Aram Zey

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Organized Play Member. 182 posts (183 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters.


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Silver Crusade

I am trying to work out stats for objects animated by the animate object spell.

I am looking at the monster size advancement tables on page 296 of the Bestiary. The tables I am looking at list and, for example, going from a medium to a large creature the strength is +8. But going from large to huge is also +8. So if I go from Medium to huge is the change +8 or +16?

If I go all the way down to fine size does the animated object get weapon finesse for free at some point due to size?

Do they keep the same weapon damage? It seems off to have a fine sizes construct deal 1d6 even with the strength penalty.

What about space and reach? Where can I find the default for each size?

Is there a ruling on animating objects with smaller sizes but with higher number of CP?

You can also see the tables I talk about on this page about half way down.

Silver Crusade

If you are a member of the Sky Lantern Players, do not read.


Created a monster using the quick build rules. I am not concerned with weather or not it follows the rules too closely (though feel free to point stuff out so I can build better next time) I really just want to make sure I didn’t wildly misjudge the difficulty of the fight. I tend to make a bunch of fight to easy then over compensate and almost kill every one. It sucks when the boss is easy but the random encounter is too much to handle.

This is intended to be a boss fight. If I do it right it will be a reoccurring boss fight. Ideally the players would encounter it find out it is too much to handle then come back with a plan.

Level 8: Minotaur/Monk (effectively)
Level 8: Cleric
Level 8: Sorcerer
Level 8: Inquisitor
Level 8: Bloodrager
Level 8: Ninja
Level 6: Winter Wolf/Ranger (effectively)
We almost always have 2 players missing per game. Usually the Ninja.

Plague Dancer:

As planned, the characters will have to track down the “Plague Dancer.” A1 min till midnight a glowing magic circle will start to draw itself on a rooftop. Once complete the PW will show up with two of its minions somewhere within 60ft of the circle. Then combat.

Plague Dancer CR10
CE Medium Outsider (chaotic, demon, evil, extraplanar)

Init +7, Senses Darkvision 60ft, Perception +0

AC 26, Touch 15, Flat Footed, 19 (breakdown)
HP 180 (13D10+50)
Fort 13, Ref 13, Will 11,
DR 10/Good, Immune Poison, Resist 10 (acid, cold, and fire)

Speed 30ft
Melee 2 Claw (+17), 1 Tail (+17)
Special Attacks (DC17)
Diseased Claw: A Plague Dancer’s attacks to not deal damage in the traditional sense. Instead the first time they are hit they must save vs the signature disease of the Disease Dancer. Each Dancer has a unique disease but they fall into two major types. Mind and Body. On a failed save they are immediately infected with no onset time. Symptoms and penalties immediately apply. Each additional time a creature is hit forces a new save as though the full frequency time has elapsed. A Character may not be cured from the disease as long as the Plague Dancer is still alive. Successful save only delay progression of the disease.
Once an ability score effected by the Plague Dancer’s signature disease is reduced to 0, the creature immediately raises as a Plague Wraith. A creature cannot be restored to life until the Plague Dancer is destroyed.

Dimensional Buoy: Under normal circumstances a Plague Dancer may only exist on the Material Plane for one minute at midnight. For the minute preceding its appearance an arcane symbol unique to the Plague Dancer is slowly etched on a service within 60feet of where the Plague Dancer will appear. This symbol can be duplicated and used to summon a specific Plague Dancer when incorporated into spells like Planar Ally. This does not remove the 1 minute limitation but does allow a Plague dancer to appear at different times in the day. Also if the symbol is recreated in the blood of an individual infected with a magical disease the Plague Dancer is likely to make the area marked its next hunting grounds.

Spell-Like Abilities (CL 10th)
1/day— haste

Str 10, Dex 25, Con 20, Int 10, Wis 10, Cha 16
Base Atk 10, CMB__, CMD 29
Feats, Combat Reflexes, Whirlwind Attack,
Skills Acrobatics +18, Escape Artist +18, Stealth+14, Climb +14 (Add one Master Skill)
Language Abyssal, Celestial, Common, Draconic; telepathy 100 ft.

Special Abilities
Signature Disease (Mind)
Onset 1 day, frequency 1/day, effect 1d4 point of Wisdom damage.
Cure- While Plague Dancer is alive, 2 consecutive saves once killed

Signature Disease (Body)
Onset 1 day, frequency 1/day, effect 1d4 point of Dexterity damage.
Cure- While Plague Dancer is alive, 2 consecutive saves once killed

Plague Wraith
Festrog, with Pestilence kingkiller template (CR4)

Plague Wraith:

My plan is to use the “Plague Wraiths” to scale. They should be CR 4 but I am a little worried they are OP. They have a lot of abilities which I can handle with a handy dandy spread sheet when it comes battle time. So I am not worried. The character are a branch of the government so most of these abilities will affect them.

Plague Wraith CR 4

CE Medium outsider (chaotic, evil, native)
Init +10; Senses darkvision 60 ft., scent; Perception +6


AC 19, touch 16, flat-footed 13 (+1 Dex, +3 natural)
hp 9 (2d8)
Fort +5, Ref +11, Will +10
DR 5/Cold Iron, Immune undead traits
Vulnerability Cold Iron (1.5x Damage)
Overloading (absorbs 8 levels of spells, then stunned 1 rnd)


Speed 60 ft.; four-footed run; Fly 90ft (Average)
Melee bite +9 (1d6+8 plus feed), 2 claws +10 (1d4+8)
Special Attacks charging trip, diseased pustules, feed
Special Abilities: Absorb Magic (Su), Accursed Wounding (Su), Consume Magic (Su), Execute Official (Su), Expend Magic (Su), Virulent Contagions (Su)


Str 27, Dex 23, Con 10, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +9; CMD 20 (24 vs. trip)
Feats Weapon Focus (claw), Improved Initiative, Run
Skills Climb +13, Perception +6, Stealth +11, Fly +7, Survival +3,
Languages Common

Charging Trip (Ex)

A festrog that hits with its bite after making a charge attack on all fours can attempt to trip its opponent (+4 bonus). This trip does not provoke attacks of opportunity.
Diseased Pustules (Ex)

When a festrog takes damage from a piercing or slashing weapon, some of its boils rupture, squirting the attacker with puslike fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils.

Necrotic Boils: Disease—contact; save Fort DC 11; onset 1 day; frequency 1/day; effect 1d4 Con; cure 1 save.

Feed (Su)
Every time a festrog makes a successful bite attack, it feeds on its opponent’s flesh and gains 5 temporary hit points. The festrog cannot have more than 5 temporary hit points gained by this ability at one time.

Four-Footed Run (Ex)
A festrog can run on all fours at speed of 50 feet if it doesn’t hold or carry anything in its hands. When running on all fours, it is treated as if it had the Run feat.

Absorb Magic (Su)
A kingkiller’s wings can absorb and defend against psionic, supernatural, spell, and spell-like abilities. If it makes a successful saving throw against an attack the spell has no effect and the creature absorbs a number of spell levels equal to the spells level (psionic and supernatural effects have a spell equivalent to its source’s HD divided by 2.). It cannot react to attacks that do not offer saving throws. If it fails its save and the effect has a duration, each round on its turn, the kingkiller may attempt a new saving throw to end the reduce the duration by half, upon a second successful saving throw it negates the effect, and absorbs it. Making these secondary saves are full-round actions that do not provoke attacks of opportunity.

Accursed Wounding (Su)
Damage dealt by a kingkiller creature cannot be healed normally, (including regeneration and fast healing) unless a creature makes a successful Will Save (DC 10 + 1/2 the kingkiller’s HD + its Con Modifier). Magical healing will not heal damage dealt by a kingkiller creature unless someone infected by a disease casts a remove curse or similar spell. A Heal check (DC19) can be made to determine this requirement. This is a necromantic-curse effect.

Consume Magic (Su)
A kingkiller can as a standard action use its wings to make a combat maneuver check against a target›s worn, held, or carried magic items or a magical barrier (such as a wall of force, but not a circle of protection against evil/law) in an attempt to consume the item’s magic. If successful the opponent or item (spells are treated as items) it gets a Will save (DC 10 + 1/2 the kingkiller’s HD + its Con Modifier) or the kingkiller drains the item’s magic gaining a number of spell levels equal to its charges (potions hold a single charge, permanent items are considered to contain 50 charges), rendering it non-magical.

Artifacts are immune to this effect. A make whole spell with a successful caster level check (DC 15) will restore a permanent item’s magical properties if the spell is used within 48 hours of the item being drained.

Execute Official (Su)
As a swift action a kingkiller may draw forth the life force of any helpless creatures that serves in the local kingdom’s government within 10 ft. per HD the kingkiller possess, using it to empower itself and the helpless official dies. A an opponent must make a successful Will save (DC 10 + 1/2 the kingkiller’s HD + its Con Modifier) or the subject dies and the Kingkiller gains 1d8 temporary hit points plus it absorbs 4 spell levels. Additionally, its effective caster level goes up by +1, improving spell effects dependent on caster level. This is a death effect.

Expend Magic (Su)
Kingkiller creatures may expend absorbed spell levels to utilize the following powers:

Detect Magic (Su)
Kingkiller creatures continuously detect all magic (as the detect magic spell) within 6 miles radius per HD it possess and expends one stored magic level each day.

Fast Healing (Su)
A Kingkiller creature may expend one stored magic level to gain fast healing 3 for 1 round. They may expend additional spell levels to increase the amount of fast healing the gain by 3 for every spell level they expend to a maximum amount equal to their Constitution Score. Hence, a kingkiller creature with a Constitution Score of 20 could expend 7 spell levels and heal 20 hit points in one round. Use of this ability is not considered an action as it is an automatic reflex.

Listen In (Su)
Kingkiller creatures automatically hear any form of psionic or magical communication within a 1 mile per HD of the kingkiller creature possess. (including but not limited to dominate person, dominate monster, helm of telepathy, sending, telepathic bond, telepathy, whispering wind, etc.).

Virulent Contagions (Su)
Any creature that comes within 10′ of a creature affected by a scourge of pestilence illness or pestilence ability must make a Fortitude Saving throw or suffer its effects within 2d12 hours.

Illness (Su)
A scourge of pestilence continuously causes all creatures within 10 ft. per HD the kingkiller possess to succeed on a Fort Save (DC 10 +1/2 the kingkiller creature’s HD + its Con Modifier) or be sickened. The sickened effect is permanent until negated by a spell or effect that removes disease. This ability drains one stored magic level per hour.

Pestilence (Su)
After any successful melee or ranged attack (including touch attacks), the scourge of pestilence may expend stored magic levels to force the target to make a successful Fort save (DC 10 +1/2 the kingkiller creature’s HD + its Con Modifier) or suffer Constitution damage plus an additional effect. 24 hours later a creature that failed its save must make a Successful Fort saving throw (Same DC) or suffer 3d6 Constitution damage. The number of spell levels, the amount of wisdom damage, and the additional effect is dependent upon the kingkiller’s CR.

CR Spell Levels Wisdom Damage Effect
3-9 2 2 Exhausted

The effects are permanent unless negated by a spell or effect that removes disease. While afflicted a creature cannot be afflicted a second time.

Silver Crusade

I am starting a game with a group of players that *sigh* are furries. They all want to play beast races. Which is fine. It can add some interesting flavor to have a beast adventuring party running around. One of them wants to be a wolf. Is there a class or feat that will give wolf features? I want to keep everything they use to be from a Paizo source.

Silver Crusade

The last time I played PFS was in 2014. I am interested in starting back up but as I recall they had just changed the level sheet/gear tracking method. It was a little daunting to retroactively change everything. Is there a guide or anything that can stream line it?

Silver Crusade

Sky Lantern Players Do Not Read:

Hello All,

I am planning a story arc where the characters are trapped in the present day. And they will have to find their way home with the help of other character from the Pathfinder main world. In order to function in “real world” they are going to need to use skills that fantasy characters would not normally have. I play to create an event in game where they will be able to pick up useful skills and feats. My hope is that the skills/feats be very useful in “real world” but mostly useless on Golarion. For instance the ability to drive isn’t going to come up that often once they return home. But I do want them to get some stuff that is moderately useful. I am thinking of giving them English as a language. They won’t be able to use it much but it will effectively be a secret language just for the group.

They are unlikely to go to Numeria but it isn’t imposable.

My question for the Pathfinder forum at large is this. What skills and feats would be good to gift the characters with that would be helpful in modern world, but not disruptive in fantasy world? I would prefer tweaks to existing material (hence putting this in advice not homebrew) but am open to new stuff you think up as well.

Silver Crusade

Gisher: Thanks that is pretty much exactly what I wanted.

Silver Crusade

My intent was that an Occult Mind could add spells from scrolls as long as they were on both lists...

Silver Crusade

Just adding key words: had a hard time finding it when i needed it the other day.

Blood Wizard, Bloodmage,

Silver Crusade

Ok, what I am hearing is that what I am looking for does not exist. So I made an archetype. Feel free to take a look if interested.

Silver Crusade

Hello all,

This is my first stab at making an archetype. I plan to present it to my DM who is new to Pathfinder. I need it to be understandable and I want it to be fair. My goal was a wizard who could cast spells psychically. I love the ability to know a lot of spells even if I can't cast as many each day.

*Occult Mind*

Your Wizard spells count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. Occult Minds cast spells from the Psychic’s spell list.

Instead of a spell book, an Occult Mind forms a bond with a crystal worth at least 100g and is available at character creation. This crystal is also the subject of the Occult minds Occult Bond. See below.

An Occult Mind must focus on his crystal each day to prepare his spells. Crystals store all of the spells that an Occult Mind knows, and an Occult Mind cannot prepare a spell that is not stored in his crystal. An Occult Mind’s crystal begins play storing all of the 0-level psychic spells plus three 1st level spells of the Occult Mind’s choice. The Occult Mind also selects a number of additional 1st-level spells equal to his Intelligence modifier to store in his Crystal. At each new witch level, he adds two new spells of any spell level or levels that he can cast (based on his new Occult Minds level) to his crystal. An Occult Mind can also add additional spells to his crystal through a special ritual. This process is similar to the method a Wizard uses to scribe addition spells into his spell book in that he must either have a scroll, spellbook or another Occult Minds crystal to add additional spells to his spell book.

Occult Bond
An Occult Mind must choose a bonded object as his Occult Bond. This object is his focus crystal this crystal may be part of an amulet, ring or other item that may be altered or upgraded as normal for the class feature.

An Occult Mind loses Scribe Scroll as a bonus feat and gains Psychic Sensitivity.

Silver Crusade

I like the spell book aspect of the wizard. That is what I am looking for.

Silver Crusade

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I am trying to find an Occult class based on the Wizard. The Psychic seems to be based on the sorcerer and I didn’t see an architype to alter the wizard for a psychic flavor in Occult Adventures.

Silver Crusade

I am creating a Blood Magus NPC for my game so I was doing the conversion anyway so I thought I would post it here. This class was originally published in Tome and Blood in 3rd edition then republished in Compete Arcane for 3.5 edition. I did not reprint everything I only typed up the parts I changed. After each change is my reasoning for the change. Feel free to comment and let me know what you think.

Blood Mage
*It is a little silly but we actually have a Magus class now. This prestige class is in no way similar to the base Magus class and it bothers me to call it Magus.

Hit Die
*In 3.5 the Blood Magus had a hit die one step higher than the standard wizard class. A lot of its abilities require taking damage standard wizards don’t need to take so I kept the increase in my version. Also this Blood Magus lost a class skill and I didn’t replace it with anything so give and take.

Skills: Craft (Alchemy) 4 Ranks
*There is no longer a Concentration skill so this requirement had to be changed. I went with Craft (Alchemy) because it is still a class skill for Wizards and I feel it fit thematically with the Blood Drought, And Infusion Abilities. I also kept the requirement at 4 ranks instead of lowering it to 1. I felt that 4 Ranks in a skill wasn’t too big of a hardship, and I like it for the class flavor.

Class Skills
Delete Concentration
*I felt fine not replacing it with another skill.

Fort Ref Will
+1 +0 +0
+1 +1 +1
+2 +1 +1
+2 +1 +1
+3 +2 +2
+3 +2 +2
+4 +2 +2
+4 +3 +3
+5 +3 +3
+5 +3 +3
* This comes right out of the conversion guide.

Durable Casting
Instead of “He still dies if he reaches -10 hit points or lower.” change it to “He still dies if he reaches negative his constitution score or lower.”
*The death rules are different in Pathfinder

In the second paragraph remove where it refers to XP costs.
*Item creation in Pathfinder no longer costs XP.

Blood Drought
In the first paragraph remove where it refers to XP costs.
*Item creation in Pathfinder no longer costs XP.

Change the page references.
The Homunculus is on page 176 of the Bestiary
The rules for adding hit dice are on page 295 of the Bestiary

Thicker Than Water
5/Bludgeoning instead of 1/Bludgeoning
*This one was just because I felt 1/Bludgeoning was stupid. You are going to be 12th level minimum by the time you get this ability. The amount of damage being thrown around at that level is significant enough that reducing it by 1 point is almost pointless. Five points is useful without being OP.

Bloodseeking Spell
At the end of the description I changed “Constructs, elementals, oozes, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.” to ”Any creatures without blood or a similar substance within their bodies, such as most undead, constructs, elementals, oozes ect, are immune to this effect.”
*Pathfinder changed what sneak attack can effect and although this is not precision damage I feel the intent of the change is served by this new wording. Plus some undead and constructs should be effected by this ability. Homunculuses have blood in them, so do Vampires and Blood Golems. This wording gives examples of what should be excluded without putting into RAW that they are always excluded.

Awaken Blood
At the end of the description I changed “Constructs, elementals, oozes, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.” to ”Any creatures without blood or a similar substance within their bodies, such as most undead, constructs, elementals, oozes ect, are immune to this effect.”
*Same reason as above.

In the first paragraph I changed (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) to (except a creature without blood or a similar fluid).
*See previous two alterations.

Silver Crusade

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I am of the opinion that if you are not Lawful Good you are not a Paladin. The Paladin gets his ability’s through being a paragon of faith, following a strict code for the good of mankind. You could be a holly warrior upholding the ideals of your faith but that isn’t quite the same thing.

I would recommend War Priest, or Inquisitor to be Paladin like without being a Paladin.

I love the Paladin class, but it is tricky to play. As long as the party doesn’t egregiously violate that Paladin’s code while in the presence of the Paladin they should be good. It can be a lot of fun having one character “handle” the paladin while another party member does something shady. And honestly as long as it is not way evil like torturing someone the Paladin can be flexible. I have lectured a few party members on the virtue of honesty a time or two.

As long as the conflict is kept in perspective and in game world only it should be all fine.

Silver Crusade

1 person marked this as a favorite.

For a combat maneuver character the most important thing you can do is know the rules. Everyone knows how to attack but bull rush disarm and grapple are so uncommon almost everyone has to look up the rules. Book mark the pages and read the rules multiple times. I would even write abbreviated rules out on cards. You could then use the cards as book marks.

Silver Crusade

I would write up a code.

I played a paladin that used poison once. The thinking was that poison was just another weapon no more evil than using a sword. He couldn’t use the poison out of combat but he wouldn’t use a sword out of combat either.

If you have a solid reasonable code to go by that will help you dictate what will break your code and what wont. Think of a cause to fight for. Protecting the innocent, the greater good, honor, bringing magic and wonder into the world, or proving that “White Necromancy” can be a boon to the world and removing the stigma of necromantic spells.

In the heat of combat you can justify a lot. Blinding someone to take them out of the fight could be a merciful way. ESPECIALY if you capture them not kill them and take them to a temple to get healed of the blindness. They could work off the cost by working for the church.

In real life mind control (if it were real) is a bad thing. But as a Paladin you could justify it as just another weapon but have a strict code on when you can use it and what you can make the subject do.

Consider that it is not the spell you use but how you use it.

Silver Crusade

I am playing in a Strange Aeons game. My DG made some ruling that are really frustrating me. I am a strong believer in not arguing with the DM. It slows down the game and the DM is just as much a player as the rest of us and I don’t want to spoil his enjoyment but being a jerk.

Everything turned out all right in the end but I don’t like not knowing if I am just totally off base or not. I also run games so I feel I need to know so I can get the rules right when I am DM.

In the Asylum there is an area with an Attic Whisperer in it. It is full of Deeper Darkness. I cast Daylight as a spell like ability. I thought that as these were both level 3 spells they would cancel each other out and where they overlapped we would have the regular light conditions. It was ruled that the Deeper Darkness stood unaffected. There may be information in the module that effects this that I do not know about but I can’t go look.

Next this monster has sleep effect. I think it is a Supernatural Ability. I have an ability that modifies my save against Mind Affecting effects. I thought SUs and SPs worked like the spells they mimicked. And as the sleep spell is mind effecting I could use my ability on the save. It was ruled that this was not Mind Affecting so I couldn’t use my ability.

Silver Crusade

I am in a game and it turns out no one has any healing. We are in a module so we can’t go get potions. I am a paladin, with 1 feat and 2 traits I can fiddle with. Is there a way for me to heal at level 1?

Silver Crusade

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I just read the spell Storm of Blades. And I noticed the spell has a material component (A sword). This means that every time you cast the spell the sword you use as a material component get destroyed. They don’t have a cost associated with the sword. And we are advised not to track components that don’t have a cost. So a caster with this spell would RAW have an unlimited number of swords. I know this is ridiculous and not at all how it was intended.

Also it seems if you wanted to destroy a magic sword at any point you could just use it as a spell component. All I need to do is get my hand on it long enough to cast the spell.

Am I reading the spell right?

Silver Crusade

I am trying to fill in my collection of Pathfinder Tales novels. I want the ones the same size as my previous books. Is that possible?

Silver Crusade

I want to get a good collection of music for various situations and locations. Tavern, crypt, battle, fairy glade. I've looked and haven't found a lot for free. can anyone point me to a good web site for free sound downloads? I don't want to pirate so they have to be free.

If the sound thing goes over well in my game i may be open to paying for back ground music but if you put a pay site in let me know its a pay one.

Thank you.

Silver Crusade

I would say it is an evil act. Even though 99.9% of Drow are evil killing anything on site is evil. Primarily because of the likelihood of mistake and the cosiquinces of that mistake. This could be the one in a million good or neutral Drow. It could be an innocent under a curse. You could be under an effect that alters your perceptions. If you are wrong you may have just killed an innocent.

Also even if you are standing in front of an evil Drow, killing it robs it of the chance to repent. The "most good" option would be capture and chaperone. Once the Drow becomes hostile or overly dangerous then you can kill him/her.

Silver Crusade

Thank you.

I am an angelkin (+2 str, +2 cha) longsword/light mace two weapon fighting.

I did not take weapon finesse. My GM had us roll stats, and my rolls were so good they should be held up as an example why rolling stats is a bad idea. So I dont need it to hit.

Silver Crusade

I am about to play in a Wrath of the Righteous campaign. I am going to build a paladin. I want to play a two weapon fighting paladin. All the guides I am finding are for sword and shield two weapon fighting with shield bash and that is not what I am going for.

I am thinking I need Weapon Finesse, Two Weapon Fighting (the whole tree), Two Weapon Defense (the whole tree). My primary concern when it comes to the feats is should I spend a feat on Exotic Weapon Proficiency – Bastard Sword. I figure the 1d10 damage for my primary weapon will make up for the low strength modifier. But I am not sure the extra few points of damage is worth the feat.

For race, it is a home game and the GM is fairly permissive with the races available, but I need the feat so I am leaning toward Human.

Does anyone have any advice for my two weapon fighting paladin?

Silver Crusade

Restore Corpse is a level one spell that covers a skeleton with rotted flesh. I feel comfortable saying a similar spell of level three or so would restore the corpse with fresh flesh. So this GM would allow it.

Silver Crusade

If an invisible creature leaves a square threatened by a creature with scent does that provoke an AoO?

Silver Crusade

I am a level 7 Cleric. We are about to start Rise of the Rune Lords Hook Mountain Massacre. I want to use the spell Divination to help us prepare. I have played through Burnt Offerings and The Skinsaw Murders so any knowledge from those two chapters can inform the questions but nothing beyond that point.

If you have any generally good Divination questions shoot, but remember to use spoiler tags for any question with module knowledge.

Thank you.

Silver Crusade

1 person marked this as a favorite.

Haunted Carnival:
Much like the name suggests this is a haunted carnival. Only abandoned for a handful of years the rides and structures are still in relatively good repair. Nature has started the long slow process of reclaiming the land. Weeds are abundant and the paint is peeling but there is a feeling of pent up energy throughout the carnival as though it is just waiting for the right moment to spring back to life.

Carnival Entrance:
When the characters enter the carnival a massive haunt activates. Calliope music fills the air and the laud voice of a barker calls out to them. “Welcome, one and all, old and young, dreamers and wishers. Enjoy all the delights we have to offer.” As the characters wonder through the Carnival they get the feeling as though it is full of activity, as if they are in a great crowd. They constantly find themselves moving as if to navigate through other people in the non-existent crowd, and straining to hear over the den of non-existent voices. The haunt is harmless. There is no real impediment to movement and they can hear just fine. A channeling can negate the haunt in each area but it only affects the area the channeler is in, not the whole carnival.

The Midway:
The midway is full of games. Whenever a character approaches a game the barker voice booms out an invitation for the character to play. The games should be based on skill checks with varying degrees of success. Depending on the level of success the characters should earn a prize. Ranging from carnival staples like a doll or toy up to a minor magical boon such as a bonus to whatever skill was used to win the game. Magic items should be for only the most difficult games and should be more for novelty than adventuring use. Level 0 spells. See below for examples.

Jacobs’s Ladder requires three clime checks that get progressively harder. The ladder is rigged so a failed check always results in the character falling off the ladder even if the check fails by less than five.

The beam walk requires three acrobatics checks. The center of the beam is rigged to wobble so passing that section requires a ref save or the character falls off. Treat this section as a mechanical trap but disabling it negates and prize from the game. Seeing the trap can give the characters a circumstance bonus to their ref save.

The dart game has various colored bladders hung on a board. A character can pay 1c to get three darts. The various colored bladders are of different sizes, have different ACs and are worth different points, but all are under filled and so have an effective hardness of 2. It takes 2 points of damage to pierce the bladder so unless a character has a strength modifier of 1 or higher they are not going to pop a bladder with the provided dart (1d3 dmg.) and using other weapons negates any prize.

The mechanical bull is a large imposing beast. The ride checks start at 10 and increase by 2 every round. To earn the minimum prize a player must stay on for at least 5 rounds and the prize improves at DC26 and DC 32. (Prize points and DCs can be altered to fit the level of your game.)

Madame Thalia:
There are posters throughout the Carnival telling the guests to visit Madame Thalia for fortunes. –Only One Silver Coin- Entering her tent the characters are greeted with a morbid tableau. Madame Thalia is sitting at a round table with a glass sphere in the center. She is dead head lolling to the side. The years have mummified her and her desiccated hand still rests outstretched as if waiting for payment. Each character my give her one coin to get one question answered. She is always accurate but tends to phrase her answers to bring up more questions thus enticing the character to spend more than they should to clarify mundane in irrelevant tidbits of information. Each character only gets one question. Anyone who removes a silver coin from Madame Thalia is subject to a curse effect. A silver needle pierces the hand of the character. Until the curse is removed they cannot use two handed weapons and have a -2 to any check involving the hand. Once the curse is removed the needle disappears.

Creature Menagerie:
The creatures in the menagerie were always suspect. The nymph was just a beautiful woman in costume, the vampire was just a giant bat, the drider was an ettercap, the void demon was a permanent darkness spell, and the doppelganger was a clever illusion mirroring whoever was closest to the cage. This is a good area to insert combat. If the ettercap survives it likely does so with the help of spiders. A good spider themed ambush would work here.

Fun House:
The haunted house in a haunted carnival has got to be good. The main body of the house consists of four octagonal rooms. Each room in identical and has a compass rose of the floor and a numbered door on each wall. No door may be opened with another door in the house already open. Lay out the four rooms in a square with hallways between each room. At the middle point of each hallway is a trap. It causes a flash of light and the doors at either end of the hallway close. If done right it should appear that a character who travels between each room is entering the room they just left but with any party members that stayed behind now missing. To add to the illusion until they figure it out only draw the first room and have the players mini reenter the already drawn room. To keep track of who was in which room I put the minis on different colored poker chips.

Other rooms could look completely normal but have furniture come to life and attack, and/or small maze that is cloaked in total darkness. Setting up a combat is a room that appears empty but is in fact full of invisible barriers can add to the fun house feel. Be ready to improvise you want the players frustrated with the fun house not with you. If it gets too hard for them tone it down.

Tips: Check out Murder’s Mark, and We Be Goblins as both served as inspiration for this carnival.

Silver Crusade

Jeraa wrote:
No. The spell does use a 3rd level spell slot, but it is still a first level spell. Only the Heighten Spell metamagic feat actually changes the spells level.

Well... Boogers! I don't like that at all.

I am going to write my congressman!

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Can I use a higher level slot to prepare a lower level spell without a feat? For instance Magic Missile in a level 3 slot.

If I still and silence the Magic Missile when I cast it is it treated as a level three spell?

I swear in 3.5 the answer to both of these was yes. Or I may have just been doing them wrong for years.

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Everything living appears undead and the undead appear to be living.

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So I am writing my own campaign and I have come up with a lot of stuff I think is neat and want to share. I put this out there for you to use. If anyone else has some cool home brew locations feel free to write them up and share. We may not have editors but I bet we can be just as awesome as the Paizo Staff.

The Library:
The Library is an ever expanding place filled with giant book laden bookcases. Every book ever written and a few yet to be written are here. The bookcases are situated both vertically and horizontally all at 90 degree angles no diagonals as far as the eyes can see. Some are free floating. When the PCs walk in The Library they are walking with bookcases as their floor. The gnome caretaker gets very upset if the PCs step on the books so if they find themselves on a bookcase turned with the books face up they had best succeed on as acrobatics check to step only of the edge of the shelves.

When the PCs enter The Library they are separated but in sight of each other. Gravity is somewhat subjective here so it appears that some of the PCs are standing on the walls or ceiling. Have each Player roll percentile dice and leave the results visible to the table. Whenever a PC leaves the visual range of the other PCs they travel seemingly randomly in The Library and come out in another location in site of at least one other PC. When this happens have the PC in question roll the percentile. If the roll is within five (or ten or twenty depending on how fast you want them to regroup) the PC emerges next to another PC and they can travel together from then on. If they want to separate one just goes out of site of the other PCs and they will travel solo. The traveling isn’t really random. The Library is a very lawful place. The PCs just do not know the tick of it yet. If any PC rolls 100 they get an idea how things work and can go to any location in The Library they know exists.

If the players haven’t fully regrouped combat may be a little tricky. Draw four planes to represent the four walls of The Library. Generally think of them as Up, Down, Left, and Right. Forward and Back are so far away they may not even exist. Break up each plane into levels so that even if two players are on the same plane they are not necessarily together. Keep in mind that each location with a PC needs something for them to walk around to travel. You only need to draw locations as they become relevant. Likely only one more location than there are PCs. Enemies that followed the PCs into The Library are just as lost as the PCs but Enemies that are native to The Library can navigate with ease.

There isn’t a lot of life in The Library. Most of what will be encountered will be constructs, other lost adventurers, and extreme bibliophiles. Your best bet is to reskin existing monsters to be library themed. For instance a Bat Swarm can become an Animated Book Swarm. Even traditional enemies don’t have to be hostile. They could just be here to read. (Liches love Terry PratchetT. It’s a well know fact.)

The Gnome:
The Gnome cannot leave The Library for long as being caretaker is a fairly intensive job. He is going white at the temples, and seems pale. He has been caretaker for a very long time and while he loves them he has grown bored of the books. He is looking for someone to take his place so he can leave The Library to see the world. He is looking for the right type of person. (At least four knowledges at 10 ranks or more.) As yet he hasn’t become desperate. If the job is turned down he lest the perspective replacement go back to their lives. But the more white hair he gains the less reasonable he becomes.

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I am thinking about playing an alchemist in PFS. Does rapid shot work with throwing my bombs?

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We stumbled onto a green dragon and a gold dragon.

I wanted to know if metallic dragons = good and colored dragons = bad. The DM had us roll Knowledge Nature.

While the DM is always right. But should it have been Knowledge Arcane?

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Second Lamp Post Players Read No Farther.

I am running an Ustalav campaign. My level 2 and 3 players are currently walking through the woods. I plan on having them come across an abandoned carnival. I have some ideas I think are great elements but I am drawing a blank on an engaging over all scenario in this carnival. See below for the elements I really like (feel free to use them in your games if you like them, but I would really like some plot ideas.

Thank you.

1) A haunt over the entire carnival that plays calliope music. It’s creepy as hell and once per 24 hrs the players make will saves or be shaken while in the carnival.

2) There was an exotic monster show. One of the monsters was real. It escaped and the people in the carnival either ran or were killed. I think the monster will be a Rakshasa but long gone.

3) A mechanical man. His chest is torn open and there is a sizeable hole in the center. He was an attraction and was powered by a magic item in his chest. The Rakashasa took the previous one on his way out but if the PCs have one of suitable power (5000g or more) they can replace the missing magic item and bring him back.

4) A fortune teller was killed. She has banners up all over the park saying that for 1 silver she will tell your fortune. This could make for some strong foreshadowing. (I plan to run a mod once they hit lvl 5) She is dead in her tent. Her corps is slumped in her chair but one skeletal hand is laying palm up on the table as if waiting for payment. Players pay a silver and get a fortune. I am running this as a haunt. If she gets enough silver the haunt ends, if any one tries to take a coin they get cursed. After a failed save, they get a large needle through the palm of their hand -2 to dex and can’t use that hand until the curse is removed.

That’s everything I got. Please send ideas my way.

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I would say this is more a Transmutation spell than an Illusion spell. You are taking something (snow and or ice) and turning it into something else (simulacrums).

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I think that back in the 3.5 days there was a supplementary online artical that said the silent image tree could make the illusion of pits (All About Illusions I think). But pathfinder is not 3.5.

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If I want to create an illusion of a 5x5x5 pit, what spell do I use?

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Chris Mortika wrote:


I can see how abusing slaves would drop someone into evil, but simply owning one?

But we in North America have a slanted view of slavery, because American slavery, racist and inhumanly brutal as it was, was not the norm for medieval slave-holding cultures. The norse had thralls, typically enemies captued in battle, who were integrated into the Norse social structure, and their children were freemen by law. The Roman Empire relied on slave labor, but the lifestyle of servants wasn't significantly worse than that of the freed citizens they worked alongside. Medieval European agriculture was supported by serfs, who were owned as parcel of the land they tended.

Are you honestly saying that holding someone against their will and forcing them to work for you is not evil as long as you are nice while you do so?

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I kinda like the idea of a black dragon that casts as a witch instead of a sorc.

Kobolds. Willow wisps, fae. All are fun.

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I would tell him to stop reading ahead or leave the game.

I would also change things. Change the answers to puzzles and the monsters the party fights. As long as they fit the narative you are good.

If you feel brave and creative you could turn the occasional villan into a hero or victom.

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The Feat overrides the rule. You can have two spells going at once.

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This is a good encounter. As long as you give the players their opposed checks to wake up i think you are good.

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The spell says it protects you from lack of air, so you are fine to breath where ever you go. You are protected from the standard conditions of the plane. On Neg and Pos planes you only need this spell to walk around unharmed in most cases. On the fire plane you can swim like a humanoid in mud.

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I really do not want a gun at any table I play at. There is no reason to take a weapon to a PFS game. If I knew a player had a gun at a table I would not play there as I would not feel safe. There are a lot of points that can be made on both sides of this debate but if I don’t feel safe I won’t have fun. If I am not having fun I don’t want to be there.

A police officer with a gun is fine with me. They have a reason to carry a gun.

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When i gm i only flesh out what i think they will do one game in advance. They go off in weird directions at times but as long as you have a vauge idea of whats going on in the world you will be ok. Some of the best sceens i have run were the party doing something i didnt expect.

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You need to pay for the masterwork then the magicness.

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I liked it cuzz it went with the theme of my character so well. It is the only named nine-ring sword that I saw.

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I think the spells that cause pain are there primarily for magical torture. Torture = evil so pain spells are evil.

Silver Crusade

The level of the spell on the class list you get the spell off of is the level of the spell.
A supernatural or spell like ability is not the same as a spell and does not count as a spell for PCs.

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