded in mystery, her earliest memories are of the wagons. She gathers stories and information wherever she goes and shares these pieces of lore in the form of beautiful, captivating stories that make her very dangerous in combat. Unbeknownst to her, she is actually a powerfully ancient outer dragon, a time dragon, that has been trapped in the cycling mortal form of a Samsaran since trapped in that form by the evil Runelord Karzoug before the fall of Thassilon (In my campaign, Karzoug was so taken by greed that he briefly turned his attentions towards ripping holes in time-space that he could seize the riches of other worlds and other times. Nasheera and several other greater time dragons attempted to stop him, and succeeded, but only at great cost. The player is aware, but her character is not - and neither is anyone else, in or out of character.). Nasheera's player, "Amie", is actually currently running Legacy of Fire the night after Runelords. Her roleplaying is top-notch - when she's having an on night. She tends to work long hours and is often tired by the time we sit down to play. Even so, the savant's storytelling mechanic seems to have really engaged her interest. Amie is known with glee from fellow players and terror from the DM (and vice versa when the positions are swapped) for one awful, AWFUL trait she's had as long as she's played tabletop RPGs: the most unholy luck with dice. When playing she always rolls in the open, as does everyone else, and she consistently uses a couple dozen different sets of dice, including other people's, so it's all on the up-and-up, but she fails rolls maybe (MAYBE) twice a session, usually once and on something relatively trivial. I can't remember the last time she went a session without critting at least twice. Keep this GMing handicap in mind when I'm relating our stories! XD

Jezebella: A half-Shoanti/half-Varisian barbarian-gestalt-oracle. Jezebella is a suli, although she passes for human until prompted to displays of emotion. She grew up in Sandpoint from about the time she was three or four years of age, raised by Madame Mvashti. She is now Madame Mvashti's caretaker in the fortune teller's old age. She has a somewhat tense relationship with Sheriff Hemlock as her temper has something of a reputation, but she is fundamentally a good person who cares for those around her and helps wherever she can, particularly in her beloved hometown. Nualia was her best friend growing up, and the aasimar girl's death during the Late Unpleasantness five years ago was quite hard on her - especially since during the last few years of her life Nualia had become withdrawn and was very rarely seen outside the church. Jezebella's player, "Jeremiah", is an experienced roleplayer, though Amie's Legacy of Fire campaign was his introduction to Pathfinder's system. He gets very into character when he plays, which encourages everyone else to as well. He is also the only player who really went in and hard-researched the area, cultures, and town to create a character perfectly tailored to the region.

Freddy: Freddy is a male kitsune fey sorcerer. He specializes in enchantment spells, particularly sleep and color spray. Sound familiar? It would almost be predictable, except that "Trevor", his player, has never touched an RPG book before starting Legacy of Fire a month or two ago and hasn't the foggiest idea of what constitutes a powerful character option vs one that just sounds fun. I love that. He found the race, liked the spells, and went with it, not giving a little finger about the synergy involved. The best part about Freddy is his backstory. He was raised in Sandpoint, got a little involved here and there with the Szcarni criminals growing up. He straightened out as he got older, and due to the fact that they were both very different people who were quickly judged and treated as outsiders by the people around them, became romantically entwined with a 16-year-old Nualia four years before the events of the Late Unpleasantness. He told her he wanted to marry her, and that he needed to make a brief camping trip to clear his head before telling her adopted father, Tobyn. He wasn't seen again - until he walked back into Sandpoint the day of the Swallowtail Festival, looking exactly like the handsome 18-year-old man who left for a camping trip nine years ago. His world fell apart around his head when the week he'd been gone camping had somehow turned into nine years - and worst of all, his betrothed, the love of his life, had horribly burned to death in a fire thinking she'd been abandoned by the only person she'd loved. Neither he, nor his player, is aware of this, but before he left, he'd conceived a child with Nualia. Sound familiar? ;)

Session One summary will be forthcoming. This turned into a much longer post than I anticipated.


It appears I may have posted this topic in the wrong place originally. So I'm going to try posting it here instead.

I noted on the FAQ that I am allowed to print or have professionally printed one (1) copy of PDFs (which I greatly appreciate :D). I was attempting to have a page printed out, and the print shop emailed me a form for copyright release that apparently must be filled out first. How would I go about addressing this?


I noted on the FAQ that I am allowed to print or have professionally printed one (1) copy of PDFs (which I greatly appreciate :D). I was attempting to have a page printed out, and the print shop emailed me a form for copyright release that apparently must be filled out first. How would I go about addressing this?


I'm not really interested in opinions or house-ruled approaches to this, I'm more looking for a direct quote or source here to answer this question. Is there a rule anywhere (I'm hoping there is or is not one way or the other)that states unequivocally that both magic gloves must be worn at the same time to gain the effect of the item instead of being able to wear one?

For example, would you be able to wear one of these to gain the effect on the single hand you're wearing it on? Or would you have to wear both and thus must gain the effect on both hands? If the former, would you then be able to wear a single magical glove of a different sort on the other hand for the other effect on that hand?


This should be easy, and I'm fairly certain I know the answer, but for some reason I can't seem to find the source.

I'll use this as an example. A Deinonychus has an attack routine that reads as "2 talons, bite, foreclaws". This is obviously the full attack routine. A standard action attack would be a single talon attack, correct?


It has only been recently that I've begun delving into prewritten adventures, as our table typically runs with our homebrew setting. That being said, we've recently begun playing Legacy of Fire, and I'm about to start running Rise of the Runelords. There's a few adventures I see referred to repeatedly in hushed tones of reverence, but I can't seem to find the blasted things anywhere. I gather that some of them are in the old Dungeon Magazine, but I've no idea how to get ahold of those.

I'm particularly looking for Age of Worms and Savage Tide. Any ideas where I could go about getting those?


I've been working on a project to expand accepted PC race sizes for a bit now. The point I'm currently at is this: DMs tend to knee-jerk react to Large and Tiny sizes for playable races, and it is an issue I am investigating further.

The basic question I have is this: Would you, as a DM, allow a player to play a Tiny or Large race? Why or why not?

To elaborate: Do you feel that other sized races are overpowered? Underpowered? If so, for how many levels do they stay so before settling in to a more acceptable power curve? What could be adjusted to fix this under/overpowered-ness?

I am aware that one of the biggest complaints regarding Large races is the reach factor. Personally, since any run-of-the-mill BSF can do the same with a handy Enlarge Person spell and a reach weapon at first level, that doesn't terribly concern me - but are they two vastly different situations? SHOULD it be a problem? I'm also aware that a lot of APs and modules are squeeze-city for a Large size character. I don't necessarily view that as a detriment, more as a side-effect of choosing to play a Large character. Do you agree?

Thanks for all the input in advance.


I'm going to be starting this campaign sometime in the next several weeks. I just finished reading through the Anniversary Edition, and I have a zillion questions. Since otherwise I'd be flooding the poor board with that many topics, I figured I'd just make one and repeatedly add to it as new things come up.

First: I love Lamashtu's involvement. Thing is, it seems to make no sense in the context. It doesn't actually tie in in any way that I can tell to the overall story, and in fact just confuses the issue. Am I missing something? If not, how would one go about tying her into the overall campaign more?

Second: Xin-Shalast. Seriously. Virtually the entire chapter is "beyond the scope of this adventure". That kills me. Has anyone done any much more detailed write-ups of the city itself? Inhabitants, or even many of the buildings halfheartedly listed but not bothered to be expounded upon? I get why they left a lot of that info out - they only had a limited page count and budget - but I'm left at something of a loss for how to handle the whole endeavor.

Third: Are there currently any other APs that chronicle the wakening of any of the other Runelords? I gather that Karzoug lies somewhere in the middle of the pack for Runelord power.

Four: What other side modules/adventures/dungeons/etc do y'all suggest to have in reserve as possible side stuff? I gather Seven Swords of Sin is an interesting and fitting side-mission, and I've already got ahold of the Chopper Island adventure and Something In The Attic from the Community Thread (hot damn that topic is amazing, although how many links are dead makes me sad).

Fifth: I'm looking to make the Graul homestead truly horrific (yes, more than it is already). I want to really churn my party's stomachs (don't worry, they enjoy that sort of thing). Any suggestions to take it to the extreme, NC-17 level stuff?


I did a quick check and couldn't find any clarifying answer to this question, though I suspect it is a very simple answer.

If you possess a spell-like ability and the Scribe Scroll feat, can you create a scroll of that spell? For example, could a Tiefling Wizard scribe a scroll of darkness, since he possesses the darkness SLA?


So folks, as I've been reading through the AP in preparation to run it, I've realized one thing that I'm not sure at all how to deal with.

Many, MANY of the maps in this AP are, to put it simply, gigantic. Our group typically uses a whiteboard or a gridded roll-map (the kind that use dry erase markers)and neither of those are even close to large enough. Not to mention, I'm fairly sure my table isn't big enough to hold a proper sized map. And then some of the maps have squares that are ten, or even TWENTY foot grids.

How do you, my fellow DMs, handle this situation?


I'm going to be running a three-person group through Foxglove Manner at some point in the relatively near future. The group composition is something like this:

Samsaren Savant
Suli Oracle of Battle//Fighter gestalt
Kitsune Fey Sorcerer

And the realization I've come to is that, without heavy modification, the Misgivings is going to kill them. The Haunts alone would slaughter them - some of those effects are just ridiculous. This is the first time the Savant player is playing a Savant, and she's still not 100% in the groove of the class (probably about 85% there). This is the first time the Sorcerer's player has ever played a 9th level caster, and only his second tabletop campaign ever. You'll notice that dealing with the ghouls/ghasts is probably going to be a real problem, and I'm not sure how well they'll do dealing with the Skinsaw Man - though to be fair, assuming they're not silly enough to tangle with the dead wife, I'll have her do her fair share of death-dealing during the boss fight.

I want to keep the house run mainly intact, as I feel it has a good vibe and fantastically scary effects. I'm not sure how to hamstring the difficulty without hamstringing the entire house crawl, though. Suggestions? Other general suggestions for running that particular adventure would also be appreciated.


I'm going to be starting to DM for the Anniversary Edition of RotRL very soon and I'm starting my reading sometime in the next couple days. To explain the context of this question, neither I nor my players are even slightly familiar with the Golarion setting. We've only recently begun playing Legacy of Fire in our other weekly game, and that's (obviously) in an entirely different area than Varisia. With that in mind:

What extra reading should I, as the DM, do to ensure that I've got the setting down well? What unique things should I keep in mind that might be vastly different from other typical fantasy settings?

What extra reading do I need to assign my players so they all have a good idea what to expect from the setting? What sources (aside from the RotRL Player's Companion, obviously) can I point them to for background ideas, particularly for calling Sandpoint (or nearby areas) home?

What other general advice would you have for me before beginning this endeavor?


After applying the fiendish template, what creatures of the animal, vermin, and magical beast types at CRs 1, 2, and 3 (prior to template application) become the most vicious at:

Tanking?

Damaging?

Controlling?

Shutting down enemies outright?

Flanking buddy-ing?

Mobility?

Generally the most useful in the widest range of situations?

Input on any or all of these would be greatly appreciated.


In short, is there? I'm playing a Master Summoner, and I'd love to get a Rod of Extend for use on my Summon Monster SLAs, but it obviously doesn't work. Is there any monster feats or anything that I've missed in my rulebook scouring that might allow me to obtain a rod or some such to extend spell-likes? Even old 3.5 stuff had empower, maximize, and quicken spell-like feats, but no extend.


Background - I'm playing a Rakshasa-spawn Tiefling Master Summoner. I'd like to specialize in summoning evil, particularly Outsiders, but the current lists for Summon Monster aren't terribly weighted in that direction (and as far as I know Paizo hasn't released any expanded lists since the new Bestiaries came out? I'd love to be wrong). Summon Good and Summon Neutral monster feats obviously won't help me out here and I can't seem to find an evil equivalent for the feat - yet, anyway.

So, by RAW, do I have any options for expanding my summon selection? 3.0/3.5/3pp stuff is acceptable so long as it isn't ridiculous. I was contemplating trying to just find a comparable scale for each level of the spell and add those options to the list, pending DM approval of course. This link is what I'm thinking about using for a guidepost. It suggests the following for appropriate CRs for SM levels:

SM I: ½
SM II: 1
SM III: 2
SM IV: 3
SM V: 4-5
SM VI: 5-6
SM VII: 7-8
SM VIII: 9-10
SM IX: 11-13

Thoughts? Other options for increasing summoning lists?


Hey all -

I have an order still pending fourteen days after making the order. It originally gave an estimated ship time of 2-14 days, but now it says "Originally expected to ship in an unknown time frame", and that concerns me! :D

I did send an email to customer service about this two days ago and didn't receive a response.

I understand from reading all the other current concerns that y'all are swamped from the Great Golem sale, but I just want to make sure I will be getting my products, and sometime in the relatively near future.

Thanks for everything you do, guys. I'm so appreciative.


First, before we kick this off – yes, I know that blaster casters are suboptimal, and yes, I know that typically gestalting is used to shore up character weaknesses. I’m making deliberate choices to ignore these two items. Now, with the caveats out of the way!

My group is going to be starting Legacy of Fire in a few weeks. I know almost nothing about it, and I’d prefer to keep it that way, so no spoilers would be grand (although for the love of god if this character is gonna be downright terrible someone give me the heads up!). I’m going to be playing in a group of three players, the other two of whom will in all likelihood be playing very un-optimized characters. With that in mind, I’d like to keep things reasonable – while I’d love to be able to punch through eight city blocks with a magic missile, in this context it’s unnecessary.

This is my first time actually getting to play a blaster caster. I’m probably going to gestalt sorcerer/wizard. Anything from 3.0/3.5/3pp is also fair game, although if it stinks of gouda I’d prefer to avoid it.

That being said, what I basically have at this point is a whole bunch of disjointed ideas about how to go about doing a character like this, so I’m just going to start listing them and see what we’ve got!

-I want to build a cryomancer. I want to invest as many resources as possibly into wasting things with cold and ice.
-My thoughts for sorcerer bloodlines are Marid or Elemental, as they both allow transforming energy of one type to another (in this case cold) when casting energy spells.
-I was initially thinking an Admixture wizard, but that’s probably unnecessary if I have one of the above sorcerer bloodlines.
-I would love to eventually get this feat: http://dndtools.eu/feats/complete-arcane--55/lord-of-the-uttercold--1791/ . However, I’m not keen on waiting til 9th level for it to come online. Is there another way to get ranks in a skill besides at level up? As far as I know there isn’t, but y’all are smarter than me!
-My race is still totally up in the air. I’m open to any suggestions – yes, I know human is the best answer. Others are acceptable.
-I would adore feat suggestions in addition to general build suggestions.

Thanks, guys and girls.


I've found a virtual pile of great guides (and a whole lot of mediocre ones) on summoning, detailing the monsters, strategies, feats, etc. But I've also noticed that most of them are from a couple years back, and there hasn't been a good one that's updated with all the most recent goodies that I could find. Could anyone point me in the general direction of one that's current? Thanks everyone!


http://dndtools.eu/classes/master-of-many-forms/

A PrC I'm very interested in. However, as Wild Shape has dramatically changed from 3.5 to PF, I'm wondering what actual effect that PrC would have for a Druid under PF rules. How would it interact? How would it change the Druid's wild shape? Would it be worthwhile in any way to take in PF?


I'm in the midst of working on a character, a gestalt Zen Archer monk and likely a paladin of some sort. Is this a viable character that's going to be able to stay competitive? If so, are there any paladin archetypes that compliment the Zen Archer? I've considered the Divine Hunter, but all the party buffs just won't get used as there's no other primarily ranged characters to benefit from it.

I was also contemplating having this character be a craft-intensive character who specializes in crafting Slaying arrows for his own personal use. Is this worthwhile? What would be some ways to make this successful, if it's even a decent option?


So I'm looking into a weapon called a "mageblade", which is taken from the (wonderful) Relics and Rituals splatbook from Swords and Sorcery Studios. Due to setting reasons, much of their magical items don't have a listed price. I'm looking for a way to figure out how much a weapon with the enchantment would be in PF.

Here's the text:

"A typical mageblade is a +1 longsword with mage armor cast on it. When the weapon is drawn, it surrounds its wielder with a shimmering suit of armor that increases his AC by 4, thanks to a deflection bonus. This armor carries none of the mundane penalties of true armor, but disappears as soon as the wielder puts down or sheaths the weapon; thus, he is particularly vulnerable to disarm attempts."

Assuming that a longsword wasn't the intended weapon (I'm looking for a more general assessement, not longsword-specific), what are we looking at for costs of a weapon with such a trait?


I'd like to get ahold of the Undead Sorcerer bloodline's ability:

Quote:
"Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them."

I was planning to do this through the Eldritch Heritage feats, until I realized it only gives me the first Bloodline power and none of the abilities. Is there any way to obtain this Arcana (aside from taking one level of sorcerer, of course)?


I'm working on putting together a necromancer wizard, and as a method of casting Animate Dead without relying on material components I'm looking into the Experimental Wordcaster feat for the Undeath word of power.

However, the Word of Power system (while I think it could be AMAZING) is really, really confusing the crap out of me.

The EW feat adds all Target words (which I understand), one Effect word (in this case Undeath), and the Boost meta word (which I am uncertain how this would modify the Undeath word). Is that correct?

As the Undeath effect word is a 3rd level word, does that mean I can cast it as a 3rd level spell instead of 4th level, as Animate Dead is traditionally for Sorc/Wiz?


I'm wondering if anywhere in Pathfinder is a magic item that duplicates an effect similar to the old 3.5 Mordenkainen's Magnificent Mansion (or even a much much smaller version of this spell), basically creating an extradimensional and persistent living area accessible when necessary.

If not, is there any way to calculate the cost of such an item?


Is it rules-appropriate for a character with the appropriate starting wealth (i.e. an 8th level character with 33,000 gp) and the appropriate build to do so (Construct Golem feat, necessary skills, etc) begin with a golem they've crafted themselves?

The specific situation in question is an 8th level character with all appropriate skills and feats starting with a Flesh Golem (which would cost 10,500 for her to create).

It is ENTIRELY possible this is a very stupid question, and if so, feel free to treat it as such :D


Hey all;

I'm in the midst of developing a half-psychopomp character, but I'm having an internal debate regarding the template to apply. As they are neither fiends nor celestials, what would the most appropriate template be? Would it make the most sense to just make a new template entirely? Modify an existing?


Hey all -
I'm bringing a third level human gestalt paladin/inquisitor into our regular gaming circle on Wednesdays. Tanks aren't typically my play style, and when they are it's all about damage. I'd like to try something different, and for this character it makes much more sense to just be a mountain of steel.

To clarify: I'm trying to see what I can bring his AC up to at this level. I'm planning to take any necessary skill check penalties to do it.

What I've got so far is: Fullplate and a Tower Shield (+9/+1 Dex + +4), which means my AC is currently sitting at a happy 24 if I've done all my calculations correctly. Took Tower Shield proficiency as bonus feat to negate that attack penalty, but don't have any other feats picked.