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Hello guys.

One of my players have given me a hard time yesterday. When party got an invitation from Ilsoari Gordentus to visit the Turandaroc Academy and help him (so he would give our wizard (the player in question) a free pass to copy a few spells from his spellbook).

The problem in question was an attic whisperer in the attic (no surprises here) of the academy. It was a child who was orphaned long ago and died recently and turned into an attic whisperer. The problem though is that this elf said, that destroying it is BAD and it is a child and in Iodarra they do it another way. They find somebody related to the child who turned into whisperer and send him into meditative state which makes whisperer mistake him for a child to play with. Then they make the soul of the child to be filled with joy from finding somebody to play with and such and destroy his body at that moment so that it has easier time going to the other side.

Now this put me into a very difficult position. The cleric of the party argued that a soul of the boy is not in control of the whisperer and only used as a catalyst and energy source and hence is tortured and should be released as soon as possible.

The problem here is i couldn't find in any book an answer to the main question - is the soul of the boy connected tothe attic whisperer, or already went to pastlife? Can it experience joy? And so on - all in all a phylosophical questions of what really happens to the soul turned undead and can it be helped with such measueres?


Hello all.

My players are just going to be sent into glassworks, so they don't really know much of what will happen to them soon;)

They heard that Scarnettis are a really bad guys always trying to give themselves unfair advantage using their monopoly on lumber, undermining Kendra's authority (while one of players is actually from Deverin family) and being a part of mill fires.

So basically they want to start investgation into Scarnetti (which is godd) and also to build new lumber mill and flour mill.

Advise i need is - they will have to build it in front of the northern gates (basically to make a new town block there) and will have to build also a defensive wooden wall (i don't see a stone wall in Downtime rules) and hire mercenaries to defend it. But those mercenaries will need to be paid and downtime system assumes that they are self sufficient. This is where i can't decide how to handle it.

Also i have a lot of plans (Sandpoint Bank for example) and would ask more questions in this thread.


In my early stages of Burnt Offerings my players start to think about some Gobocide (goblin genocide). I wanted to know which tribes are important in the future APs. I know that brinemarsh goblins will be in the Jade Regent and that Vorka died in We Be Goblins (which is also obvious from Jade Regent). Thistletop will be wiped out by my players. What about others?


Might be an error here:
The spell mirage arcanais specifically said to be like Halucinatory terrain, yet it is 1 standart action to cast insteead of 10 minutes for terrain/ Also it has no material component while terrain has (a stone, a twig, and a green leaf). Yes it is smaller (20ft cube instead of 30ft) and has shorter duration (1hr/lvl(D) instead of 2hr/lvl(D)) but it is too big a change - 10 mintue cast makes it a spell for an ambush and impossible in the battle. And then next spell level you can suddenly use it in battle on the fly. Is it an error?


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The spell description says:
"This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.

The subjects suffer no fatigue and gain all the usual benefits of a full night's rest.

The subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night's rest."

This is from D20PFSRD.COM

Also it targets "one creature touched/2 levels"

So questions are as follows:
1) Is it 1 creature at 1st level and 2 at 4th or 0 at 1st and 1 at 2nd?

2) My wizard can never sleep again at the cost of 1 1st level spell which actually replenishes after sleep? Cool, gimme two of that:)

3) A fighter can "rest" in heavy armor and never sleep for the cost of 1st level wand (50 days at least)? Which also includes the fact that wizard will be able to cast it on more people in time.

4) Can wizard craft scrolls at night? It is not a "vigorous activity". Maybe even craft wondrous items and brew potions? I don't see anything in spell description stopping me. Also he can write spells in the spellbook and learn new spells from scrolls for all night. The best spell for your wizard:)

5)Can a player use craft skills at night? Tanning a hide is not that vigorous and gemcutting is not vigorous at all. Or craft alchemy.

Those are the things i want to know and then i will rise another question - can i make it permanent?:) Because it is so good that i will make an item with 1/day use anyway.


So you can sell any loot you got at half price by the rules. But then - dogslicers and goblin armors are made of junk and are still considered to cost 8 and 10 respectively (halving it to 9gp per goblin at least). All well and good - but who will buy it? I mean who really needs it?

But it's getting even better - i kill a troglodyte cleric of Rovagug which has studded leather armor (25gp) and obsidian divine focus of Rovagug worth 50gp... Who will buy leather armor made for troglodyte? It is stinky as hell and is not going to be good for a human - troglodytes being humanoids still are too different for this armor to be comfortable (especially with stink). And who for the Calistria's virginity would buy the Rovagug divine focus? But you can sell it all and even get full price for divine focus as it is actually work of art/jevelry.

And now the best thing - who would buy armor of rune giant... who needs it? Or armor of an ogre?

I jsut don't get how it should work. Up until now i managed it like a town paying a bounty for those items for extermination of monsters... but it can't last forever.


The question is quite simple - Death Knell can't be cast by sor/wiz but Death Knel Aura (both versions) can and cannot be cast by antipaladins - is it not strange? I think this is not consistent and should be changed. I think that antipalladins should be able to cast Death Knell (why not - they are antipalladins). And Wizard necromancers should be able to cast Death Knell Aura - they are necromancers. Witches can cast it and so should wizards too:)


The spell Black Spot is too overpowered i think

"The black spot is a specific and feared pirate curse. An intangible, illusory black spot manifests above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has a –4 penalty on saving throws against death effects.

Every day in which a creature bears a black spot, it must make a Fortitude save. On a failed save, the creature takes 1 point of Constitution damage. The damage cannot be healed until the black spot is removed. If the creature’s Constitution reaches 0, it dies. Pirates killed by this spell often return as ghosts, but that is not a direct effect of this spell.

The black spot cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse, or wish."

You should just touch a BBEG and then teleport/run away and wait for a few weeks - and he is dead.


APG's Battlemind link spell for sorc/wiz 6 - has a short descriptions that you gain an attack and AC bonus. But in the spell itself there is no AC bonus.
Should change AC in description to DC bonus for spells.

Dungeons of Golarion's Battering Blast - A sentence in the description is phrased poorly: "For every 5 caster levels you possess beyond 5th, you gain a second ball of force." Should change word 'second' to 'additional'.

That's it for now. Hope it is needed:)


Hello to all.

I have started DMing Rise of the Runelord AP for 5 players. As a side quest i added Ancient Mine from Beginner Box with some changes.... those some changes included 10 tiems bigger mines with a lot of troglodytes and skeletons of dwarven miners who died here before. Also i changed the time of disaster to the late unpleasantries (as in a cave beneath those mines is an ancient Thassilonian laboratory with minor Runewell which was triggered by Karzoug's awakening. This made a minor earthquake which collapsed most ofthe mines and a burst of negative energy which animated now dead dwarves. This earthquake made it possible for Troglodyte tribe living below in the caves near that ancient lab to get up and claim territory. Also as a boss for mines there will be a Troglodyte wizard!!! (he is a smart troglodyte who used spellbooks of wizards killed by his tribe before (which were in the treasure hoard and he got hold of them). Now Kyrrik Glowtail is using those mines as his base and lab, where my players will be soon enough:).
There are 2 floors in the mine now and most of the passages are collpsed rock (with a place for some earth elementals. which are pretty tugh competition for 1st level party. I hope Kyrrik in his 3rd level wizard advanced troglodyte won't prove to be undefeatable :( ). At 4 points near collapsed walls they can find shafts of rubble and stone through which troglodytes came here. I placed a wand of stone shape with 5 charges to let them seal those shafts. Unfortunately the players did an unexpected (at least to such an unexperienced DM like me) - they want to go down before even attempting to search allthe mines. And i am not ready for this yet:). Also those caverns should probably lead to the Pit in the Devil's platter, so it is a really not a place for 1st level chars. I might add some skill challange with 100 troglodytes chase:) Which will be funny if they survive (i don't want to kill them - we only started and it's a first expirience for all of us, i am afraid it can divert most of players from the game).
Any ideas on how to do it? Ideas for the cavern at all and Thassilonian lab? Rewards and treasures? enemies?
I used in the mines nearly 20 troglodytes with clubs, javelins and a few with blowguns and poisoned darts. 4 shamans with 7 mnitor lizards here and there. A wizard trog. Also 16 skeletons and 3 skeletal champions of dwarves and 4 earth elementals on the other side from the place in ancient mine where elemental attacked 2 dwarf scouts. Those elementals are attracted to minor magic ctone which can be easily converted to campfire bead, while not i'ts just a ruby with innate magic:)
Thanks in advance for all the advice.


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So i was thinking on how is it possible to make a magical farm to produce crops (say near Kaer Maga). Produce Food and Water is not a good option as that food is not really tasty and you want to sell it:)
So you will need something with permanent Daylight spell (goes to something like 45000gp in crafting 1!!! item as there is no mention of this spell in permanency). Ok let's assume it's good for only half a day (half the price) and can make A LOT of light for a pretty big field (10 acre=400ar). Then some items of create water cantrip to feed it - but compared to daylight item it's cheap. All in all it will give us 50kgp. Then you try to sell it. You get say 500kg of potato from 1 ar - that's 200tonnes of potato in a year. So if 1kg of potato is 1 silver coin then you get 20000gp a year minus taxes, wages and all other things - you can actually go to profit in 3-4 years. All in all seems balanced but it is good only if daylight item can get you this much output of light. Am i missing something here? Opinions?


Am i right to assume that an item to make you constantly use Detect magic will cost 8000 gp? It is 2000gp * 4 for permanent item in rounds (though it takes concentration up to 1 minute which will make it only *2)*2 for non slotted item (though adding it asanother option to another magiic item will make it only *1.5)*1CL*0.5spell level (as a cantrip). So it is 8000 or 3000 if you count it in minutes instead and just add it as an option to your robe of resistance. Am i right or omitted something?


Hi all.

I am not sure if this is the right subforum but it seems so:)

So the question is - how people usually handle horses? We have a dungeon and taking 5 horses there is a bad idea. Leaving them up without protection - not good as well. I think of hiring an unskilled hireling to stay with the horses - 1 sp/day (will pay 3 for danger though he will need his own horse). It is not applicable in every region - so what people use to ensure their horses survival and well-being?

Maybe there is some cool spell for that? Or an item? Or hireling is my only good choice?


So if i put a narrow bridge over a pit which has a curve (prompting a reflexe save if hit not to fall in the pit) and an enemy uses color spray on my players - do they have a reflex throw not to fall if they are stunned? If they are unconcious then they fail save and fall obviusly. If they are stunned they should have full reflex save.... but i just can't see how a creature staying on this bridge stunned enough to drop a weapon is able to be as good at balancing on it as then it was at normal condition.
Or yet another situation - color spray trap over a covered pit trap. So a color spray stuns a player and then pit opens up - will he be able to use a reflex to jump away or is he disallowed reflex save (while RAW is he can jump out with reflex save.....).

I think stun should disallow reflex saves (while still having full will and fortitude), or at least have a -5 - -10 penalty on them.

Thanks in advance for your opinions.


Morningstar has B/P type and Bludgeoner makes it easier to give non-lethal damage with lethal bludgeoning weapons. Will morningstar count for this feat or it should be B type only weapon?