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Goblin Squad Member. 1,574 posts (3,504 including aliases). 2 reviews. No lists. No wishlists. 6 aliases.

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I am pleased to report that I finally persuaded my group to convert to Pathfinder!

Specifically, to Pathfinder 1e from 3.5. Now I can finally quit converting between grappling systems in my head on the fly when running PF1 content for 3.5 PCs!

... Eh heh.

The timing may be a bit ironic. See you all in another decade or so! ^_^

The Healer's Hands feat from Planar adventures says:

Benefit: You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way ...

So I don't need to use a healer's kit. But if I do use one, how many uses are expended?

A) Two uses, because if you use it at all you have to use two uses as per the Heal skill description.

B) One use, because if you don't expend at least one use you can't get the +2 circumstance bonus from the Healer's Kit.

C) Zero uses, because the feat negates that requirement.

For myself, I'd happily house-rule that your healer's kit never gets expended if you have this feat; it's just a set of tools, like a set of masterwork artisan's tools (which grant an identical +2 circumstance bonus at 55gp instead of 50gp).

But I'd like to hear what other people think.

Found this lovely sunken ship image today, which would make an excellent encounter area for a Ruins of Azlant random encounter or side quest.

The best part is that it's a real ship. There's a version in the comments on that Reddit thread with the diving robot photoshopped out.

For the last few days I've been noticing that the "page loading" indicator for any page on the Paizo site keeps going for a long time after the page is apparently loaded. Further investigation has revealed that the pages are trying to load this file:


... but that subdomain is not responding to requests. So the loading indicator just keeps going until the connection times out.

While I'm here, I noticed a couple of other errors while I had the JS console open:

Blocked loading mixed active content “http://paizo.com/include/fonts/OpenSans-Regular/OpenSans-Regular.woff”

Prob ably means you've got a hard-coded HTTP somewhere which needs to either be HTTPS or else be protocol-relative (which has downsides of its own).

And finally:


ReferenceError: invalid assignment left-hand side in paizo-libraries-min-003.js

https://secure.paizo.com/cgi-bin/WebObjects/Store.woa/wa/DirectAction/creat eNewPost:381:1

Since that's minified code I don't know that I can give you much more useful detail than that, but it appears to be something that's called when someone is creating a new post.

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Some bug reports. Browser is Firefox Quantum 59.0.2 (64-bit) on Win 10.

First up, the menus on the the home page have some issues. The Starfinder and Organized Play menus contain a large area of odd, empty space. Screenshots:



It looks as though the .tier-two li.links-stem in these two menus contains no data other than an empty UL, and is picking up styles that might make sense if they actually contained links.

The Community menu has links, but they are weirdly offset from their parent navigation element. Screenshot:


Next, the #nav-ribbon bar that appears on every page except the home page has two dead links: Pathfinder and Community, which go to (respectively):



These two pages exist, and their presence in the nav ribbon indicates that they are important enough that they need to be constantly visible throughout the visitor's browsing experience. But they don't actually have any content. They have the header, the footer, a breadcrumb, some social media icons, and that's it. Screenshot of the Pathfinder page:


I don't know what you plan to do with these pages, but leaving the blank doesn't seem like a good idea. Pathfinder is your primary product; its landing page needs data. Similarly, leaving the Community page blank makes it look like there isn't a community. Of course there is, but a new or prospective player may not know that. You need to put something there.

Lastly, and this one is more subjective, my participation rate on the forum has plummeted because it's much more difficult to browse the forums to see what's happening. There is, of course, the all forums index, but it suffers from having too much stuff in it. I admire Paizo's commitment to continuing support for discussion of legacy products; but by my count, there are currently 146 forums displayed by default, which is a ton of content to wade through. I'm aware that I can collapse forums to remove them from my view -- in fact I discovered that today in the course of poking around the source code.

But I suspect that a lot of people, particularly more casual users, don't know about the expando-collapso arrows. I apparently missed them for eight years. Beyond that, I shouldn't have to curate every tiny aspect of my experience. At least some of the time, it's up to the site designers to make sensible default choices. Collapsing everything in the "Archive" section by default would be a good start -- still available for anyone who happens to want to go looking, but not taking a ton of real estate on ancient RPG Superstar contests and Dragon Magazine issues from the days of yore.

That said, I really miss having a way to just see the most recently active threads across all forums. Prior to the redesign, that was my primary method for discovering new threads I wanted to read or post in: they floated to the top of the list of the most recent posts in the sidebar that no longer exists. I miss that mechanic. It was great. I care much less about which forum a post is in than whether or not it's recent and active.

I wasn't sure where to post this, but this seemed like a logical place. Mods, if there is someplace better, please move the thread. Thanks.

I'm planning on running a one-shot at GenCon, entitled The Song Pharaoh's Coda, on the Wednesday before the convention proper starts. This is not an official Gen Con event, and will not appear in their event planner. I haven't nailed down the exact time or venue, but it'll most likely be around 1 PM either in my hotel (which is connected to the convention center via skyway) or in the convention center itself. I have two definite players and one "probably"; I'm looking to recruit two more people who can definitely attend, aiming for a finished group size of 4-5 players (plus me as the GM).

In brief, it's an adventure for level 9 PCs, set in Osirion (the Egypt analogue of Golarion, Paizo's campaign setting). Behind the spoiler, you'll find a player's guide with a lot more detail (much of which is probably review for people here on Paizo's forum, but I prefer to be thorough).

The Full Details:
= The Song Pharaoh's Coda: Player's Guide =

== Setting ==

The adventure takes place in the land of Osirion, in the world of Golarion, Paizo's official campaign setting. For players unfamiliar with the campaign setting, Osirion is roughly equivalent to Egypt. It is one of the oldest nations in the world, and has all the features one would expect in a fantasy analog of Egypt: pyramids, tombs, harsh deserts surrounding a fertile river valley, and so on. The gods of real-world ancient Egypt have likewise been integrated into the setting.

For several centuries, Osirion was ruled by invaders from neighboring Katapesh. Three generations ago, the native people of Osiriani finally overturned the Katapeshi intruders and returned to Pharaonic rule (though there are still many people of Katapeshi descent living throughout the country). The current ruler of Osirion is Pharaoh Khemet III, the Ruby Prince. His great challenge is restoring the traditions that were lost or changed during the centuries of Katapeshi rule, while simultaneously managing a fractious country on a treasury depleted by war.

In order to pursue these dual goals -- rediscovering past lore, and funding the current government -- the Ruby Prince has officially made it legal to excavate the tombs and lost cities of Osirion's past. Treasure hunters operating under a government mandate are required to bring their finds to Prince Khemet's archaeological staff for evaluation. Any pieces of particular historical importance will be kept by the state, and a finder's fee paid out to the person or group that discovered them. Pieces of lesser interest will be returned to the finders with papers documenting their authenticity, who are then free to keep them or sell them as they see fit. The Church of Pharasma, the goddess of death, has reluctantly agreed to this arrangement, and imposed a set of rules governing the treatment of the dead (basically, try not to disturb the peaceful dead any more than necessary, and destroy any undead).

You will be playing such a treasure hunter. As an experienced adventurer (of 9th level), you have been selected for a very special assignment by Nazmi, one of the Ruby Prince's direct advisors. Play begins in the capital city of Sothis, a sprawling metropolis on the River Sphinx. (But note that you won't be staying in Sothis for long.)

If you are interested in learning more about Osirion or Golarion more generally, consult the Pathfinder Wiki:



There's no real chance of spoilers from the wiki, as this is a custom adventure, so feel free to read as little or as much as you please.

== Mechanics ==

=== Allowed Source Books ===

In general, I'm okay with allowing anything published by Paizo, with the exception of the classes mentioned below that don't really fit the adventure. If there is some third-party material you want to use, tell me what you want and we'll discuss it.

=== Alignment ===

No evil characters, please. Also, I have a no patience for people who use Chaotic Neutral as "I'm evil but I don't want to admit it," or as an excuse to cause trouble with party members. I expect players to follow Wil Wheaton's law: Don't be a dick.

=== Races ===

All of the races from the core rulebook are present in Osirion. The population is predominantly human, but also has a large number of halflings. Dwarves are comparatively uncommon, but not unknown. Osirion also has a long history of contacts with the elemental planes, and so the elemental player races (Ifrit, Oread, Sylph, Undine, Suli) are more common than usual. If you wish to play something beyond the races listed here, please talk it over with me first.

=== Character Classes ===

Most classes will work well with this adventure, but those with skills associated with dungeon delving are most useful. Knowledge skills may prove helpful, particularly those which may reveal information about the distant past. It is not uncommon to find a few traps in ancient tombs. And of course anyone who can contribute to a fight is welcome, when an expedition may at any time run into a beast or ghoul.

That said, there are a few classes that I am banning, either because they do not really suit the flavor of the adventure, or because they may find that their class features are not particularly relevant. These include: Antipaladin, Gunslinger, Kineticist, Medium, Mesmerist, Ninja, Occultist, Psychic, Samurai, Spiritualist, Vigilante. Please give those a miss.

If you have any questions about whether a particular class would work well, please let me know and we can discuss options.

=== Wealth ===

Players start with standard wealth by level for a 9th-level character (46,000 gp). In general, most magical items you might need are available in Sothis. Please don't spend all your gold on one fantabulous item; split it up.

=== Ability Scores ===

To generate ability scores:

1) Roll 1d10. Add 8 to the value rolled. This is one ability score.
2) Repeat step 1 five more times until you have a set of 6 scores.
3) Repeat steps 1 and 2. You should then have TWO full sets of ability scores.
4) Choose one set of ability scores to use and discard the other set.
5) Arrange them as you see fit for your PC.


Set 1
1d10+8 = 1+8 = 9
1d10+8 = 6+8 = 14
1d10+8 = 3+8 = 11
1d10+8 = 6+8 = 14
1d10+8 = 8+8 = 16
1d10+8 = 10+8 = 18

Set 2
1d10+8 = 7+8 = 15
1d10+8 = 3+8 = 11
1d10+8 = 9+8 = 17
1d10+8 = 7+8 = 15
1d10+8 = 8+8 = 16
1d10+8 = 2+8 = 10

I'd probably choose Set 1, out of these two. So my starting ability scores (before racial adjustments and level bumps) would be 18, 16, 14, 14, 11, 9, arranged to suit myself.

=== House Rules ===

We are going to be using the feat tax rules from Michael Iantorno. The full details can be had here:

http://michaeliantorno.com/wp-content/uploads/2016/04/The-Elephant-in-the-R oom-Feat-Taxes-in-Pathfinder.pdf

But to sum up:

1) Everybody gets Agile Maneuvers, Combat Expertise, Deadly Aim, Point Black Shot, Power Attack and Weapon Finesse for free. You only use them when they make sense -- for example, there's no point using Weapon Finesse if your Strength is better than your Dexterity.

2) The feats Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, and Improved Critical let you pick a weapon group, rather than a specific weapon. For example, instead of picking Weapon Focus (Greataxe), you would get Weapon Focus (Axes), and gain its benefit on any weapon in the Axes group from the Fighter class.

3) Dodge and Mobility are now a single feat. It's called Dodge, incorporates the effects of both feats, and counts as both for purposes of meeting prerequisities for other feats.

4) Improved Two-Weapon Fighting now incorporates the effects of the later two-weapon feats. That is, if you have Improved Two-Weapon Fighting, when you would get an extra attack due to an increase in your base attack bonus, you automatically gain a new attack with your off-hand weapon as well without spending even more feats on it.

5) New feat: Unarmed Combatant. This replaces (and counts as) Improved Unarmed Strike and Improved Grapple. It grants all the benefits of both feats.

6) New feat: Deft Maneuvers. This replaces (and counts as) Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip. It grants all the benefits of those feats.

7) New feat: Powerful Maneuvers. This replaces (and counts as) Improved Bull Rush, Improved Drag, Improved Overrun and Improved Sunder. It grants all the benefits of those feats.

In addition to the above, we're going to use the Background Skills option from Pathfinder Unchained. It divides the skill list into two chunks: adventuring skills and background skills. Ranks in adventuring skills can only be purchased with your normal skill points from your level, Intelligence modifier, favored class bonus, or human bonus skill point. The following skills are adventuring skills:

Disable Device
Escape Artist
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (local)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion)
Sense Motive
Use Magic Device

You get 2 extra skill points per level to spend on background skills. These are the background skills:

Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Sleight of Hand

If you want to spend some of your regular skill points on background skills, that's fine.

== Backstory ==

For backstory, I want to know:

1) Your PC's name, gender, race, and so on. Include cosmetic details like hair and eye color.
2) Where are you from?
3) You need a reason to be in Osirion.
4) You are an accomplished adventurer at this point. Please make up one thing that your PC thinks of as a major achievement.

If you want to add more backstory, that's encouraged! But not required.

=== Languages ===

The native language of the region is Osiriani, but virtually everyone also speaks Common to some degree. Note, however, that modern Osiriani is substantially different than it was in the past, and no one really uses the hieroglyphic scripts any longer. Ancient Osiriani is thus considered a language unto itself, and is not available as a starting language (even to races that are ordinarily able to pick any language, such as humans). If you wish to know Ancient Osiriani, you must put a skill point into Linguistics to learn it.

=== Religions ===

If you are playing a cleric or a religious character, any of the major non-evil deities of the Inner Sea region are fine. Those are:

LN Abadar, god of commerce and civilization
CN Calistria, goddess of vengeance, trickery, lust
CG Cayden Cailean, god of freedom, bravery, ale
CG Desna, goddess of travel, dreams, and luck
LG Erastil, god of family, hunting, community
CN Gorum, god of war and strength
N Gozreh, dual-gendered deity of wind, waves, and nature
LG Iomedae, goddess of honor, valor, justice
LN Irori, god of knowledge, history, self-perfection
N Nethys, god of magic
N Pharasma, goddess of birth, death, fate and prophecy
NG Sarenrae, goddess of redemption, honesty, healing, and the sun
NG Shelyn, goddess of beauty, art, music, love
LG Torag, god of protection, craft, and dwarves

In addition, and of these from the Osiriani pantheon are fine:

LN Anubis, god of burial, mummification, tombs
CN Bastet, goddess of cats, pleasure, secrets
NG Bes, god of households, luck, marriage, protection
CG Hathor, goddess of dance, joy, love, music and the sky
LN Horus, god of rulership, the sky and the sun
NG Isis, goddess of fertility, magic, motherhood, rebirth
NG Khepri, god of freedom, the rising sun, work
LN Maat, goddess of justice, law, order, truth
NG Neith, goddess of hunting, war, weaving
CN Nephthys, goddess of mourning, night, and protection of the dead
LG Osiris, god of the afterlife, fertility, rebirth and resurrection
N Ptah, god of architecture, craftsmanship, engineering
LN Ra, god of creation, rulership, the sun
CN Sekhmet, goddess of fire, healing, vengeance, war
CG Selket, goddess of emalming, healing, scorpions
CN Sobek, god of crocodiles, fertility, military prowess
LN Thoth, god of magic, the moon, wisdom, writing
LG Wadjet, goddess of good serpents, the River Sphinx, and wisdom

Domains, favored weapons, and basic info about all of these deities can be had in the Pathfinder Wiki:


If you want more info on any of these, please let me know and I'll be happy to answer any questions. In general, the wiki articles on the core deities are pretty good, but the ones on the Osiriani pantheon are stubs -- they've got info like domains, favored weapons and such, but precious little about the deities themselves.

If you need to know more about the world or have any other questions of any kind, please do not hesitate to ask.

If you're interested, need to know more about the world or have any other questions of any kind, please let me know.

Suppose your PC is blinded, lacks the blind-fight feat, and wants to smack something. Doing so requires an attack roll, and suffers a 50% miss chance.

In order to do this, I often see people use this procedure:

1) Make the attack roll.
2) Do all the math to determine the attack value.
3) Roll percentile dice to see if it was a miss.

This is slow and cumbersome. So at my table, I encourage to people to do this instead:

1) Roll your d20.
2) If it's an odd number, you miss.
3) If it's an even number, then you add up your attack bonus.

I find this much faster. It only requires one die roll per attack, not two, and you know immediately whether or not you've passed your miss chance. Knowing that prevents you from wasting time on math that isn't necessary. And it integrates seamlessly with the standard rules for automatic miss (natural 1, odd) and automatic hit (natural 20, even).

Just thought I'd put that out there. I hope someone finds it useful.

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Designers, while you are working on PF2, please bear cognitive load in mind.

Having options is great! But the more options you have, the harder it becomes to remember all of them in play, and more difficult to choose between them.

Some people are quite adept at this; one player I know routinely builds complex characters with three or even four different point economies to track, and uses them to great effect -- once he makes up his mind about which of his many options to choose. Having more options presents a greater opportunity for analysis paralysis, but he generally does fairly well at avoiding it.

Other players struggle to operate a single-classed PC with no bells or whistles. This is particularly true of new players. Because they are not familiar with the system basics, running their PC takes a lot of mental work, and they are thus prone to forgetting options that are available to them. I tend to steer such players towards feats and equipment that grant static bonuses. Things that get added and figured in once are things you don't have to remember from moment to moment in the game, which tends to make running the character easier.

So, please try to strike a balance between game elements that add new options and those that improve existing options. Players should be free to build PCs that suit the cognitive load they are prepared to bear, whether that's low or high.

Crap, I wrote a five-paragraph essay with an introduction, three body paragraphs and a conclusion. Somewhere, my English teachers are cackling.

First up, storage!

At the moment, my solution for storing printed gaming maps looks something like a heap of bits of paper and a basket.

On the left of the chair, are a bunch of artist's binders I got from an art supply store, containing a ton of loose laminated paper maps. On the right is a hamper from Target, minus the lid, containing a bunch of rolled up vinyl maps I had printed out.

The binders are awkward to work with, bulky, I have no good place to put them, and it's awkward trying to shuffle through them to find any particular map I happen to need.

The hamper is slightly better, but the effects of gravity means that often the vinyl winds up developing kinks down in the basket where the roll slumps under its own weight.

Neither of these is satisfactory, particularly given that today I acquired these new maps.

Yes, that's 47 distinct vinyl battlemaps ranging in size from 5x8 inches up to 50x30 inches. I might be able to get all of them in the hamper, but the smaller ones would get lost at the bottom and it would rapidly get hard to actually find anything.

Next up, transportation!

I'm going to be running some games at NorWesCon and GenCon this year, and I will need to haul maps along with me. I have to fly to both of those destinations. How should I go about transporting my maps? I'd rather not just fold them up and cram them in my suitcase and hope for the best.

Any suggestions for either of these two things would be welcome!

Here's a screenshot:


The text of the headings "Roleplaying Game" and "Adventure Card Game" under the Pathfinder menu are too wide to fit the available space. They get smooshed together at the edges.

Also, the headers occupy a different number of lines:


... vs ...


... which throws the items underneath them out of kilter. For example, take a look at "Expansions" from the ACG menu; it's about half a line further down than "Sourcebooks" from the RPG menu. It comes out looking rather messy.

This screenshot was taken using Firefox Quantum 58.0.2. I have a bunch of extensions installed, but I don't think any of them are likely to be affecting this.

On a related note, I took a look at the code in the menu, and found this:

<input name="rpg" id="pathfinder-rpg" type="checkbox">
<label for="pathfinder-rpg">Roleplaying Game</label>

It makes me happy to see that you are labeling your form inputs! (Even if I have no idea why there's a form input mixed into a basic navigational structure.) However, there's an issue: you've got an associated CSS rule like this:

header #nav-main ul.tier-two .links-stem > ul > li > input {
display: none;

I'm guessing you're using that to hide the checkbox. Unfortunately, "display: none" causes the browser to treat that input in most cases as if it does not exist. That, in turn, causes screen readers for the blind to ignore both the input and its label. Screen readers skip labels for non-existent inputs, in order to avoid confusing blind people by giving them the impression that there's a form input they need to interact with when there actually isn't. So by hiding the form input with display:none, you've effectively disabled your heading for blind users.

You may not want the input to be read aloud, but I suspect you probably DO want the text of the label read aloud, because it's serving double-duty as a form input label and as a heading in the navigation. Consider taking a look at the ARIA properties for cases like this, specifically the aria-labelledby attribute.

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The new "My Account" menu is currently organized as follows:

1 Order History
2 Digital Content
3 Private Messages
4 Organized Play
5 My Profile
6 Account Settings
7 Sign Out

Perhaps my own case is unusual, but I think I've accessed my order history all of 2 or 3 times since signing up on the site eight years ago. It's mostly irrelevant -- you place the order, it's done, and you never have to think about it ever again.

On the other hand, I access my profile daily. Usually multiple times daily. It's the fastest way to find the posts I've made so I can see if anyone has responded to them.

So I would like to suggest that the order of the links in the My Account menu may not be ideal. If it were up to me, I would organize it thus:

1 My Profile
2 Organized Play
3 Private Messages
4 Digital Content
5 Order History
6 Account Settings
7 Sign Out

"My Profile" gets top billing as the central hub for your own activity.

"Organized Play" a close second because PFS/SFS people need to access that routinely.

"Private Messages" supports both of the first two items, particularly for people in play-by-post games.

"Digital Content" is important, but not key to site navigation. Paizo's digital content consists of PDFs; I suspect people tend to download them once and then keep a copy on their local machine, and only have to revisit it for new stuff or if they're not using their usual computer for some reason.

"Order History" -- eh, does this even really need to be present in the top-level My Account navigation? It's got top-right column billing in the Account Settings page, so if it were up to me I'd remove it entirely and just leave it under Account Settings.

"Account Settings" -- makes sense where it is, next to last.

"Sign Out" -- is exactly where it should be; it's at the bottom by standard convention.

I hope Paizo is tracking analytics on how many times each of these links get used. This kind of thing is where tracking usage data excels at telling you how your customers are voting with their clicks. Keep an eye on that for the first few months of the new site, and adjust if a pattern emerges in the data.

I'm not sure whether this is a world lore question or a rules question because it involves both; but it feels more like world lore question to me.

If I understand correctly, souls in Golarion originate via some mysterious process on the Positive Energy plane. Then, once they have developed sufficiently there, they migrate to the material plane where they bond with a body (either an organic body like a human child, or occupying a recently vacated android body). The soul then learns things, does things, makes choices, and generally lives its life. Eventually, the body dies (or the soul passes out of the android), it becomes a petitioner, gets judged by Pharasma, migrates to its assigned outer plane and meets whatever fate its actions in mortal life prepared it for. Right?

So my question is this: what happens when you use Polymorph Any Object to turn an inanimate object into a living creature? The iconic example from the spell is turning a pebble into a human for 20 minutes. It gets all six ability scores (10 for physical, 5 for mental). Does that mean the pebble now has a soul? Or is it more like a construct? Or what? If so, what happens when the duration expires and the pebble reverts to being a pebble? Does the soul move on?

It'd be a pretty lame life to get exactly 20 minutes to explore the world as a thinking, breathing being, and then your body suddenly isn't a body any more and you're punted out of material existence and on to yet another whole new world.

I don't really have any purpose in asking beyond food for thought.

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The Rise of the Runelords forum has a wonderful thread keeping track of all the extras and additions that people have created over the years. Here's one for Ruins of Azlant.

If you have something to contribute, please add it. If it involves external files, such as a map or handout, please choose a host that's stable in the long term. It's terribly frustrating for future users when a link goes dead.


Cut-away view of the Alabaster Trident by Chinchbug (also posted on the the cartographer's guild)

Inner Sea Gods says that one of Pharasma's servitors is a unique linnorm named Birthed-in-Sorrow, and gives some basic details on her abilities (channel positive energy, animate objects). Do we know anything more about this creature from any other source? Motivations? Backstory? Stats would be nice, because I think my player is going to be fighting her soon.

There are some moments that I am proud of in my GMing history. Some of them are things that happened on the spur of the moment. Others took months to set up and play out.

Probably a lot of us have such moments. And we don't really get to share them very much! Often, they take a lot of explaining before they can be properly appreciated, and it's hard to find someone whose eyes won't glaze over about a quarter of the way in.

So -- GMs: tell me your triumphs. Tell me what you did that you are proud of as a GM. How did you do it? What went into it?

I promise to read every post in this thread in full, even the long ones.

I am not afraid of spoilers, but for the sake of people who care about such things, please put any potential spoilers for published adventures in spoiler tags.

I look forward to hearing your tales.

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I'm running a dwarven wedding this weekend. The bride is a cleric of Bolka, so she wants aaaaaaaall the extras.

So far I haven't found any info on dwarven weddings. What are they like on Golarion?

Ideas so far:

- Ceremony takes place in an underground chapel. The bride and groom emerge from an even deeper chamber behind the altar. Afterwards, the wedding party and guests leave the chapel together, emerging outdoors to re-enact the emergence of the dwarves at the end of the Quest for Sky.

- The altar is a giant, completely functional anvil with accompanying tools and an active furnace.

- Bride and groom do the hand-fasting thing, only it's masterwork cold iron manacles. Each of them wears one half of the manacles, which have short chains dangling off them. They have to cooperate to forge the final link in front of the assembled guests out of solid gold. Possibly with a dwarven choir chanting guttural songs.

- Refreshments outside consisting of traditional dwarven foods: hot, packed with calories, designed to sustain you through a fully day of mining or forging. Plus vast quantities of alcoholic beverages, mainly ale and stout.

- Finally, the bride and groom have to collect a coal from the altar and use it to start the fire in their new home. It's terribly bad luck if the coal goes out.

Pathfinderwiki has a category for dead deities. If I've counted correctly, only six of them are full-on gods:

  • Acavna
  • Amaznen
  • Aroden
  • Curchanus
  • Ihys
  • Peacock Spirit

Am I missing any?

All the others on the wiki list are demigods of one sort or another. Mostly demon lords killed by Nocticula -- she's a busy lady. Namzaruum is hero-god and it's not exactly clear that he's perma-dead. Thron isn't technically dead, and it's not exactly clear whether he was a full god back in the day. Tsukiyo is a full god, but since he got resurrected he's not actually dead any more.

The following spoils Book 4 pretty thoroughly.

Thoughts on Book 4, City in the Deep:
I found this chapter problematic.

My chief objection is that Naqualia, the BBEG of the chapter, has no obvious motive for doing the things that she does. The Adventure Background ends with the line "when the PCs arrive in Talasantri, Naqualia realizes her time [to seek out Vallik] may be running out."


The PCs are not looking for Vallik. They don't know Vallik exists. Similarly, they have no idea that Naqualia exists. The PCs are irrelevant to Naqualia's task unless they get in her way somehow. All she has to do is keep her head down, focus on her task, find Vallik, and be gone before anyone is the wiser.

Instead, she almost immediately begins harassing the PCs and attempting to sow widespread chaos and discord through the city.


Chaos and discord are not going to help her. In fact, it's likely to make her job harder! People become suspicious and less willing to talk when their lives are in uproar. That will make it more difficult to track down Vallik.

Further, harassing the PCs accomplishes nothing beyond alerting them that they have an enemy. It is literally the worst possible thing she could do.

So ... why does she do these things?

Is she dumb? No -- INT 14 is pretty bright.

Is she inept? No -- the book says "Naqualia operates from the shadows, leading her mercenary forces with her impressive social skills." (Except that she doesn't really use her social skills, and blows her cover pretty fast.)

Does she just want to see the city fall apart for kicks? No -- her alignment is True Neutral, and she "fears nothing more than failure," which argues that she's likely to be pretty task-oriented.

While reading this, it seriously felt to me as though most of Naqualia's actions were dictated by meta concerns. The plot demands that the PCs have opposition; therefore, Naqualia messes with the PCs even though doing so actively undermines her primary objective.

Part 4 suffered from a similar major problem, in that the entire setup on the island makes no sense. Rillkimatai says his predecessor flagged down a passing ship and paid them to construct a tomb on a nearby island. And they did. Whaaat?

This poses a number of problems:

1) Why was there a ship passing through here in the first place? There's no regular traffic between Arcadia and Avistan as far as I know. I mean, isn't the whole point of establishing a colony out here that there's nobody around? So where did this ship come from?

Of course, it might have been a pirate. They might have reason to be lurking about in the ruins of Azlant, seeking good hidden bases from which to launch raids back towards the more settled lands.

2) Aside from that, excavating and finishing a tomb of this size is a HUGE project. It would take several months, minimum. Possibly as much as a year, especially considering that random sailors are not known for the superlative mining and engineering skills. Would a random ship have enough supplies to even keep their people fed that long? Would they even have the tools needed to excavate a tomb like that? Progress is going to be slow if you've only got three shovels and one pick, no matter how many sailors you have on hand to use them.

3) Why would they actually follow through? A merchant captain would be incredibly reluctant to blow their schedule off for that long at the behest of some fish-man. He might take Wavewalker ashore, spend a day or two building a cairn of rocks on the beach, say a few words, and then hurry along his way.

And a pirate captain would probably be happy to take their money, then dump Wavewalker's corpse on the beach and sail off with the payment and the spear thinking "Sweet Besmara, those fish-men are chumps!"

In neither case does a tomb of that scale plausibly get built.

With all that said, I really liked Talasantri itself. The city is cool, and the Drecissa/Anemora Argnos/Koramallis byplay was interesting. I appreciate how the author bent over backwards to avoid assuming that the PCs will befriend a particular NPC. I do have to wonder how Drecissa managed to get six levels of druid, in a city, before she's even moved out of her mother's house -- but hey, maybe she just likes camping out on the sea floor a lot.

As I was reading I wished these subplots were slightly better integrated with the overarching plot of the book, but then at the end it became clear that they're mainly a setup for the major hook into the next book. So, fair enough.

If I ever end up running this AP, I'll probably keep roughly the same cast of characters for book 4, but I'll be doing some heavy rewriting of the primary plot points.

I'm considering running a game set on Golarion in the Age of Serpents, and trying to figure out which PC races were present on the planet at the time.

Dwarves: Generally no, they were down in the Darklands till the Age of Darkness (-4987 AR).

Elves: Maybe? Their civilization apparently reached its peak in the Age of Legend, but I haven't been able to find out when they actually arrived from Sovyrian in the first place. The Age of Serpents could well pre-date elves.

Gnomes: No. They were in the First World till the Age of Anguish (-4202 AR).

Half-Elves: See Elves, above. If there are no Elves, there are no Half-Elves.

Half-Orcs: No. The Orcs were pushed out of the Darklands by the Dwarves, so no surface examples till the Age of Darkness. Which means no Half-Orcs before then either.

Halflings: are native surface-dwellers, but not recorded till the Age of Legend at the earliest. So ... maybe?

Humans: Yes.

It's a seriously different world. Half the races missing. No written language yet means no wizards or magi. In a world before domesticated horses, no cavaliers. Monks (and to a lesser degree Paladins) depend on elaborate philosophies and codes of conduct unlikely to have arisen in a hunter-gatherer society.

No metalwork means even the weakest fey are a serious threat because nobody has cold iron. Ditto for the other metalline DRs. For that matter, I'm going back and forth on whether archery has been invented yet or if slings, darts and spears (with atlatl launchers) are the sole ranged options.

I'd like to try out play-by-post, and a PFS scenario seems like a good way to do that -- a comparatively short-term commitment compared to a full-length module or an AP.

But I'm not part of PFS, and don't really have any interest in joining.

So -- Is it acceptable to play in a PFS PbP without being in PFS? I'd be happy to just play an iconic, maybe with a fresh name and backstory.

Ultimate Campaign says the following about losing control of businesses built using the Downtime system:

PRD wrote:
Because adventuring is dangerous work, if you're away from a settlement for 30 days or more, you risk losing control of your businesses there as employees begin to wonder whether you're dead. Upon your return, you must attempt a leadership check (1d20 + your Leadership score) against a DC equal to the number of days since you last had contact with that businesses — 10 (so if you've been gone for 30 days, the DC is 20).

Question: if the PC does not have the Leadership feat, what do they use as their Leadership score? Is it:

A) Calculate the Leadership score as if they had Leadership?

B) A Charisma check?

C) A straight d20 roll?

D) Automatic failure?

E) Something else?

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I just ran the Rushlight Festival. The boasting contest had some great stories in it, but I think it would be difficult to do justice to them speaking extemporaneously. So I took the time to write up first-person narratives for all of the boasters that I could just read aloud with suitably dramatic intonation.

Here they are:

Memon Esponde of Daggermark

Greetings, gentlemen, children, and especially ladies! I am Memon Esponde, a gad-about-town from Daggermark, where I am renowned for my keen wit, good looks, and humility. Gentlemen, keep a sharp eye on your wives and daughters when I am around! (Intimidate)

Do not think I warn you merely out of hubris, oh no! I warn you because I have been looking for a challenge. You see, a earlier this year when I was traveling about the River Kingdoms on a lark, a late afternoon rainstorm drove me to seek shelter. Casting about for someplace to spend the night, I came across a secluded temple on the outskirts of a town known for its arena. Knocking on the door, it was opened by a lovely young lady who asked me what I wanted.

"O most lovely lady," I said, "I seek shelter from the storm. Might I trouble you for a night's ... lodging?"

"Certainly, sir," she said. "We were just setting down to dinner. Come and I shall introduce you to my fellow priestesses."

At the dinner table, she introduced me to her colleagues, whose names I as a gentleman shall forebear to mention. Each damsel my eye fell upon seemed more beautiful than the last! The last I laid eyes upon was the high priestess, an elven lady with hair like spun gold, eyes like emeralds, and ... lips as soft and welcoming as a warm spring afternoon.

I made up my mind then and there that I must have not one, not two, but all seven of them. And since I had but one night in which to achieve this, well, let's just say that it was a good thing this particular temple was devoted to Calistria. Why, in any other establishment, I might only have managed four or five of the ladies! But under roof of Calistria, the Unquenchable Fire, I set about my task with fervor. One by one, I wooed the priestesses. One by one they opened their ... arms to me, starting with the lowest acolyte and finishing with the high priestess herself.

Ah, it was a glorious night! But alas, it could not last. For the first of my conquests, the sweet acolyte, found herself wanting more and came seeking me -- only to learn from her sisters that I had been ... busy. As the ladies compared notes, my duplicity became evident, and the six of them burst into the high priestess's chamber at the top of the temple's spire to confront me.

Leaping from her bed and noting the horizon outside lightening with the first hints of dawn, I uttered a prayer: "O Calistria, great lady whose passions rock the universe, if my deeds this night have pleased you, then grant me a way out!" And lo, at that very moment, the temple's sacred guardian wasp, fully the size of horse, appeared at the balcony. I snatched up the high priestess's corset, leaped aboard the wasp, and flew away into the sunrise, waving farewell at my erstwhile lovers with their high priestess's undergarments. (Bluff)

(At this point allow a DC 20 Sense Motive check to notice that he's talking about Mialolessa.)

And so, good gentlemen, heed my warning! For if you do not, I shall surely have far too easy a time seducing the lovely ladies of Pitax. (Diplomacy, Comedy)

Ankus Depergode of Gralton

Ahoy there, land-lubbers. Aye, I called ye lubbers, for what else can you be in this land-locked nation? (Intimidate)

Ye poor sods don't have any idea what yer missin, with no ocean about. Why, down by the Shackles is the real place to live. Ships goin' in an out full of treasure and wealth of all kinds! But none could ever match the ship that I sailed on, for I stowed away on and later served aboard the Seawraith.

Now ye all may not have heard of the Seawraith, but it's a ship of legend: captained by none other than Besmara, the Queen Goddess of Pirates herself. It sails not just the Shackles, but the seas of the very planes, making port in whole other worlds. Ever heard of Sigil? How about the City of Seven Seraphs? No? Well, I've made port in both!

(At this point, allow DC 20 Sense Motive, or Detect Magic + Spellcraft DC 15 to notice Ankus' bard friend stirring the crowd's emotions.)

When Besmara found me stowed away in her ship she was all set to have me walk the plank -- but I had on me a necklace full of fireballs, and threatened to blow a hole in her hull so large her ship would sink straight to the Abyss, and never be heard from again. That made her laugh, and so she decided to make me a deckhand instead.

Many were our adventures, but I think me fondest memory of those days be the game of poker I played with Dalindra, a deva from Nirvana, and Palinax, a bearded devil from the Nine Hells. We were holdin' both of 'em fer ransom ye see, and it fell to me to keep 'em from killing each other, so I proposed that we play poker. Such would let them compete with each other without causin' a ruckus. It were a tight hand -- them devas may not be any good at bluffin, but by all the gods they can see their way past even such a liar as that bearded devil were. Fortunately fer me, they was so focused on competin' with each other, they paid too scant attention t' little ol' me. They wagered high, they paid me no mind -- and in the end, I won the deva's wings and the devil's beard on a single hand of cards! (Bluff)

I've got a million more where that came from, but one's enough for now, I'm thinkin', and there're plenty more tales to come from me honored opponents, even if none can hold a candle to sailing the seas under Cap'n Besmara. (Diplomacy, Oratory)

Ceala Ravenbrow of Mivon

Good day! My name is Ceala Ravenbrow. Having a good time, everyone? I see lots of mugs in the audience -- ah, I like my drink, and I look forward to drinking many of you under the table at the drinking competition later. (Intimidate)

You surely wouldn't want to interrupt me when I'm drinking, that's for sure. Why, one time in a town in northern Galt, I had just set down to a fine glass of elven absinthe when the town came under assault by a demonic chimera. It had three heads: a goat on the left, a lion's head on the right, and a green dragon in the middle. Some foolish adventurers rousted it from its lair, after which it slaughtered them and came rampaging into the village.

Unconcerned, I drew my sword and stepped into its path. We fought back and forth along the road, surrounded by screaming, fleeing townsfolk. The dragon head I lopped off with a single stroke! It reared back and roared with its other two heads, crashing into a building as it did so. Looking up, I saw a huge rock that had been built into the chimney come loose -- I hurled my sword and the drink that I still held in my hand up into the air, did three backflips forward and kicked the goat's head into the path of the falling rock, which crushed it, and then caught my sword and my drink. That left only the lion's head, which proved the easiest of all: I sheathed my sword, ripped off that chimera's tail with my bare hand, leaped onto its back, and strangled the lion's head with its own tail as I rode it bucking and twisting through the streets of the town.

The grateful townsfolk cheered my name, and the innkeeper offered me a fresh glass of absinthe. "No need," I told him -- for in all of that, I had not spilled so much as a single drop of absinthe. That would have been such a waste over a trifle like a demonic chimera! (Bluff)

Yes, I like my drinks. It's a failing. But one that I share with all of you! I'll see you all later for a proper bout -- and don't worry about any demonic chimeras interrupting us. (Diplomacy, Sing)

Mialolessa of Tymon

The day is hot - but not so hot as I am. For I am Mialolessa, a priestess of Calistria, and my charms are indeed legendary! (Intimidate)

There are many tales I could tell, but the one that comes to mind just now happened, oh, about nine months ago. I was visiting Kyonin to see my cousin Larielle where she lives in the southern reaches of that realm. She greeted me as I arrived, along with her friend, an elven woman named Penna. As Larielle introduced Penna to me, I thought something seemed odd in her manner, and resolved to ask her about it later.

Alas, later never came! For that evening, Penna came to my room and invited me for a walk in the forest. Sensing that something was up, I said "Oh, I am too tired from travel to go for a walk just now. But we could ... talk ... here, if you like." She agreed, and I poured us drinks.

Well, I shall spare you the details, but one thing led to another. And just as things were getting to the peak, I noticed that she appeared to have grown wings and a tail! Now, this was somewhat unexpected, and so I refused to proceed with what I was doing unless she accounted for herself. And so very much did she want me to finish that she confessed: her real name was Pennavix, and she was a succubus who had been sent by Treerazer, the nascent demon lord who has been contained in the southern reaches of Kyonin for many years now. Her mission was to abduct me and bring me to him, for I had caught his eye, and he intended to make me his consort. So she dominated my cousin, had her invite me, and had intended to lure me into an ambush so I could be taken prisoner. But on seeing me, she could not contain herself, and wanted me for her own instead.

"You're such a naughty girl," I told her. In exchange for a week of passion, she agreed to free my cousin from her magic charms and let me go again. To this day she sends me regular gifts of strange fungal potions and wines in the hopes of luring me back to her side in the Tanglebriar. (Bluff)

Sadly, Pennavix gave me one other gift before I left -- a rather nasty rash. It took a little while to develop, and proved annoyingly contagious and difficult to remove. I did finally clear that up, but I hope none of the other lovers I took in the meantime find it too unpleasant.

(DC 20 Sense Motive check to figure out she's directed this bit at Memon Esponde.)

But worry not! I doubt there are any of my lovers in the audience. Yet. (Diplomacy, Oratory)


1) I used Perform (Comedy) for Memon Esponde because I had difficulty figuring out how Perform (Dance) would help his boast.

2) Because Ceala Ravenbrow's boast was all about how much she loves to drink, I put her in the drinking competition later instead of the usual contestant from Mivon.

3) I wrote one for Annamede Belavarah, but of course it was customized to my own PC's exploits and wouldn't work for any other group. You'll have to write your own for her.

A major chunk of Book 5 is about King Irovetti invading the PC's kingdom. Invading the kingdom would be a heck of a lot easier if all of the PCs were A) dead, or B) imprisoned in Pitax.

So given that Irovetti has successfully lured the PCs to his kingdom to participate in the Rushlight Festival, why does he let them leave?

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In June of 2010, I started playing in a Kingmaker campaign. This past Saturday, September 2nd 2017, we finally finished. Elapsed time: seven years, two months, and an indeterminate number of days (I'm not sure of the precise date we began).

Around June of 2011, I started GM'ing Rise of the Runelords with a different group. That campaign is currently about a third of the way through Book 5, six years later.

I would like to say that I'm jazzed at finishing Kingmaker. My character Cara even got in the killing blow on the BBEG. But honestly, all I really feel is relief that that's finally over and done with, and I can get on with my life.

I'm going to finish GM'ing Runelords. We have invested so much time and effort in it at this point that none of us can bear the thought of not finishing.

But after that, I seriously doubt that I am ever going to play in or run another adventure path. As written they are just too long. I respect groups that have the commitment to run these things. But, at least with my current groups, it's just not realistically compatible with the demands of an adult life.

Mostly I let forum threads age out naturally and just stop checking them after a while. But recently I've posted a couple where I'd really like to know when new responses come in, even if it happens months or years from now.

So, is there some way to "follow" a thread so that I can get an email notification when a new response comes in?

I wrote a one-shot adventure set in Osirion which may make a suitable side-quest for a Mummy's Mask campaign. Here's a link to the full write-up.

Note several things:

1) The treasure values are decidedly monty-haul because it was a one-shot. In a longer campaign the rewards will need to be reduced.

2) I haven't actually read or played Mummy's Mask, so I have no idea how well it will or won't mesh with the events of that AP. So .. caveat emptor.

Here's hoping someone finds this fun and useful.

I give you:

The Song Pharaoh's Coda

A one-shot adventure set in Osirion for 9th level PCs. Retrieve the lost Scrolls of Thoth for the Ruby Prince -- and perhaps discover the ultimate fate of the Song Pharaoh!

The adventure includes the following:

- handouts
- maps suitable for printing or VTT use
- copies of the maps without dungeon dressing, suitable for repurposing
- stat blocks for all NPCs
- portrait suggestions for all NPCs
- Hero Lab files

One of my gaming groups managed a reunion after several years absence, and I created this one-shot for the occasion. They enjoyed it sufficiently -- and I had put enough effort in making all the maps, coding things in Hero Lab and statting out NPCs -- that I thought I would go the extra mile and code it up as a web site for the community to play.

It may make a good side-quest for a Mummy's Mask campaign, but note that the treasure values will need to be adjusted in this case, as they were not balanced for a longer campaign. Also, while I have tried to keep it in line with Golarion world lore, I am not omniscient, and things change. This is not canon in any way, shape, or form. So just bear that in mind.

The web site should work tolerably well on both mobile devices, but it works best on full size desktop browsers. I have also included a print style sheet, so it should print reasonably cleanly.

I am eager to hear any feedback you may have. In particular, I am interested in hearing feedback on:

1) The Song Pharaoh. Golarion world lore called for her to be an exceptionally powerful NPC, and the basic plotline of the adventure involves her fighting alongside the party for a while. That puts it dangerously close to Mary Sue territory. I have tried to build in checks and balances to prevent her from stealing the limelight from the players. If anyone has any suggestions on that point, by all means sing out.

2) The Heads of Apep encounter may not be balanced correctly. My players felt it was too easy considering it was advertised as a fight with manifestations of the will of an ancient god of chaos and evil. So after the session I revised their stats to make them more difficult. The version presented on the web site as of this writing has not been play-tested. So if you have suggestions or feedback, please let me know! Custom monsters are difficult, and a weak area in my design skills.

I've poured months of effort into this adventure. It's a labor of love. So I hope you and your groups enjoy it!

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I'm running the Rushlight Festival soon, and wanted to add a couple of events that would be more caster-friendly. Here's what I've come up with. Feel free to steal these; I hope your group enjoys them. Any feedback is welcome.

The Caster's Ball

Held on the first evening of the Rushlight festival, the Caster's Ball is an opportunity for the spellcasters to strut their stuff. It traditionally starts with a profligate use of magic by Master Phillipe Ortois, Pitax's court wizard, to create a dancing area.

The full details of creating the dancing area:
First, Control Weather to cause torrential rain while the attendees watch from under cover of the pavilions in the area. Once the parade grounds have been soaked, he changes the weather back to clear.

Second, Move Earth to make the mud in the coliseum as smooth as possible.

Third, Transmute Mud to Rock to turn the grounds to stone.

Fourth, Stone Shape to smooth out any tiny imperfections in the sandstone surface, leaving a perfectly smooth, shiny dancing floor. (Cubic feet can cover quite a wide area if you're only smoothing tiny imperfections.)

Finally, multiple castings of Dancing Lights and Permanency to provide light for the evening.

All of this is made even more decadent by the fact that the entire thing will be undone afterwards, via Dispel Magic and Transmute Rock to Mud.

During the Ball, the attendees all wear their finest evening wear. Pitax's finest tailors are on hand with a stock of extravagant clothing to assist anyone who neglected to bring their own. Then they spend the evening dancing to music supplied by musicians from Pitax's Academy of Grand Arts and snacking on a dazzling array of hor d'oeuvres. King Irovetti presides over the revelry from a throne at one side.

Periodically, Irovetti calls for a pause in the dancing for a demonstration. This is when the delegations get to show off their magical skill. The people crowd away from the center, leaving it open for a representative from one of the kingdoms to do their thing. Any kind of magical display goes, the showier the better! The only rules are 1) you cannot cause harm to the viewers, 2) the effect must be temporary or dismissible, so that dancing can resume afterwards, and 3) you cannot use magic items (scrolls, wands, potions, staves, etc). This is meant to be a display of the caster's own skill, not their budget.

Any participants make a Spellcraft check to judge how impressive their result was -- divide by 10 and round down to get their points. Casters may attempt one other skill check to enhance their results, subject to GM approval; the DC is 15, and a success grants 1 bonus point.

Here are contestants from each delegation:

Ponfar Sutaine, CN male halfling cleric of calistria 7, Pitax:
Uses Firewalker's Meditation to walk across a bed of hot coals (brought in on a floating disk courtesy of a colleague). The spell was pre-cast due to its one-hour casting time, which makes for a less impressive display, and so Ponfar attempts a Sleight of Hand check to juggle live coals to add some panache. Spellcraft +11, Sleight of Hand +10.

Erasmus Quidalion, NG male human bard 16, Touvette:
He plans to use Entice Fey to conjure a lady of the fey, and ask her to dance before the crowd, hoping for a bonus point based on his superb dancing. Unfortunately, the spell requires a Perform (Sing) check, and while he is a passable singer, it's not a guaranteed success. He casts the spell in front of the assembled crowd, taking 10 minutes to mark out arcane diagrams on the dance floor and singing of his longing for an eldritch dance partner. He opts not to use a magic circle to enclose the conjured fey, deeming it rude. The fey he gets depends on the result of a Perform (Sing) check made with a +15 modifier:

32+, the nereid Evindra, who agrees to dance but spends the whole time pleading for release without being able to give directions to her prison.

28-31, a nymph named Galatea, who dwells in the Emberbough Forest to the southeast and is pleased to dance but scandalizes half the crowd with her blithe disregard for cultural norms regarding nudity.

26-27, the dryad Tiressia, who is immediately sickened and refuses to dance, begging to be sent back to her tree.

21-26, the nixie Melianse, who is extremely pleased to accept, but looks slightly ridiculous dancing with a man twice her height.

If his result is a 20 or lower, no one answers his call, and he is heartily embarrassed.

If he rolls a natural 20 on his Perform (Sing) check, you could really throw things for a loop and have Nyrissa show up, even though she exceeds the usual hit dice limit of the spell considerably. This would cause great consternation for King Irovetti. Nyrissa would agree to dance, and then dance Erasmus straight out of the world and back to Thousandbreaths -- there to make a pet of him for as long as he can hold her interest.

Erasmus offers a spectacular necklace of red gold set with emeralds as his payment (3,000 gp). He makes his Spellcraft check at +19, and makes a Perform (Dance) check at +32 for an extra point.

Solira Penrose, CN female half-elf sorcess 14, Tymon:
Solira turns into a large bronze dragon using Form of the Dragon II and swoops over the crowd spouting bolts of electricity into the air well above their heads. Spellcraft +17, and a Fly check for dazzling aerobatics at +19.

Yegina Varudu, female human sorceress 12, Daggermark:
Yegina uses Major Image to create an illusion of planting a seed. It grows rapidly into an enormous rose bush, each of whose many blossoms open to release pixies of all the colors in the rainbow. The pixies launch themselves through the sky in elaborate synchronized patterns singing glorious choral works, until finally they all collide simultaneously at one point in the center. The resulting explosion transforms into a single enormous angel who pronounces benedictions of peace and fruitfulness on all present before launching herself skyward and dwindling into the distance. (As it approaches the outer range of the spell, Yegina simulates the angel's dwindling by making the image shrink in size until it winks out.)

Her Spellcraft check is made at +15, and lacking any particularly relevant Perform skill, she makes a Charisma check at +6 to make the illusion especially convincing.

Hyram Velociter, LN male human wizard 7, Mivon:
An older gentleman with a calm, fairly dry demeanor, Hyram wheels out a chalkboard and spends ten minutes pretending to explain a fairly dry arcane concept, complete with diagrams. In actuality, he is casting Symbol of Laughter. A DC 27 Knowledge (Arcana) check is enough to figure out what he's doing, which imparts a +2 bonus on the save once he's done. A few of the crowd figure it out and start laughing early. Assume that most of the crowd fails their DC 19 save and spends 7 minutes howling uproariously. Hyram has a Spellcraft modifier of +20 (seven ranks, 3 class skill, 2 Magical Aptitude, 3 Skill Focus, 5 INT), but does not make any other checks.



The Boulder Challenge

The gamesmaster places a small, spherical stone on a short plinth in the coliseum. It is smooth granite, weighs 30 pounds, and is 11 inches in diameter.

Towards the other end of the coliseum are three holes: a large one (5' diameter, 30 feet away), a medium one (3' diameter, 50 feet away), and a small one (1' diameter, 70 feet away). The three holes are in a straight line.

Contestants have 2 rounds to get the boulder into one of the holes. The big hole is worth 2 points, the medium is 3, and the small is 5. Contestants may make one skill check for a bonus point; this is DC 15 unless otherwise noted. If the contestant fails to get the sphere into one of the holes, no points are awarded.

The catch is that they are not allowed to touch the boulder with any portion of their bodies. Any other method is fair game.


Chantal Urena, female human ranger 10/barbarian 2, Daggermark:
Chantal is not a fancy caster-ish type, but she is great at hitting things, and so that's what she's going to do: pot it straight into one of the holes. She takes a +1 greatclub and spends her first round lining up her shot, for a +2 bonus on the attack. On the second round, she rages and uses Vital Strike to smack that sphere as hard as she can. She makes an attack roll at +19. The large hole has an AC of 25; the medium has an AC of 30; the small one has an AC of 35. Ironically, if she rolls a natural 20, the greatclub shatters and the sphere rolls off its plinth and comes to a stop 10 feet away.

Chantal makes an Intimidate check at +13 for a bonus point, looking really buff and scary when whacking the boulder.

Average result: 3 points.

Kilbaskian Ord, male human ranger 10, Touvette:
Kilbaskian uses Summon Nature's Ally III to call an ape to carry the stone to the hole for him. Casting the spell requires a full round action, and this is not a natural activity for the puzzled ape, so Kilbaskian must make a DC 25 Handle Animal check with a +12 bonus to push the animal into performing this trick for him. This is another full-round action, so he only gets one shot at it. If he gets 30 or higher, the ape snatches the boulder and runs to the smallest hole, smashing it into place and hooting with its arms in the air. On a 25-29, the ape walks over and puts it into the largest hole, then scratches itself while pondering the follies of humanity.

If he fails the Handle Animal check, the confused ape picks up the sphere and tries to hand it to Kilbaskian, much to the amusement of the crowd. Kilbaskian's Handle Animal check counts for a bonus point if he passes it.

Average result: 0 points.

Hyram Velociter, LN male human wizard 7, Mivon:
Hyram casts Summon Monster IV, calling a Hound Archon, and asks it to put the boulder in the smallest hole. The Hound Archon, however, was expecting to be summoned to fight the good fight against the forces of evil, not lug boulders around for the amusement of some mortals. He refuses to undertake the task unless Hyram makes a successful DC 25 Diplomacy check (+8 modifier). If he passes the Diplomacy check it counts for a bonus point.

Average result: 0 points.

Lars Ulven, NG young male half-elf wizard 1, Pitax:
The apprentice wizard Lars Ulven was never intended to represent Pitax in this competition. That job fell to his teacher, Master Phillipe Ortois, Pitax's court wizard. Sadly, his master overindulged in shellfish at the Caster's Ball which had been left out too long, and is being tended for a horrific case of the trots. Rather than let Pitax go without an entrant, Lars gamely volunteered to take his master's place.

Lars spent the last night ransacking his brain, and has come up with a strategy: he is going to cast Carve Passage from a scroll he found in his master's gear, using it to carve a channel in the earth so that the sphere will tip over into it and roll into the first, largest hole. He has deciphered the scroll using Read Magic, but must make a DC 10 caster level check (with a +1 bonus) to successfully activate it. If he passes, he successfully gets the ball into the largest hole, or what's left of it, and the next contestant has to wait a good 15 minutes while the gamesmaster and his assistants repair the field with shovels.

If he fails to activate his scroll, give him a DC 5 Wisdom check at -1. If he passes, he can retry the activation on his second round, but takes a -2 penalty on his caster level check due to nerves. If he fails the Wisdom check, he suffers a mishap. The scroll bursts into flames, singeing his face, and the ground underneath him suddenly turns into a ten foot diameter pit, into which he falls, taking 1d6 damage.

Lars is too nervous to try anything fancy for bonus points. However, he gains a bonus point if he successfully activates the scroll on his first attempt.

Average result: 3 points.

Timsina Siraj, female human cleric of Gorum 12, Tymon:
Timsina casts Animate Objects on the boulder, making it a Tiny Object and spending its 1 construction point on the "faster" property. This gives it a move speed of 25 feet. Ordinarily this would be ample for the purpose if it "runs", but the soft dirt of the coliseum counts as difficult terrain for the heavy, perfectly smooth sphere. It spins up lots of dirt as it rolls erratically towards its goal. Timsina needs to make a Spellcraft check (DC 25, at +15). If she passes, she makes it to the 1' hole. Otherwise she is forced to take the 3' hole instead.

Timsina makes a Profession (Soldier) check at +12 to shout orders at her hoplessly stupid minion for a bonus point.

Average result: 4 points.

Other possible solutions include Telekinesis, and Reach Spell with a suitable teleportation spell, or really whatever your players can dream up. Note that it is too heavy for Mage Hand or an Unseen Servant to move.

Forest is available as a favored terrain. And we have tons of terrain-based domains (Aquatic, Arctic, Cave, Desert, Jungle, Mountain, Plains, and Swamp from Ultimate Magic alone). Druids have a ton of tree-based spells (Tree Shape, Plant Growth, Arboreal Hammer, Grove of Respite, Tree Stride, Transport via Plants, Siege of Trees, just to name a few).

So, given all that, why is there no Forest domain for druids? It's arguably the most iconic terrain for a druid. The iconic druid, Lini, met her animal companion Droogami in a forest. Certainly forest is a more obvious one than some of the others that have been issued. (Ruins? Really?)

Can anyone enlighten me as to why this fairly obvious option has never been made available?

I'm going to be playing in a one-shot on Friday. The GM told us to build level 20 PCs with one mythic tier. All paizo books are fair game, we get standard gold for level 20 PCs (880K). Plus we're supposed to each pick one artifact that we get for free, as long as we can come up with backstory justifying it.

So I came up with this guy.

Stat block for Kveldulf Rognisson:
Kveldulf Rognisson
Male human (Ulfen) fighter 20/Champion 1
N Medium humanoid (human)
Init +9; Senses Perception +26
AC 55, touch 22, flat-footed 49 (+14 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +19 natural)
hp 319 (20d10+185)
Fort +21, Ref +25, Will +25 (+5 vs. fear); +1 trait bonus vs. curses and [curse] spells, or +3 trait bonus if from linnorm
Defensive Abilities evasion, fortification 75%, hard to kill; DR 5/—
Speed 30 ft.
Melee +5 vorpal adamantine falchion +42 (8d4+248/15-20/×3)
Ranged +1 adaptive composite longbow +29 (4d8+84/×3)
Special Attacks mythic power (5/day, surge +1d6), weapon mastery (falchion), weapon trainings (armed bravery, fighter's reflexes, heavy blades +4, bows +3)
Str 32, Dex 20, Con 24, Int 19, Wis 16, Cha 9
Base Atk +20; CMB +31; CMD 53
Feats Cosmopolitan[APG], Devastating Strike[UC], Dodge, Endurance, Fast Learner[ARG], Greater Penetrating Strike, Greater Vital Strike, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Penetrating Strike, Power Attack[M], Toughness, Vital Strike[M], Weapon Focus (falchion), Weapon Specialization (falchion)
Traits king in waiting, spirit guide
Skills Acrobatics +13, Climb +19, Knowledge (arcana) +27, Knowledge (nature) +24, Knowledge (planes) +24, Knowledge (religion) +29, Perception +26, Ride +10, Stealth +40, Swim +19
Languages Celestial, Common, Draconic, Dwarven, Elven, Hallit, Skald, Sylvan
SQ armor mastery, armor training 4, extra mythic feat[MA], fleet charge[MA]
Combat Gear potion of cure light wounds (10), potion of cure serious wounds (3), potion of fly (6), potion of resist acid 30, potion of resist cold 30, potion of resist electricity 30, potion of resist fire 30, scent blocker (2); Other Gear +5 greater shadow mithral full plate of heavy fortification, +1 adaptive composite longbow, +5 vorpal adamantine falchion, amulet of natural armor +5, belt of physical perfection +6, cape of free will +5/+6[MA], clear spindle ioun stone, dusty rose prism ioun stone, headband of mental prowess +6 (Int, Wis), linnorm orb of dragonkin, manual of gainful exercise +4, ring of evasion, ring of protection +5, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,955 gp, 5 sp
Special Abilities
Armed Bravery (+5/+10) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Mastery (Ex) Gain DR while wearing armor or using a shield.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Devastating Strike Deal extra damage when using Vital Strike bonus
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +4) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Fortification 75% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Penetrating Strike (Ignore DR 10/Any or DR 5/-) Ignore up to 5 points of DR/?.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon Mastery (Falchion) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows

The stat block assumes that he is doing vital strike, and has spent a mythic power point to negate his power attack penalties.

His artifact is the Linnorm Orb of Dragonkin, acquired (along with his mythic tier) for defeating the legendary linnorm Fafnheir in single combat.

Backstory (long) in case anyone is interested:
The man Kveldulf Rognisson grew up in the frozen lands of the Linnorm Kings, in Southmoor. His father Rogni Baldursson was a poor tailor; his mother perished bearing him, and his mourning father refused even to tell Kveldulf her name. They were poor, but generally happy -- until a new king took the throne and instituted heavy new taxes. Rogni tried his best to support them, and Kveldulf took work as a stable boy to assist him.

But even with both working long hours, they could not keep up. In time, the tax collectors took their home, poor though it was, and left them homeless on the streets of Jol. That winter, Rogni contracted a wasting disease, and after a long, grim decline, coughed himself to death in an alley.

Lacking the coin to see his father properly interred, Kveldulf brushed the frozen tears from his cheeks and took his father to the Temple of Pharasma, where he banged on the door and offered to serve them the rest of the winter if they would see his father buried come the spring thaw. The priest there, one Erik Gorlisson, took the boy in and tried to make a priest of Pharasma out of him. Alas, though Kveldulf was a good lad, he lacked any interest in serving the Lady of Graves in that manner. He respectfully acknowledged her power, and paid her honest homage. But it was not in his heart to become her priest.

What he did have was a heart full of anger over his father's untimely demise. Some others might have channeled that into a hatred of the tax collectors, or the King. But not Kveldulf.

Kveldulf set his sights higher. How had the king come to power? He killed a linnorm. That is all. Surely, that is a great and mighty deed, but what kind of test is it for a king? How shall a king rule, when all he knows is might of arms? How shall a king ensure the health and prosperity of his people, when he knows nothing of rule or governance? The whole system was flawed beyond repair.

And so, one day, with these thoughts running dark circles through his head as he swept the shrine of Pharasma, Kveldulf made a decision. In a fit of adolescent passion, he decided to destroy the entire system.

He would kill the linnorms.

ALL of them.

Every. Last. One.

And when the last linnorm died, the system that killed his father would die with it. No more linnorm kings would arise. Nor would Kveldulf claim a throne for himself. That would make mockery of his father's death. Perhaps the lands would be ruled by fools; perhaps by wise men. But either way, strength of arms would no longer be the sole measure of a ruler among the Ulfen. In time, he hoped, better men might rise to take power.

Thus Kveldulf devoted his life's course to a goal that most would consider madness. Killing just one linnorm is a feat beyond all but the hardiest warriors. Killing ALL of them? It was suicide, pure and simple. And so Kveldulf told no one of his plans. In the spring, with his father buried, he set out for distant Kalsgard.

There he joined the guards, earned a place among them, and began his martial training. In the evenings he methodically pursued lore regarding linnorms -- learned their weaknesses, their strengths, the patterns of their thought and how to find their lairs. He made neither friends nor enemies. He earned respect for his abilities, and he was courteous, but his single-minded focus and his disinterest in sharing the common pastimes of his fellow guards won him no love.

After a few years of service, he mustered out of the guards and set out to forge his own way. It was a long, ruinously difficult path, paved with blood and hardship. But in the end he gained the experience and equipment he needed, and began killing linnorms.

First one. Then another. Another. Another. More. One by one he sought and killed linnorms in their lairs. Some he killed as they slept. Others in full combat. Whenever he found eggs or young, he slaughtered them without hesitation. He used the golden treasures he found in their lairs to have his wounds healed, and to get better gear. He told no one, but with each kill he scratched another notch on his bandolier full of potions, though he disdained to count eggs or young.

Finally, he hit a dead end. He knew there were more linnorms out there -- his bandolier had only 23 notches, certainly not enough to be the whole breeding population. But he had no more leads. And so he sought out a trio of norns and asked for their wisdom.

They took the form of three maidens of surpassing beauty -- one raven-haired, one blonde, one with hair white as the ash of a cold fire-pit. "Dread sisters," Kveldulf said. "I beg your guidance: I have made it my life's work to exterminate the linnorms, one and all, that the kings of the Ulfen might some day come to value wisdom over might. But I have lost the trail and can find no more of them. How may I continue my work?"

Spake the first: "Seek you out the darkling lair ..."
Spake the second: "... of the linnorm Fafnheir ..."
Spake the third: "... and seize the orb that waits you there."

With a name to research -- Fafnheir -- Kveldulf found his way deep into Grungir forest. There he anointed himself with a vile alchemical grease designed to kill his scent, and snuck into the lair. Luck was with him, and he found Fafnheir sleeping. The vast, ancient linnorm lay curled on his sprawling bed of gold. Without hesitation, Kveldulf crept close -- and struck.

His blade struck true, but failed to kill Fafnheir. The wyrm reared up, jolted out of deep sleep by incredible searing pain, and reflexively breathed a gout of flame and lightning on his attacker. Kveldulf's quick reflexes spared him much of the damage, but the sheer force of the wind pushed him back and the sound of it deafened him so that he could not hear his own war cry as he charged forward at Fafnheir once again.

Once more his blade struck true, and then the massive beast was upon him, biting, clawing, goring at him. Battered and bleeding, he spat blood and lined up his next shot. Once again, he hit, a gout of ichor splashing across his feet, and then the beast savaged him further. Dangerously wounded, the doughty warrior began singing a throaty song of death or victory, raised his sword one final time, and missed. His foot slipped on the gold heaped beneath him, and he fell to one knee.

Just in time! Another gout of fire and lightning passed over him -- his stumble had saved him from a direct hit. Looking up at the linnorm, an icy calm descended upon Kveldulf. This was his purpose. He did not even hate Fafnheir. It was men who had decided that the test of kingship would be the slaying of such a beast. But he could not change the customs of men -- save by killing the linnorm. And so, drawing on reserves of determination he had never before reached, he stood and struck, once, twice, thrice, faster than he had ever lifted his blade before. The first hit, scoring deep into the beast's chest. The second swung wide as Fafnheir recoiled in pain. And with the third, Kveldulf plunged his sword directly into Fafnheir's chest, sinking not just the blade but his entire arm into the linnorm's body.

A moment of stillness passed. And then Fafnheir collapsed sideways, crashing to the floor without making a sound. Kveldulf barely pulled his arm out in time to avoid breaking it, leaving his blade buried in Fafnheir's heart. Dazed and wounded nigh unto death, it took him a moment to realize that he couldn't hear anything at all. Briefly, he felt the wyrm's final breath cling to his face, but he waved it away.

Later, when he pulled his sword from the cooling corpse, ichor gouted out of the wound, and as he watched, a small, golden orb formed out of the puddle. The Orb of Linnorm Dragonkin -- and his key to locate and kill all the remaining linnorms in the world. (Yes, I rolled out the fight with Fafnheir. He got his mythic tier right before the last two hits, which required two mythic power points for an extra standard action and a swift action attack via Fleet Charge.)

Anyway! My question is this:

How much damage does he do on a critical hit with mythic power attack and mythic vital strike? I've spent the last hour reading multiple threads on the topic, and I'm just as confused as I can possibly be about how it works. Plus there are other things to factor in like devastating strike.

I think I've got a good handle on how to run him ordinarily. He's pretty straightforward for a level 20 PC, actually. I'm just not sure how to calculate his crit damage.

I'm generating stats for an NPC, and she has a legendary item. It's got a bunch of abilities. Is there a standard stat block format for the weapon itself?

Who all is going?

I'll be there, for the very first time. I've just started looking through the events. It's a tad overwhelming.

I'm prepping a one-shot, and my PCs are going to need to capture a ghost. Ghosts are incorporeal undead, which makes it tricky -- they can pass through physical restraints, and can't be rendered unconscious.

I'm aware of the Force Net from Blood of the Night, which would fit the bill nicely. If necessary I'll arrange for them to gain access to one, but I'd also like to know what other options there are. Suggestions?

Oh, and I have only a vague idea what the PCs are going to be like. Probably a time oracle, and a rogue, but no one has gotten definite choices back to me yet.

My PCs are facing the Ravenous Crypts tomorrow, and I need a quick sanity check to make sure I'm not going to accidentally murdilate my party.

For reasons I won't go into just now, I decided not to play this area as you-step-in-the-door-and-instantly-get-attacked. Instead, the six mummies in the lobby are hidden behind the doors surrounding the area. On entering, the party met Xyoddin, who said in slobbery partially decomposed voice "Welcome, honored guests! Please make yourselves comfortable and the master will be with you shortly."

Azaven came out and engaged the party in conversation. On learning that they sought Inib wine, he offered them a bargain: get fresh research materials for him -- i.e. people, dead or alive -- and he'll happily trade them bottles of Inib wine at 10 bottles per head.

The party discussed it, and even offered him the dead body of Ordikon (which they had stuck in a bag of holding hoping to recover the mithral later!). But he thought the mithral coating would interfere with his research, and so negotiations broke down and he decided to just kill them and use THEIR bodies for research.

That's where we broke session.

My thoughts are that at this point, Azaven spends a free action to call out to the mummies in the walls, who will burst out of their hiding places emitting despair auras. This is the sticky part. My party's Will saves are mostly not great:

Micah: +16
Ronia (cohort): +15
Dova: +12
Zoey: +9
Wren: +8
Skrag: +6

I've just done some number crunching, and if I have them roll six Will saves at DC 19, chances are excellent that 4 out of the 6 will get paralyzed, five if they're unlucky. The ones who fail are likely to fail more than once, getting multiple 1d4 rolls for the duration. I'm assuming those don't stack, but more rolls means a better chance of rolling a 4 and being out of commission for a long, long time. 4 rounds is at least an hour of play time, I think, maybe more, which A) isn't fun, and B) makes it a lot harder for the rest of the party.

So I'm thinking of combining the six Will saves into just one Will save at a higher DC -- maybe 24, 19 +1 for each additional mummy. I'm guessing there would still probably be 3 failures, but the duration would wind up being shorter, even if I gave them 1d4+1 rounds of paralysis.

That's not even taking into account Azaven, who will be busy summoning a devourer into the mix, and possibly calling Xyoddin and/or more mummies into play.

Any thoughts? I want this to be a challenging encounter, not a ha-ha-the-whole-party-dies-now encounter.

The rather arbitrary set of spells that can be made permanent always bothered me. Here's a stab at an expanded version.

expanded Permanency:
School universal; Level sorcerer/wizard 5

Casting Time 2 rounds
Components V, S, M (see tables below)

Range see text
Target see text
Duration permanent; see text
Saving Throw none; Spell Resistance no

Permanency increases the duration of other spells. You may use permanency on any spell, subject to the following restrictions:

1) The permanency spell must be cast at a caster level equal to 8 + the spell level of the target spell.

2) You must expend an amount of diamond dust equal to 2,500 * spell level of the target spell.

3) The target spell must have a duration expressed in discreet units of time (including rounds, minutes, hours, days, weeks, or years), or concentration. Permanency also works on any spell containing the word "Symbol" in the spell name, and on the spells Shrink Item, Stolen Light, and Phase Door. Permanency has no effect on spells with a duration of "see text", instantaneous, or permanent, except those allowed in the previous sentence.

Cantrips count as a level 1 spell for both minimum caster level and cost requirements.

SL   Cost      CL
0     2,500     9
1     2,500     9
2     5,000     10
3     7,500     11
4    10,000    12
5    12,500    13
6    15,000    14
7    17,500    15
8    20,000    16
9    22,500    17

The minimum caster levels and the costs work out identically to the original version.

Limiting the viable target spells by their original duration is meant to reduce shenanigans. For example, True Strike does not work with this version of permanency, because it has a duration of "see text". However, it would work with Bungle, which would be a pretty nasty debuff. Any other shenanigans I'm missing? I didn't attempt to go down the entire list of all pathfinder spells from every book and splatbook.

I've grandfathered in a few spells from the original list that had durations that would otherwise have disqualified them.

I would like to put in a request for the forums to support some way of handling pre-formatted whitespace, such as a [pre] tag, [code] tag or similar.

This has been discussed since at least 2011, and the response to date has been "on the to-do list."

Seven years later, anyone who wants to post a stat block or table is still stuck inserting gratuitous . characters to ensure the correct spacing, which is laborious, less legible, and most likely causes problems for screen-reading software for the blind.

Implementing a [pre] tag should be pretty straightforward. It just needs to identify the chunk of text and give it the CSS property white-space: pre-wrap.

Don't worry. I have faith. Some day. Some day.

My PCs will need to fight Daclau-Sar in the not too distant future. Here's a very rough draft of a stat block for him. I'm hoping for feedback.

Daclau Sar CR 23
XP 819,200
CE Gargantuan outsider (demon, nascent demon lord)
Init +5; Senses darkvision 60 ft., scent, true seeing; Perception +38
AC 40, touch 8, flat-footed 38 (+1 Dex, +1 dodge, +32 natural, -4 size)
hp 465 (30d10+300)
Fort +19, Ref +20, Will +24
DR 15/good or cold iron, 15/epic; Immune charm, compulsion, death effects, electricity, poison; Resist acid 30, cold 30, fire 30; SR 34
Speed 60 ft., fly 120 ft. (clumsy)
Melee 2 bites +38 (6d8+12/19-20), 2 wings +33 (3d6+6/19-20)
Space 20 ft.; Reach 15 ft.
Special Attacks carrion bite, rotting breath, wing buffet
Spell-Like Abilities (CL 30th; concentration +33)
. . Constant—detect good, detect law, freedom of movement, tongues, true seeing
Str 34, Dex 13, Con 28, Int 19, Wis 20, Cha 17
Base Atk +30; CMB +46; CMD 58 (66 vs. trip)
Feats Dodge, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Critical (wing), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Toughness, Vital Strike
Skills Acrobatics +34, Bluff +36, Climb +27, Fly +20, Intimidate +36, Knowledge (nature) +37, Knowledge (planes) +37, Perception +38, Sense Motive +38, Survival +38, Swim +27
Languages Abyssal, Common, Draconic, Ignan, Sylvan, tongues; telepathy 300 ft.
Special Abilities
Carrion Bite (DC 28) (Su) Daclau-Sar's bite attacks expose those he bites to a horrific wasting disease. Flesh rots and peels away from his teeth. Bite—injury; save Fort DC 28; onset immediate; frequency 1/round; effect 3d4 Con damage; cure 3 consecutive saves. The save DC is Charisma-based.

Power Attack -8/+16 You can subtract from your attack roll to add to your damage.

Rotting Breath (DC 28) (Su) As a standard action, Daclau-Sar may spew forth a toxic miasma. When using this ability, he affects two sixty-foot cones, emanating from his two mouths. The two cones may be targeted independently. Creatures in areas of overlap only need to save against the effect once, but take a -4 penalty on their saving throw. Creatures in the area of effect are blinded and nauseated for 1d6+1 rounds. A successful Fortitude save (DC 28) negates the blindness and reduces the nausea to one round. This is a poison effect. Creatures that do not breathe are immune to the nausea, but may still be blinded. The save DC is Charisma based. Rotting Breath is usable once every 1d4 rounds.

Wing Buffet (Ex) An opponent struck by one of Daclau-Sar's wings is subject to a free bull rush attempt. This does not provoke attacks of opportunity.

He's not done by any means. He's missing three feats, and probably needs some spell-like abilities or spellcasting.

His Rotting Breath and Carrion Bite abilities are poison and disease effects, but have save DCs based on Charisma. It would be more usual to base those off Constitution. But his CON is so high, it would put the DCs well past the target values for primary abilities in a CR 23 creature -- closer to CR 30. That seemed like an awfully big jump.

I haven't designed a whole of monsters for high-level stuff. I've accounted for invisibility and flight. Are there any high-level shenanigans that a monster as powerful as Daclau-Sar should be prepared to deal with?

Suppose I have an insomniac half-elf wizard. Can he cast sleep on himself and voluntarily fail the save to get a good night's rest? Or is his racial immunity to magical sleep absolute?

I suppose the other option is hitting the bottle. But that's expensive, and terrible for the liver.

I'm going to be throwing four Golden Guardians at my players this weekend. Their stat block says they require 15,000 gp of raw gold to construct, and explode with a burst of molten gold when they go down. But it also says "Treasure: none".

Are the players not supposed to be able to collect any of that gold after the globs have cooled? How much gold SHOULD they be able to get from one of these things?

It bothered me that changelings have no mechanics to reflect their male parentage. Surely a changeling lass sired by an orc is going to be much different than one sired by a halfling!

So I came up with this feat based on Racial Heritage and gave it to all changelings in my campaign:

Changeling Heritage wrote:

Changeling Heritage

You were born of the union of a hag and her victim.

Prerequisite: Changeling.

Benefit: Choose your humanoid father's race. You count as both a changeling and that race for any effects related to race. For example, if you choose human, you are considered both a changeling and a human for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Mechanically, it lets changelings qualify for things like the Razortusk feat (for a half-orc changeling), or the Fast Learner feat (for a human changeling).

In terms or lore, it would provide useful camouflage for the young changeling. When someone tries to teach her something, she can learn it in the normal way, and thus not creep people out any more than the two-tone eyes already do. Ditto for reacting to magic in race-appropriate ways.

Naturally any changeling who accepts her mother's call and transforms into a full hag would lose this.

The stats for a Thalassic Behemoth include the word "unstoppable" in its Defenses section.

So far as I can tell, "unstoppable" is not defined anywhere in Bestiary 3. The only ability I've been able to find by that name is the 8th-tier mythic ability. But it can't be that, because 1) generic Behemoths have no mythic power, and 2) Bestiary 3 was published 2 years before Mythic Adventures came out.

So ... what does "unstoppable" mean in this stat block?

Due to events in my campaign, Count Ranalc is depressed and dreaming in his cold home on the Shadow Plane. What terrors would his sleeping mind conjure up for him? For my fairly high-level PC may have to face these as they seep into the material plane.

These are a few ideas I had:

- Distorted shadow versions of the other Eldest, lesser in raw power but more terrifying.
- A shadowy Nyrissa, who first makes nice to the PCs and then coldly betrays them.
- Gaping pits of void that leech all the life and light from the areas around them.

What other terrors could we expect to find stalking the subconscious of the Lord of Exiles and Betrayal?

The following is an account of how my player handled The Moonscar. There was a pretty fair bit of customization to suit the needs of my campaign, a long-running homebrew. I'll make notes on variations from the stock adventure as I go.

Needless to say, this is chock full of spoilers. It is also very long. But, I hope, entertaining.

Dramatis Personae (the party):
PC: Verdessa, N elf Druid 15/dual-path Hierophant/Guardian 6
NPC: Ardulia, NE human Witch 14/Shadowdancer 1/Archmage 5
NPC: Coralilu, CN vendenopterix Rogue (scout) 10/Shadowdancer 1
NPC: Quirren Umble, NG halfling Cleric 14/Inquisitor 1 (devotee of Sarenrae)

Adventure Setup:
The meeting with the member of the Decemvirate did not occur. The PC Verdessa was seeking Nalani, the First Werewolf, and had already discovered through other means that Nalani was being held captive inside a mirror in the possession of a succubus somewhere on the moon. The Decemvirate meeting was thus not needed.

Part 1: The Blighted Orchard:
The party did not use the Somal gate to approach. Instead, they secured the assistance of an NPC who provided them with a drop-off via Interplanetary Teleport, for a fairly hefty price. Through a series of divination spells and excellent knowledge checks, the party got a pretty decent overview of the surface area, and opted to teleport into the Blighted Orchard about a quarter mile west of the Shrine of Rest and Fulfillment.

Thus, they bypassed encounters A1 through A6.

The natural hazards of the Blighted Orchard did come into play. Quirren Umble stepped on some demon nettles and took a little wisdom damage. The other three were immune due to flight (Coralilu, Ardulia) or Woodland Stride (Verdessa). After the first poisoning Verdessa wildshaped into a pony and Quirren rode the rest of the way, thus avoiding any more poison.

Ardulia and Verdessa both sampled the blightbulbs. Ardulia contracted demon fever, but has not yet manifested any symptoms as of this writing (the onset period has not yet passed in-game).

The party opted for a stealthy infiltration of the facility. They had prepared accordingly, and stopped just inside the edge of the forest to apply the following buffs:

- Undetectable Alignment
- Telepathic Bond
- Fly
- Blessing of the Mole
- Extended Invisibility (on Quirren)
- Greater Invisibility (duration 1 hour, via a Hunter's Cloak on Verdessa; she had to refresh that a few times)
- Coralilu and Ardulia had Hide in Plain Sight and spell tattoos of Protective Penumbra to provide shadows.

They made stealth rolls. All of them have maxed-out Stealth scores, pretty good DEX, +5 competence Stealth items, and some of them have feats or other bonuses to Stealth. The party average was 49 -- NOT counting Invisibility.

The Shrine of Rest and Fulfillment:
Approaching from the far side, the party flew over the building and descended behind the three Moon Beast guardians at A7, aiming to slip in the front door. To my surprise, one of the moon beasts rolled a natural 20 on his Perception and spotted one of the two Shadowdancers in the group, whereupon he sent the moon beast equivalent of "Hey guys, do you see that?" to the other two. Initiative was rolled, with a surprise round in the party's favor. None of the moon beasts got a chance to act; all three got petrified by Flesh to Stone spells before they had a chance to do anything.

The party re-established invisibility for those that had broken it, opened the door a crack and slipped in. One of the Alu-Demons noticed the door had come open, and told a Sequestered to shut it, which he did.

None of the lovingly detailed NPCs in the Shrine were capable of spotting any of the party members even on a nat 20 Perception check. The party explored the place, dodging the NPCs casually strolling about, and discovered the buttons the triggered the force cage and the stairs to the lower level. Not finding any other leads, and after some heated telepathic debate with one another, they opted to push both buttons simultaneously and hope for the best.

When the stairs opened and the force cage sprang into place simultaneously, the Sequestered and the Shrinekeepers naturally noticed and were very puzzled as to what could have triggered them when there was obviously nobody near either button. They came to investigate, while the party slipped down the stairs.

VARIATION: since I knew in advance that the party would be going in stealthily, I opted to have the entrance to the Ring of Agony inside the Shrine, rather than on a random area outside. It would have been way too easy just to skip the Shrine entirely. Therefore, the party located a lever in Euphryxias room. Euphryxia herself had left to go upstairs, called by her Alu-Demon minions to investigate these odd happenings. The party yanked the lever and fled to the next room. Upstairs, the hot tub in the middle of the place rotated up into the air, revealing a pit below and sending several wet NPCs jumping to escape the tub. "Someone must have pulled the lever!" Euphryxia said, and so everyone came rushing down the stairs, straight past the party, who then walked upstairs and flew down into the pit.

The Ring of Agony:
Down below, the party reached the bottom of the pit, and hovered in mid-air before heading left. Since none of them touched the ground, the somalcygots' tremorsense didn't detect them. After a moment, they went left. Coralilu spotted the lightning trap, and disarmed it. As the party reached the dead end, an extremely puzzled Euphryxia came flying down the pit to see if there was anything down there. She reached the bottom, landed, and promptly got pounced on by the somalcygots. There was a surprise round in their favor, which, alas, poor Euphryxia did not survive. Her dying screams echoed through the caverns, alerting the party who came to see what was going on. "Okay, so lesson learned," Verdessa told everyone as they watched Euphryxia being devoured by the moon-worms: "Nobody touch the ground."

Their altogether insufficient meal finished, the somalcygots retreated back to their burrowed hiding spots. And that's when three alu-demons came fluttering down the pit to find out what Euphryxia was screaming about. "Oh, !@wef$! Mom?? @#$@#35!" one of them gasped on noticing Euphryxia's red-stained bones littering the cave floor. The three hovered uncertainly a moment, and then one said, "I guess somebody better go tell Izmiara."

"Yes, Alekto, why don't you do that?" returned the others, and so Alekto, grumbling, used her one daily casting of Dimension Door to pop downstairs and do so.

A moment later, Izmiara herself popped into being mid-air and demanded a report. The two remaining alu-demons pointed at the mess on the cave floor. "Hmmm," Izmiara said, and landed to take a look. Whereupon the somalcygots burst out again. Izmiara was made of tougher stuff, though. She took a hit or two, but handily survived. On her turn she remarked "Wretched vermin! This is beneath me." Whereupon she teleported away and sent in the hezrous from C5 to deal with the worms. The adventure explicitly says that the inhabitants of Dominax Annuli deal with the somalcygots if they become aware of them, and Izmiara wouldn't risk her own pretty skin when she has minions to do it for her. So this seemed in character.

(I would just like to add that at this point in the narrative, the player was quite literally sitting there eating popcorn.)

The four hezrou appeared and fought the somalcygots. Two of them took a pretty fair chunk of damage in the fight, but they killed one worm and damaged the other two sufficiently to drive them off.

And then, the vermin dealt with, the hezrou retreated back to C5, and the alu-demons fluttered back up to the Shrine to wait for Izmiara to choose a replacement for Euphryxia.

Proceeding onwards, the party passed through the Library of Torment and found the feebleminded Vintari hanging by her chains in the Breaking of Heaven. Coralilu spotted the trap, and asked if she should disable it, or try to change the command word so the trap would work in their favor. The party debated whether that would give away their presence, but finally decided it was worth the risk. Cora easily passed the DC to take control of the trap, and accordingly changed the password.

The party investigated Vintari at that point, but Cora jostled the poor lillend while examining her manacles, causing her to thrash and cry out in pain. This attracted the attention of one of the hezrous from next door, who walked in and began taunting Vintari. Then, since hezrous are by nature torturers, he decided to torture the poor lillend a bit for kicks. He said the command word, stepped into the center, and promptly got whisked into the trap, which began crushing him.

The hezrou's cries of agony attracted his three remaining colleagues from next door, who came over and pointed and jeered at him. They assumed -- because it's spelled out in the adventure -- that Izmiara had changed the password without telling anyone. So they came to enjoy the show.

Meanwhile, the party slipped straight past them, skirted the Pool of Sin, and made their way into the Corridor of Pain. There Verdessa discovered the corpse of a former companion, Eldrin. The sight which disturbed her greatly. Then, in the Cages of Contemplation she found Telvin Merison, another companion from years and levels past, and also the great gold dragon Maurinaxian. And that is where we ended session 1, with Verdessa forced to choose between breaking stealth to rescure her old friend and save the possessed dragon, or continuing onward undetected.

The Ring of Obedience:
It was an agonizing choice, but Verdessa opted to proceed with her original mission without breaking her cover. Turning her back on her imprisoned friend, she and the party made their way down.

VARIATION: I wanted a living person in this ring, rather than a dead one. So there, in the Ring of Obedience, they found a halfling wizard named Yoshii Kukyo in the midst of performing Supplications. The player knew this was the PC of a friend of hers from a different campaign, but in-character none of the party had ever met him before. Curiously, they followed him and watched as he completed all of the Supplications. He then led them to the vrocks, where he gave the password, walked to the hole and said "How am I meant to get down?"

"Jump, fool," laughed a vrock. "It is your final test of obedience!"

So he jumped, and was teleported away to a difference facility elsewhere on the moon for further training.

The party shrugged and walked straight past the vrocks, who have no way to spot people who are invisible or using Hide in Plain Sight, with stealth checks hovering just shy of 50.

The Ring of Seduction:
Arriving in this level, the party had no idea which way to go. The player designated West as 1, North as 2, East as 3, and South as 4, and rolled a d4. The party went south. They never even saw any of the coffins, much less disturbed them.

Coming around the corner I made them do Perception checks to notice the Cloven Sister performing her obeisances at the Shrine of Nocticula. They easily spotted her, and Ardulia made a spectacular Knowledge (Planes) check -- I think it was 51 -- revealing that mariliths have True Seeing. The party scooted back out of sight. After a short debate, they settled on a diversion: Verdessa summoned a bulette, faced towards the central ring. The surprised creature began making noises, and opted to struggle through the corridor. The Cloven Sister naturally came to investigate this noise, exclaiming "What the @#$@??" when she found herself faced with the rear end of some unknown beast. (Mariliths have Knowledge (Engineering) and nothing else).

While she puzzled over the beast, the party walked around the other side of the inexplicable loop structure, behind her back, and down the hole to the next level.

The Ring of Ecstasy:
Descending the tall corridor, Coralilu spotted the Disjunction trap and frantically warned the others to back up a bit. They did so. Flying down, Cora attempted to disable -- and rolled a natural 1 on her check, triggering the trap. This is ironic, since as a result of the Undetectable Alignment spell the party had running, the trap wouldn't have triggered if they had just flown right past it. Cora was the only one in range, and it got a few magic items and a bunch of buffs, but her armor and her weapon (a +1 phase-locking shortbow) both survived.

This posed some minor difficulties for the party, as it dispelled the Telepathic Bond on Coralilu. Fortunately, as a vendenopterix she has telepathy naturally, though in a more limited range. She was relying on Hide in Plain Sight rather than Invisibility to stay hidden, and that was unaffected. And she had darkvision naturally, so losing that Blessing of the Mole wasn't an issue either. All in all, the party shrugged and continued, with a fresh Stealth check from Coralilu.

Down below, the party entered the Ring of Ecstasy. There they found Alekto, the alu-demon who had come down earlier to report Euphryxia's death to Izmiara. Alekto was sitting on the edge of the catwalk, drumming her heels on the wall below in general boredom. She could have flown her way back up top, but I decided she didn't like vrocks, so instead she was killing 24 hours while waiting for her Dimension Door ability to recharge.

Alekto was sitting right in front of the east opening, so the party went north first. They found the door. Coralilu checked it for traps, and reported that it wasn't trapped or locked as far as she could tell. Verdessa was concerned that opening it might draw Alekto's attention, so she and Ardulia stepped back around the corner, Ardulia readying a Hold Monster spell and Verdessa readying a cold iron dagger for a coup-de-grace.

Cora opened the door, saw the Symbol of Death pulsing on the wall, and screamed horribly she died in agony. Quirren, right next to her, took the remaining damage from the effect (11 hp). An extremely surprised Alekto moved to investigate. Ardulia cast her readied Hold Monster, Alekto failed the save, and Verdessa took a five-foot step and coup-de-graced Alekto. Quirren used Breath of Life on Cora, followed by a Heal spell, and the party rapidly shoved Alekto's body into the niche with the Symbol of Death, closing the door on her.

VARIATION: I replaced the three glabrezu toykeepers with succubi having 9 levels of cleric each. This is because the purpose of the toykeepers is to keep Izmiara's toys healthy. Glabrezu have no very good way to do that, lacking any kind of healing or restorative magic.

The three toykeepers, having heard a female scream in the distance, came to investigate. They failed to spot the party standing across the entry ring from them. "I wonder if Alekto opened the wrong door," one of the toykeepers speculated. So they went back to the trap. Not finding Alekto there, they closed their eyes, opened the door, and felt around until they could feel Alekto's body. With their eyes closed, they naturally couldn't see the dagger wound over Alekto's heart.

I gave them Intelligence checks to figure out that if the Symbol trap had killed Alekto, she would be on the OUTSIDE of the door. It was a DC 10. There were two natural ones and a 3 in those INT rolls. "Yup, silly @#$@ got herself killed," the toykeeper remarked, closing the door again and opening her eyes. "Well, I never liked her anyway," said one of the others. "Uppity @@#$23," agreed the third, as they headed back to their charges.

Meanwhile, of course, the party strolled past the toys and straight into ...

The Boudoir of the Insatiable Queen:
VARIATION: I didn't put Bth-Zgragg in the boudoir with his mistress. He's physically incapable of fitting through the five-foot tunnels that lead to it, lacks the ability to teleport, and as an exotic mount is not eligible for spells like Carry Companion or equipment like hosteling armor. Profligate though she might be, I figure even Izmiara would balk at spending 2,250 gp on 2 scrolls of Teleport every time she wanted to get him in and out of her bedroom.

Now, at this point, the party had successfully walked past every encounter in the adventure. I was kind of awestruck. The tactics spelled out for Izmiara in the module assume that the party has revealed their presence, and were clearly totally unsuitable to the situation.

And so, what would the Insatiable Queen be doing on a day like this, when the worst thing that had happened was an infestation of common moon-vermin?


That's right. She was playing with her boy-toy General Irentios, and the game was not one that required armor or weapons. Or clothing, for that matter.

Sneaking into the bedchamber, the party immediately identified the mirror, deactivated as per the adventure. Verdessa was disappointed that they couldn't just pick it up and teleport back to the surface, but as the mirror was integrated into the wall and nobody had Stone Shape, that wasn't an option.

Accordingly, they flew to the very top of the ridiculously high chamber, cast a few buff spells on themselves, and planned out a surprise round:

Verdessa shot the mirror with a bow, cracking its surface and then shattering it. The prisoners within came tumbling out, some falling to the floor of the chamber.

Ardulia cast Stone to Flesh on the good General Irentios, who failed his fortitude save. Izmiara was extremely surprised to find herself suddenly lying under a four- or five-hundred pound statue, exclaiming "Gack! Oof! What the @#$!%!#^&%$#@??"

Coralilu shot Izmiara, dealing a fair bit of damage, but more importantly locking down Izmiara's ability to teleport (thanks to Cora's phase-locking bow, Izmiara wasted her first turn trying to teleport away and discovering she couldn't).

And Quirren cast Sustaining Legend.

I'll spare you the details of the fight, but the gist of it is that the party proceeded to fight and destroy basically every enemy in the dungeon in one vast sprawling battle lasting 14 or 15 rounds. I sent waves of reinforcements in as word spread via the three toykeepers, who went around ordering everyone downstairs to assist Izmiara.

Thastrakna showed up, spoiling for a fight in his shiny new gold dragon body. But the only space large enough for an adult dragon to go down there was Izmiara's chamber. So that's what he did, burning his standard action to teleport down there. He promptly got evicted from Maurinaxian's body by a dispel magic before even getting to act. Thereafter he proved singularly useless and eventually fled.

Betcezia was pretty tough, but her entire coven of vampires got annihilated in one maximized mythic flame strike (except for one lucky one who was outside the range.) In fact, that one lowly vampire did better than almost anyone else on his team. There were always bigger threats to go after, and so he managed to get off all seven fireball spells he had before finally meeting his doom.

The prisoners from the Mirror of Life-Trapping were totally useless in the fight, lacking any weapons, spell components, or arcane bond items. The one exception was Nalani, the NPC the party came to get, who was spoiling for a fight after ages trapped in that 23@#$ mirror. She spent the combat gleefully tearing apart demons.

As for Izmiara herself, well, she was in negatives at the end of round 2. She never even managed to get out from under General Irentios' statue (though perhaps she would have if I'd remembered her Ring of Freedom of Movement).

In the end, the only occupants of Dominax Annuli to survive were Thastrakna (who fled) and the alu-demons. Nobody thought they were worth alerting. So they all survived, with the exception of one named Iolanthe who popped into the middle of the fight via Dimension Door half-way through to say "Hey, did you know our moon beasts have been petrified? ... oh !!@#!" and then get turned into a fine red mist by a ravening ur-lycan.

Oh, and the party didn't take the time to locate the vampire coffins. So those are all coming back in about an hour.

The Aftermath:
Nobody from the party died, except for Coralilu's brief and highly unpleasant encounter with the Symbol of Death spell.

They looted the bodies, fled back upstairs, sorted out the Sequestered and the Alu-Demons, the latter of whom Dimension-doored the heck away. And now the party has 37 NPCs in need of repatriation. I have a spreadsheet of their desired destinations. It may take a while.

I remain in awe at how events conspired in their favor. The shrine has no windows, except the one in Euphryxia's room, which faces the wrong way to notice the three petrified moon beasts outside. The only two enemies in that dungeon who had any real hope of noticing them were the Somalcygots -- who they avoided by flying -- and the Cloven Sister, whose true seeing doesn't help when she's looking the wrong way.

The devouring cage trap could have been a giveaway if the author hadn't specified that Izmiara sometimes changes the password without telling anyone, just to mess with her minions. Betcezia's perception was definitely high enough to notice them, except that they never went to her area, as a random dice roll to choose their direction pointed them in the one way they needed to go.

All in all, I was glad I made stat blocks for each and every prisoner in the adventure. It was a mortal lot of work, but at least I had those ready when the fight broke out and people came tumbling out of the broken mirror.

Overall, I enjoyed GM'ing this, but it was more due to the player's antics than the adventure itself.

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My player is likely to encounter this creature this coming Sunday, and I'm a tad worried that I'm going to TPK. Can I have a sanity check, please?

Stats for Nalani, the First Werewolf:
Nalani CR 18/MR 6
XP 153,600
female unique Ur-lycan
CN Medium outsider (extraplanar, good, mythic, shapechanger)
Init +13; Senses darkvision 60 ft., scent, true-seeing; Perception +35
AC 37, touch 19, flat-footed 28 (+9 Dex, +18 natural)
hp 303 (18d10+204)
Fort +19, Ref +17, Will +13
Defensive Abilities block attacks, fortification 50%; DR 15/epic, 15/evil or silver; Immune disease, electricity, poison; Resist cold 10, fire 10; SR 34
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee bite +29 (1d12+11), 2 claws +29 (2d6+11)
Special Attacks feral savagery, mythic power (8/day, surge +1d8), pounce, rend (2 claws, 4d6+16)
Spell-Like Abilities (CL 18th; concentration +21)
. . Constant—true seeing
. . At will—air walk
Str 32, Dex 28, Con 27, Int 17, Wis 14, Cha 16
Base Atk +18; CMB +29; CMD 48
Feats Alertness[M], Antagonize[UM], Extra Mythic Power[M], Furious Focus[APG], Improved Initiative, Intimidating Prowess, Lightning Reflexes, Power Attack[M], Skill Focus (Perception), Skill Focus (Survival)
Skills Acrobatics +29 (+33 to jump), Climb +40, Intimidate +35, Knowledge (nature) +24, Knowledge (planes) +24, Perception +35, Sense Motive +29, Stealth +30, Survival +29, Swim +23
Languages Abyssal, Celestial, Druidic
SQ change shape (alter self), change shape (beast shape II), planar tracker, powerful blows (), shatter spells[MA], to the death[MA]
Special Abilities
Alertness [Mythic] Use 1 power to treat your roll for Perception or Sense Motive as a natural 20.
Antagonize Use Diplomacy or Intimidate to goad creatures
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Change Shape (alter self, beast shape II) (Su) You can change your form.
Climb (40 feet) You have a Climb speed.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/evil or silver) You have Damage Reduction against all except Evil or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Feral Savagery (Su) Under the listed circumstances, make an additional attack
Fortification 50% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Planar Tracker (Su) An ur-lycan hunting a creature can pursue it even across planar boundaries. As long as it is on the same plane of existence as its prey, the ur-lycan can always determine the correct direction to pick up the trail. If its prey shifts to a new plane of existence, when it comes to the end of the trail the ur-lycan can make a Survival check (DC 35) to determine which plane its prey fled to. On success, the ur-lycan may immediately travel to that plane, as Plane Shift.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Blows (Ex) The specified attack adds 1-1/2 times your Str bonus on damage rolls
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shatter Spells (Su) Make melee attack and spend 1 power to dispel a magical effect.
Spell Resistance (34) You have Spell Resistance.
Surge (1d8) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Swim (40 feet) You have a Swim speed.
To the Death (Ex) Staggered not unconscious when below 0 HP, but take 1 damage if you act.

Associated homebrew lore:
It is reasonably well known that the ancient god Curchanus was ambushed and killed by Lamashtu, then an up-and-coming demon lord. She stole from him his power over animal-kind.

What is less well-known is that Lamashtu had an accomplice: Cocidius, Curchanus' own herald. Cocidius betrayed his master and led him into Lamashtu's abyssal ambush. Then, once she had taken what she wanted from him, Cocidius stole the second portion of Curchanus' portfolio -- endurance -- and left his former master to die.

As Curchanus lay dying in the abyssal fields, with hordes of lesser demons closing in to feast upon him, he gathered the tattered remains of his power and did two things. First, he sent his power over travel to his young protege Desna. And then with his dying breath he created Nalani, a mighty warrior intended to hunt down and kill Cocidius for his treachery. For millennia, Curchanus had blessed certain devout followers with the ability to shift into animal forms, the better to bridge the gap between humanity and nature. It was his intention to make such a warrior for his final champion.

Unfortunately, his power failed him as he did so. He lost control as Nalani came into existence. Though she was created, hale and whole, she was also stained by the Abyssal environment, infected with violent rage and endless hunger. With Curchanus' death, that rage seeped out of Nalani and infected nearly all of the followers Curchanus had blessed with animal forms. All across the surface of Golarion, noble defenders of nature transformed into their animal selves and set about murdering and feasting upon their friends and loved ones. A few of the more stoic varieties resisted this urge, notably those who wore the form of a bear. But over all it was an evil day of slaughter and blood, all the worse for being so completely unanticipated.

As for Nalani, she set out on her mission of vengeance, slowed by constant battles with the demons of the Abyss. She pursued Cocidius relentlessly until he fled into the Maelstrom. Before she could follow, Nalani was assaulted at the edge of the Abyss by a strong and cunning nascent demon lord -- Jezelda. In the fight, Jezelda captured Nalani and tore from her the connection she held to the corrupted lycanthropes, disdaining to take those threads that connected to non-evil lycanthropes. Finally, she found that she could not kill Nalani without endangering her own connection to the lycanthropes; and so she bargained with Nocticula to keep Nalani imprisoned forever, a shortsighted bargain which means that Jezelda can never directly oppose Nocticula without risking her own power.

Ever since, Nalani has been imprisoned inside a mirror of life trapping on Golarion's moon, stewing in bitterness and hatred, unable to accomplish her goal of finding and killing Cocidius.

My player is about to rescue Nalani at the end of the Moonscar module. The PC is attempting to gain the remainder of Nalani's power over lycanthropes, in order to redeem them all from evil and effectively rewrite the lycanthrope templates. The party consists of:

- Verdessa (PC; Druid 15/dual path Hierophant/Guardian 6; hp 145)
- Ardulia (NPC; Witch 14/Shadowdancer 1/Archmage 5; hp 106)
- Quirren Umble (NPC; Cleric 14/Inquisitor 1; hp 116)
- Coralilu (NPC; vendenopterix Rogue (scout) 10/Shadowdancer 1; hp 126)

I'm hopeful that the PC will be able to resolve things peacefully, but if not, I'm worried I may have made Nalani a bit overpowered. With Mythic Power Attack activated she deals 123 damage on average per round, and hits any party member on a 2 (except Verdessa, where it will take a 5 or better). Nalani can kill any of them in a single round of full attacks, though it might take a crit in the mix for Verdessa.

Do I need to tone this down a bit?

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I'm running the Moonscar using Maptool, and I wasn't really satisfied with the maps from the PDF. The low resolution leaves much to be desired for VTT use.

Therefore, I created new maps. Here they are, posted in an album on the Cartographer's Guild site:

Moonscar maps for virtual table-top

This includes:

- A generic encounter map for the Blighted Forest
- The Shrine of Rest and Fulfillment (2 versions)
- The Ring of Agony
- The Ring of Obedience
- The Ring of Seduction
- The Ring of Ecstasy (two versions)

All of them are available in gridded and gridless variants. The Shrine of Rest and Fulfillment has a decorated and non-decorated version. The Ring of Ecstasy desperately needed some color, so I produced a version with glowing green Streams of Eeeeeevil flowing across the floor of the final chamber.

Lastly, I'd just like to add that the layout of Dominax Annuli is bonkers. I get that demons can teleport at will. But that doesn't matter much, because the prisoners can't, and the demonic teleport ability clearly specifies that they can't take other people with them. It's self-only. How are the jailers supposed to move prisoners around where they want them?

If I am some poor corrupted fighter performing supplications to Izmiara in the Ring of Obedience, when I finish the final one and learn the password to get past the vrocks, I have no way out except to jump a hundred feet down to the next ring. The fall could easily kill me. If it doesn't, it will surely break my legs and leave me in no mood to enjoy the Ring of Seduction.

It really feels like the maps were designed by doodling interesting shapes, without putting any thought into how well the use of space fulfilled the ostensible purpose of the facility. Maybe it's silly to be bugged by this, but it really makes my life as a GM hard when my players ask me questions like "why does this hallway go 35 feet east, then turn 180 degrees and go back west 20 feet?" I either have to come up with some strained explanation for why it's that way, or else break immersion completely and tell them it's because the map just doesn't make sense.

Hoping for some feedback on this homebrew spell.

Dawn's Shadow:
Dawn's Shadow

School abjuration; Level cleric 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, F/DF (a polished copper and zinc mirror worth 10 gp)
Area 5 ft./level radius emanation around caster
Duration Concentration + 1 round
Saving Throw none; Spell Resistance no


Each time a spell that uses positive or negative energy is cast within the affected area, you may choose the target(s) and/or point of origin instead of the creature who cast the spell. This includes all cure spells, inflict spells, heal, harm, breath of life, and any other spells explicitly using positive or negative energy. If the spell you are modifying has a range of touch, you may instead cause it to affect any creature within the area affected by Dawn's Shadow. The new target may make a save against the original spell DC if desired.

Each time a creature channels energy within the affected area, you choose whether it is to harm or heal instead of the original channeler. In addition, you may choose to use either yourself or the original channeler as the point of origin for the channel energy effect. Alternately, you may choose to negate the channel energy effect entirely, causing no harm and granting no healing to any creature. The negated channel still counts against the creature's daily uses of the channel energy ability.


I'm looking to replace the chairs at my gaming table. Two of the existing ones have now collapsed under some heavier guests.

Things I'm looking for:

1) Wheels
2) Comfy
3) Not totally out of place at a dining table.

Any recommendations? I've never bought chairs before. Well, except for the existing set, which were $10 apiece off the back of a truck in Austin in 2004.

The spell Transport Via Plants has no distance limits and doesn't require familiarity with the target area. Could it be used to travel to another planet?

I'm guessing it hinges on the phrase "plant of the same kind". If that's a generic like "tree", well, you can go to any planet that has a reasonable tree equivalent. If it's a specific as a species, like "Elm", then you'd be stuck on your own planet unless somebody has gone to the trouble of importing a grove of alien trees.

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On page 12 of the module, The Moonscar says that the Shrine of Rest and Fulfillment contains:

... roughly two-dozen Sequestered — mostly human males, but also members of both sexes from a number of species, representing a variety of classes up to level 7—scattered throughout the shrine. None have any equipment beyond loose, flowing robes, and those with spellcasting abilities typically have no spells prepared (or simply don’t use their spontaneously cast spells or spell-like abilities).

It goes on to suggest using stat blocks from the GameMastery Guide to fill in if necessary.

Ha! I am sufficiently crazy that I have created 24 lovingly detailed NPCs for this purpose. Their name, class, race, alignment, and level were all determined by rolling dice, weighted to favor the description from the text (mostly male, mostly human). For example, since the adventure specified mostly male sequestered, I rolled a d4 for gender, assigning male on 1-3 and female on 4. Then I picked names, found portraits online, worked out stats, and wrote at least a few paragraphs of backstory for each. I have included links to art that I found inspiring for each one.

And now, here they all are for you, any other GM who happens to be running the module. Or anything, really. If you happen to like one of them, please feel free to take repurpose them for whatever you see fit. As specified in the module none of them have any gear, so if you are repurposing one for some other use you'll need to give them equipment. I did provide memorized spells, however.

Because this is much too long for one post, I've split it into five posts. The first contains this message plus 4 NPCs, and the subsequent ones contain 5 NPCs each.

CG male human ranger 4

Andauvi hails from Fusil, in Andoran, where he patrolled the forest to maintain the agreement with the local fey prohibiting the cutting of even one tree in exchange for access to a gem mine.

The succubi abducted him and have been programming him to assassinate Aislynn, the dryad responsible for the creation of Fusil's deal. Her death will precipitate a war with the fey of the area and a sharp increase in the price of gems throughout Andoran.

His programming is almost complete, and he is scheduled to be returned home soon.

Andauvi CR 3
XP 800
Male human ranger 4
CG Medium humanoid (human)
Init +5; Senses Perception +8
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 38 (4d10+12)
Fort +6, Ref +5, Will +2
Speed 30 ft.
Special Attacks combat style (archery), favored enemy (fey +2)
Ranger Spells Prepared (CL 1st; concentration +2)
. . 1st—gravity bow[APG]
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Climb +8, Handle Animal +6, Heal +5, Knowledge (nature) +7, Perception +8, Ride +8, Spellcraft +4, Stealth +8, Survival +8, Swim +8
Languages Common
SQ favored terrain (forest +2), hunter's bond (companions), track +2, wild empathy
Special Abilities
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. Favored Enemy (Fey) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

CN female gnome summoner 6

Annabelle Harlock is a rootless, shiftless explorer, and something of a failed experiment. The succubi thought that she might be useful as a spy feeding them information on a wide variety of places; but in tests conducted elsewhere on the moon, she proved unreliable. She routinely fed her handlers information which was half imaginary, not because she meant to deceive them, but because her grip on reality is somewhat shaky. Like a First World native, she often sees what COULD be more powerfully than what IS, and reported her excited ideas for how things might change rather than what they are now.

As a result, they gave up on her and made her one of the Sequestered. She has proven good at placing new arrivals at ease.

She bears a profane gift from Euphrixia, who made it clear that summoning her eidolon, Minxy, would result in highly unpleasant punishment. Nothing anyone has said or done, however, has been able to contain her habit of placing her arcane mark everywhere. Periodically Euphrixia will summon a babau to go through the Shrine and dispel these marks.

Annabelle CR 5
XP 1,600
Female gnome summoner 6 (Pathfinder RPG Advanced Player's Guide 54)
CN Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +1
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 60 (6d8+30)
Fort +7, Ref +5, Will +4; +2 vs. illusions
Defensive Abilities defensive training, shield ally
Speed 20 ft.
Special Attacks maker's call 1/day
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—summon monster III
Summoner Spells Known (CL 6th; concentration +10)
. . 2nd (4/day)—alter self, create pit[APG] (DC 16), haste, invisibility
. . 1st (5/day)—feather fall, mage armor, shield, snowball (DC 15)
. . 0 (at will)—arcane mark, detect magic, light, mage hand, message, open/close (DC 14)
Str 8, Dex 12, Con 16, Int 13, Wis 8, Cha 18
Base Atk +4; CMB +2; CMD 13
Feats Great Fortitude, Lightning Reflexes, Toughness
Skills Acrobatics +1 (-3 to jump), Climb +1, Knowledge (geography) +12, Knowledge (local) +10, Perception +1, Spellcraft +10; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ bond senses (6 rounds/day), eidolon (named Minxy), gnome magic, life link
Special Abilities
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eidolon Can summon a powerful aspect of an outsider.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Stats for Minxy:
CN Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +18
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 47 (5d10+15)
Fort +6, Ref +5, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 30 ft., fly 30 ft. (good)
Melee 2 claws +9 (1d4+4)
Str 18, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +9; CMD 21
Feats Alertness, Lightning Reflexes, Toughness
Skills Bluff +8, Fly +14, Perception +18, Sense Motive +2, Stealth +10; Racial Modifiers +8 Perception
Languages Common
SQ devotion
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fly (30 feet, Good) You can fly!

LG male human monk 5

Benric has been here a very long time. He was initially abducted some thirty years ago, with the idea that he would be returned to his monastery to poison its teachings. But his mind broke under the tender ministrations of the succubi, and he developed a form of amnesia: whenever he sleeps, he forgets everything that happened previously. He is currently suffering a -7 penalty on Will saves as a result.

Every morning he awakes confused. He can generally remember his name, and little else. Euphrixia takes a perverse delight in telling him a different story about who he is every day. Three of the Alu-Demons in the Shrine of Rest and Fulfillment are his daughters by Euphrixia, though he has no idea that this is so. His daughters abuse him regularly, taking great pleasure in the fact that he can never anticipate their bullying.

Benric CR 4
XP 1,200
Male old human monk 5
LG Medium humanoid (human)
Init +4; Senses Perception +11
AC 15, touch 15, flat-footed 14 (+1 dodge, +1 monk, +3 Wis)
hp 36 (5d8+10)
Fort +6, Ref +6, Will +0; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
Speed 40 ft.
Melee unarmed strike +4 (1d8+1) or
. . unarmed strike flurry of blows +4/+4 (1d8+1)
Special Attacks flurry of blows, stunning fist (5/day, DC 15)
Str 13, Dex 10, Con 11, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Deflect Arrows, Dodge, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Stunning Fist, Toughness
Skills Acrobatics +6 (+15 to jump), Diplomacy +5, Knowledge (history) +9, Knowledge (religion) +9, Perception +11, Sense Motive +11, Swim +6
Languages Common, Elven
SQ fast movement, high jump, ki pool (5 points magic), maneuver training, slow fall 20 ft.
Special Abilities
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (5/day, DC 15) You can stun an opponent with an unarmed attack.

NG female human bard 1

The bard Cetra is a speculative acquisition on the part of the succubi. She is very young, but excellent at her craft, and has some indefinable aura of potential which led the succubi to believe she would make a fine agent.

Unlike the other Sequestered, Cetra retains her memories. She is frightened and alone, but the succubi have been tempting her with pleasures and power in the hopes of making her a willing convert to their cause. She has been the subject of multiple Sow Thought spells cast upon her while she was asleep, planting insidious desires that she believes to be her own.

Although her alignment is listed as Neutral Good, her resolve is weakening. If nothing changes, she will soon give in to temptation and pledge her faith to Nocticula.

Cetra CR 1/2
XP 200
Female human bard 1
NG Medium humanoid (human)
Init +1; Senses Perception +3
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +1
Speed 30 ft.
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—grease, innocence[APG]
. . 0 (at will)—detect magic, light, lullaby (DC 13), prestidigitation
Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Great Fortitude, Marked For Glory
Skills Bluff +7, Diplomacy +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Perform (oratory) +7, Perform (sing) +7, Perform (string instruments) +7
Languages Common, Elven
SQ bardic knowledge +1
Special Abilities
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Marked for Glory (1/day) Add 1d6 to any d20 roll.

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