We swapped it up, my players had an epic fight against Aeteperax, with a hefty crit, plus flametongue and a high roll on sneak attack sealing the dragons fate. He tried to get some distance but the fly buffed bloodrager/fighter gave chase an finished the fight, saving belhaim from impending doom.
Homebrew Game:
We'll finally play again next week, after over a year. We'll finally wrap up the open story arc and then I'll discuss with my remaining players how We'll go on from there.
Rise of the Runelords (Online):
My group finished the Nualia/Thistletop Plotline. While it was fun, I early noticed that some players just didn't fully get into PF1, which I someway expected. We decided to let it end here and switch to something else. We'll probably try out Savage Worlds, with a homebrew campaign, based on Weird West Deadlands.
Strange Aeons:
New game, as a follow up for the finished Dragon's Demand game. I'll get to be a player here (first time in pathfinder) and am more than happy about it. I look forward to see how my Cartomancer Witch will deal with the cosmic horrors she'll eventually face.
If one would play an oradin, Life Oracle (Pei Zin) + Paladin (Hospitaler), with the channel revelation one would have two separate pools of LoH and Channel Energy.
If one would now take the feats extra LoH and/or extra Channel would you increase both pools (Oracle and paladin) or just one? None of the class features say they stack with similar abilities, oracle LoH explicitly states it only counts as the paladin feature for feats, effects and spells that affect LoH and not that it stacks with said paladin feature?
This would basically mean you would increase your total LoH/Channel pool by 4 instead of 2 with one feat, or am I mistaken?
I think I'll go with Warpriest as a backup, seems easier and more versatile. So thanks for the input.
Someone wants to give his two copper pieces on this one?
Toshy wrote:
We all know the life link Oradin. Would a similar build be possible with a Life Shaman 4 / Warpriest X? With the shamans Life link Hex and the Warpriests fervor and swift self cast to heal, on paper it should work? Or are both classes to depended on their own class levels to consider such a multiclass?
I'd like not to, as we'll already have a skald in our starting group.
"Mysterious Stranger wrote:
Alignment
We are not that strict with Alignment, so a CG paladin of a CG deity following a more lenient "code" will probably be fine, but I'll check with the DM.
I'll check out the modified Warpriest build though.
I grok do u wrote:
Divine Hunter downside
Yeah, I missed the divine Hunter loosing heavy armor and I see the standard abilities might be more useful. Maybe I'll stay with the standard paladin, just have to fit in Precise Shot then.
As a warpriest with divine fighting technique, I'll have to focus on two mental stats, which will penalize my survivability with less points for Dex or Con, and no heavy armor. Don't know if I'd like that.
Azothath wrote:
Cleric or Oracle
We had an Oracle in our last campaign and I like to switch things up a bit (not picking classes we already had).
Cleric might be an option, but with lower BAB and no increased weapon damage or divine bond buff to complement offensive, I'm not sure if I'd go with that.
On another case
We all know the life link Oradin. Would a similar build be possible with a Life Shaman 4 / Warpriest X? With the shamans Life link Hex and the Warpriests fervor and swift self cast to heal, on paper it should work? Or are both classes to depended on their own class levels to consider such a multiclass?
So, for an upcoming campaign (Strange aeons or hell's rebels) my character will be a cartomancer witch. But since character deaths are possible, I'd like to have a backup.
I heavily lean into a divine fighter type of desna. I want to go with a starknife(tossing) build and am currently indecisive between paladin and warpriest. I'll be a backrow damage dealer with support/heal potential.
For race I'll probably Human or maybe Aasimar (which will delay feats, but brings more flavor).
Level 3 - Point Blank Shot
Warpriest - Precise Shot
Level 5 - Startoss Style
Level 6 - Startoss Comet
Level 7 - Quick Draw
Level 9 - Startoss Shower
Warpriest - open (thinking about Guided Star)
I would have Dex to hit and damage,fervor, channel, blessings, sacred Weapon. Wondering if Guided Star should be earlier (maybe at level 6).
Warpriest would have better spellcasting and better self-buff (via fervor swift castings), but the paladin will probably be bulkier and better for support via LoH, Mercy and Channel, since I can use heavy armor and allocate more points to Con. Blinkback-Belt will be a goto for both. Since I hope my witch will survive a few levels, I'm not too much concerned about the early levels (especially getting a way to retrieve the thrown starknife, either via returning/called or blinkback belt)
What do you think of each? I would like to stay between those two classes and am fixed to the theme of desna and a starknife. Any suggestions to improve or complement aforementioned builds?
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).
What will he do:
If the last command was "Come and stand by my side", he will try to do exactly that. He will do nothing than trying to find him, to again stand by his side, except things necessary to survive. He will do so until this task is completed, the duration expires, he recieves another command (which Inhetef can do telepathically without range restriction, as long as they are on the same plane) or the spell is otherwise lifted. In theory he could command the barbarian to act normal and have him as a eyes and ears by concentrating on the spell to get intel about the party and order him to maybe sabotage the party in a way
Hello everyone, for an upcoming campaign, where I as a forever DM will be a player (whoo hoo), I'm strongly inclined to play a witch. As I really like the flavor I'd go with the cartomancer archetype and maybe pick up some levels in the harrower prestige class.
I don't want to build a full optimized character, but avoid things that would be straight bad choices.
We'll probably run either Strange Aeons or Hell's Rebels, and be a group of four players.
As of now the other players will probably go with a skald, a scaled fist monk and either a Paladin or another full caster (maybe even arcane).
What i got so far:
Malika Crowe
Female Human (Varisian)
Cartomancer Witch 6, Harrower 1
20 Point-Buy (Human +2 Int)
STR 10 DEX 16 CON 12 INT 17 WIS 11 CHA 10
Level 1, Witch
Hex - Protective Luck
Feat - Extra Hex (Cackle)
Human Feat - Extra Hex (Evil Eye)
Level 2, Witch
-
Level 3, Witch
Feat - Harrowed
Level 4, Witch
Hex - Soothsayer
ASI Int
Level 5, Witch
Feat - Point Blank Shot
Level 6, Harrower
-
Level 7, Witch
Hex - Flight
Feat - Precise Shot
As her patron i imagine some chaotic fey spirit or beeing, whose power manifested in the heirloom harrowdeck, so I'm indecisive between trickery, deception (which both fit the fey theme), healing (to be a better support) or elements for some damaging options (especially shocking grasp in combination with the spell deck delivery).
As I'm probably focusing on the supportive/utility side of my hexes, so my hex-dc won't be super relevant, which made me consider the harrower prestige class for more flavor. I choose Evil Eye to have some offensive hex option, but consider changig it to either the healing hex (and probably retrain as soon as we have a CLW-wand) or the fortune hex, as my main role will be support and avoid (and heal) party damage.
Soothsayer is specifically chosen at 4th level and not at first to be not too strong at level 1 and beeing symbolic for beeing more in touch with the patron's power and herr skills regarding the harrow.
I'm looking for suggestions for spells and thoughts/comments on what I've got so far. Anything that should be changed?
Are there any good divination spells on the witch's spell list to even consider the harrow chosen trait, or would it be useless except for flavor?
Does a monstrous humanoid count as humanoid for armor pricing? One might assume that humanoid refers to bipedal, with two arms.
Since the trox has extra arms protruding from its torso, one might rule it as non-humanoid for armor pricing, which would increase the cost to about 15.800gp.
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
It is wielded as if it were a scimitar. Is your hand free while wielding a scimitar? No. So it's not free while wielding the flame blade.
That means no somatic components with this hand, no wielding of other weapons and no benefit of anything requiring this hand to be free.
And you can't drop or sheathe the flame blade to temporarily free up the hand, like you could with a normal blade, but you get to attack touch AC with it.
I image it like you cast the spell and the flame blade springs from your hand. Then you have "to wield it like a scimitar" to keep the blade manifested.
However since the spell is not (D) dismissable and has a fixed duration RAW it would stay regardless of what you do with the hand. That would support Diego's point.
If I were the DM I would propably rule that as long as the Spell persists, that hand is occupied.
As it specifically mentions wielded as if it were a scimitar one could argue if things like weapon focus (scimitar) would apply, but that would be a different topic.
Adding Spells to a Wizard's Spellbook
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Writing a New Spell into a Spellbook
The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.
As a DM depending on which level the characters start I would probably award a wizard/witch/alchemist a number of spells to add to their Spell-/Formulae Book or familiar for free and additional spells for the cost of copying the spell (without the renting fee).
The wealth by level excludes the value of items (Potions, Wands, Scrolls) consumed while reaching the according level, which would include scrolls used to copy into their own assortment.
As a player, RAW you would only start with the number of spells listed in the class entry, but ask your DM how he handles it, as you might see a lot of table variation there.
Thanks for the answers so far, but maybe I wrote to much, as my main question hasn't been touched yet:
1 weapon = 1 dose = 1 standard or full-round action (nothing in question here)
10 pieces ammunition = 1 dose, but
= 1 standard or full-round action
or
= 10 standard or full-round action (basically applying it to every arrow separately, but one dose contains enough for 10)
It says applying it to a weapon is a standard action, for blanches it's a full-round action.
It also says one dose is enough for one weapon or 10 pieces of ammunition.
What would be the action economy for ammunition?
1 standard action (or full-round action for blanches) per piece or per dose applied to 10 pieces?
In case of the latter if in-combat it would almost always be better to apply it to 10 pieces of ammunition instead of 1 weapon regarding you only get one successful attack with it, since you get more possible hits per "apply-action".
Bonus-Question: would a weapon or ammunition coated in the holy weapon balm be considered "good" for overcoming DR/good and deal weapon damage as well or only the listed bonus damage (2d4) against evil outsiders?
Since an alchemist doesn't cast spells, but rather creates potion like extracts, all of his spells are single target - the imbiber.
It doesn't matter where he got the knowledge for haste from (a wizards spellbook, another alchemists formulae book, or by level-up).
Normally only the alchemist himself can use his extracts, unless he has the infusion discovery. If so he can hand the extract to an ally whi in turn can drink it to get the effect of haste.
Nonetheless it would only target one creature, namely the one which drinks the extract.
Then I'll go with as I intended, that that a character can accept or refuse the song on the beginning of his turn and the songs effects persist till the beginning of his next turn unless they end because of another reason.
Since in my next camapign one if the players will go for a skald I took some time to read through it's abilities.
However I found something I find rather strange and wonder if in this case RAW=RAI or not:
Raging Song wrote:
If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
RAW that would mean, that as soon as initiative passes own, everyone looses the benefits of the corresponding song until they can accept it again at the start of their turn.
That would result in some weird Boni-Jumps, like getting more STR, CON, AC for your turn, but loose them after it, only to regain them if you accept it again next turn.
Is this really the way it'ssupposed to work?
Especially defensive Boni or defensive Rage-Powers like Superstition which are recommended for a skald to pass with his song, would have greatly diminished use, if they are just active during one's turn.
I'm inclined to rule it like, a character can accept a ragin song, which benefits would last until the start of the player's next turn, when they can choose again.
Is there an official statement?
Is RAW really RAI?
Would my ruling make some things too powerful, or would it be fine?
How do you run it in your game?
Rise of the Runelords
Session Zero went by and we finished the character creation and the basic rules.
We'll start coming Thursday and will explain the more complex rules on demand.
Dragon's Demand
One of the players was struck down by a heavy flu, so we had to reschedule[/b]
Homebrew Game
The group wrapped up the corrupted temple and went back to the save spot, which is still protected by a magic ward against the corruption, but noticed it's protection getting weaker.
They headed out after resting to tackle the ritual site, where the drow were committing some atrocities and killed them.
However one of them managed to fire of a signal to alert everyone in Celwynvian, so the final part of claiming/destroying the artifact causing the corruption will be harder. They healed, regrupuped and will tackle this last stage of their quest next session.
As Elemental Impossibility clearly states: "This ability replaces expanded element, as well as the 11th- and 19th-level infusions."
Therefore you won't get any benefits from expanded element, except those mentioned in Elemental Impossibility.
The only thing mentioned, is that you gain a composite blast as if you had an expanded element. Nothing less, nothing more.
There are some archetypes that replace only certain parts or stages of an advancing class ability, but it would say so in the description, which is not the case here.
I have to congratulate Tottemas for finding a RAW method for allowing a swift action to be performed as a standard action.
No, they did not.
Readying a swift action means you use your standard action to set a trigger on when you use your swift action. The actions haven't changed.
While I agree that it doesn't change a swift action into a standard action, it would still allow you to spend a standard action to use another swift action.
Ready Action "You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition."
So swift actions can be readied.
Swift action "You can, however, perform only one single swift action per turn, regardless of what other actions you take."
One swift action per turn, not per round.
So by readying a swift action, you don't even have to change it to a standard action, as it occurs on another turn.
Unlike a 5ft step, which can also be readied, but not if you have otherwise moved in that round and it prevents you from moving in the round that you take the readied 5ft-step.
Maybe rephrase the trigger to something like "as soon as the next character acts" instead of "as soon as my turn ends" to have a more legitimate trigger.
While I can't find a direct rule, I would say no. Reasoning as follows:
Spell-Like Abilities wrote:
Spell-like abilities are magical and work just like spells.
Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity.
As noted in Black Blade Strike, it is not a standard action, but a free one. An SP works like a spell, so what does the descriptions of spells say about free action casting and provoking?
Casting a Spell wrote:
Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies.
Spells that require only a swift action to cast don’t provoke attacks of opportunity.
Okay so a swift action cast, doesn't provoke an AoO, but nothing about free action castings.
Free Action wrote:
Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity.
So, free actions take even less time than swift actions and swift action castings already don't provoke.
Even more, it's also mentioned that free actions rarely incur AoOs.
In conclusion I would rule, that it doesn't provoke an AoO.
But I might be corrected, as the description of spell-like abilities I quoted in the beginning, could also be read that all spell-like abilities provoke AoOs, regardless of their "casting time".
Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.
Emphasis on "is"
Using LoH on someone else is a standard action.
Using LoH on himself is a swift action.
So RAW, no a Paladin can't use LoH on himself as a standard action.
If instead it would read "in which case he CAN use it as a swift action", then he could choose.
Some GMs might houserule in a way as above, that a Paladin might choose to use a standard action to LoH on himself instead of a swift, but not both in the same turn, but that would be up to the GM.
Does anyone have any ideas of how to snap me out of this dumb mindset and allow me to finally enjoy the support types I love so much conceptually? Like, I have lots of fun when I trap a few enemies in a pit so they aren't a problem for a bit, And I love healing and buffing my allies... I just feel like I don't do enough...
This simple calculation showed our bard, that he did by far the most DMG of the whole group. Indirectly ofc.
The player was saticfied and continued to play his bard until his bard found true love and retired with 3 children.
This.
In a group of mine I also had a bard, sometimes thinking she wasn't doing enough in battles.
Then we started another game in a slightly different player composition where she played a fighter.
She wondered why she wasn't dealing nearly as much damage as the fighter in the group she plays the bard in.
Well because the group with her playing the fighter was missing her - the bard from the other round.
Inspire Courage and Heroism are going a great way hitting stuff especially when using power attack and iterative attacks.
And that doesn't even take into consideration how often she saved a fight going south by helping the fighter not to kill his allies by letting him re-roll another failed Will-Save by using her saving finale.
So Buffers and Healers often enable most of the damage to even be dealt in the first place. And things like saving finale, the oracles misfortune and stuff like that prevents the heavy hitters from dealing that potential damage to the wrong guys as well.
Looking forward to next week, even though I will be a bit rough, 5 Gamesessions in a row ^^
Wednesday - boardgame night
Casual round with some friends
Thursday - Rise of the Runelords
New group dm'ed by me.
All of them have already played some games but mostly D&D 5e and are all pretty new to Pathfinder. We did a OneShot once, but they were pretty stingy considering their magic items (like Wands, Potions and scrolls), as they are not used to use many of them from their playing experience with D&D 5e.
We'll play every Thursday if possible, but only in 2-3 hour sessions, so I'll see how that will be going.
Friday - boardgame night
A new shop opened in my area, which hosts different games, tabletops and painting sessions. I hope it will last, as many game shops closed the in last years.
Saturday - Dragon's Demand
The group will probably wrap up the upper floor of the monastery and maybe the dungeon floor as well.
Then they will hopefully tackle the BBEG in the next session and we'll do a wrap up.
They have many "what-if-questions" and we'll talk about how to continue afterwards.
Sunday - Homebrew Game
I'll hope to finish the current plot arc with the remaining three players (the gone player's character running along as npc). After that we'll discuss how to go on, and who to ask if they wanna join the game so I can find a way to include their new character.
It will be a little bit stressful, but I'm looking forward to it nonetheless.
As others said, there's no RAW for a situation like this other than that a readied action interrupts the triggering action. So it will be mostly gm-fiat.
As GM I would take the actual situation in consideration:
What exactly is the trigger and the intention?
Act as soon as A moves in the direction of B?
Act if someone engages B in melee?
Intercepting A, before he reaches B?
Rushing to help B (therefor maybe getting in to flanking rather than intercepting)?
How far is everyone apart from each other?
Can C even reach A/B with a readied action, or would he need to have delayed his complete turn?
Is A or C closer two B?
Could C run towards A/B in a straight line or would he need to circumvent obstacles or enemies (therefore "unable two build up speed running" in a way that A would be)?
If C can reach A/B, but A would be already gone a few squares (like already beeing in a sprint towards B) I would maybe let A and C roll Initiative.
C wins?
C would be able to intercept and position himself between A and B and somethings like Overrun may occur.
A wins?
C would not be able to intercept, but reach A right after he reaches B and might be able to help in an other way or retaliate.
But those would only be my two copper pieces and any other GM might handle the situation differently.
I would rule it the other way around as well. The general rule would be the general spell's description, as the the Spell is available for other classes as well.
The bard would be the specific rule, which states that all bard spells have a verbal component.
An even more specific rule would be applying meta magic silent spell to it, which would remove any verbal component.
If a mythic hero uses a black iron axe to decapitate herself, the artifact loses all of its magical properties and becomes a plain iron axe. The uses of mythic power remain in the affected heads after the black iron axe is destroyed.
Therefore I would say the axe is made from simple iron and it's special black color comes from the powerful magic inhabiting it.
By following the steps to destroy the artifact it reverts to its original state - a simple iron axe.
Please correct me if I got something of the following wrong:
1) An incorporeal creature is immune to any non-magical attack.
2) Spells and magical attacks deal only 50% damage.
3) Spells from a corporeal source and effects that deal no damage, have only a 50% chance to work at all.
Does this include damaging spells as well? If so they would be considerably worse than physical magical attacks?
Is it read as "spells - and effects that deal no damage" or as "spells and effects - that deal no damage"?
The question came up, as it mentions channel energy as an exception, which would be a damaging effect.
What would non-spell, non-damaging effects (that could affect an incorporeal creature) be at all?
4) Force Spells and effects ignore everything above.
5) Holy water is an exception to (1), as it would affect an incorporeal creature.
But would deal only half damage as per (2), correct?
Thanks in advance, I hope I wasn't handicapping my players to bad.
After clearing the crypt of lady tula, the group returned to belhaim to resupply and then headed to the monastery.
So far they allied with azmur and cleared the ground floor. The session ended with them searching the alchemical supplies in the kitchen an pentosh arriving.
Next session will begin with a fight after which they'll reach level 6 (which I have them already prepare, so the session won't be bogged down).
As all forever GMs or players with too much fun building characters, I also have a list of characters either as concept or fully built that I might play someday.
I would like to read something about yours as well, so I started this thread.
Here are some of my favorites, which might never see actual play, but I tend to use them as NPCs in my campaigns, so they get at least some showtime.
Ignatzius Coppertop van Dargel Scrapwick:
Male Gnome
Grenadier / Experimental Gunsmith
Has found his obsession in tinkering with things, especially those that sooner or later go boom. Worksecurity? Stupid things like that only slow down his genius!
Alika:
Female Human
Cartomancer
Grew up with her varisian parents, traveling the country. After the death of her mother - who taught her to read the harrow - inherited her harrowdeck which seems to hold more secrets than she could have imagined (inspired from the Deck of Harrowed Tales from The Harrowing Module)
Ogden Bleihagel:
Male Dwarf
Bolt Ace
Invented his own version of a crossbow which shoots bullets instead of bolts (dwarven pelletbow) and now travels the world searching for an investor funding further development while constantly engaging in adventures for field testing his creation.
Quaggan:
Male Locatha
Invulnerable Rager/ Reliquarian Occultist
Got hit on the head by an anchor dropped from a sinking ship. That left him somewhat handicapped regarding his intelligence and had some occasional rage Outbreaks as sideffects. Wields said anchor as his weapon using hook fighter. Inspired by the name giving Quaggan from Guild Wars 2
Evianna:
Female Elf (or Half-Elf
Warpriest of Calistria
Slightly seductive, former slave using her looks, wits and whip to get by.
Well Guts would fit the theme barbarian/fighter pretty well...
If all he wants from the bladebound magus is "a cool blade" there might be a less raw but more fluff option as well.
While (as far as I know) the black blade is something reserved for a magus and phantom blade (and carries a lot of stuff with it like intelligent weapon, ego and everything else), one could consider the warpriest.
Take gorum (greatsword), ragathiel (bastard sword) iomedae, aroden or myr (longsword) as deity for the favored weapon.
Depending on the chosen deity and weapon, he wouldn't benefit from the scaling sacred weapon damage till late levels, but similar to a magus he can enhance his weapon up to +5 and with abilities like flaming, keen, brilliant energy, etc, which could be flavored as the weapon itself changing and evolving, without having to actually deal with an intelligent weapon.
He would be able to cast spells like bless, protection from evil, shield of faith and bulls strength on himself as a swift action using his fervor ability and thus won't have to deal with AoOs while casting in melee and still full-attack.
He'd also be able to enhance his armor as well and swift action self heal.
I'll second the Bloodrager as Mysterious Stranger suggested.
Will fit good with the Guts Berserk theme and has the ability to cast spells like a sorcerer.
Limited choice of spells, but cast spontaneously, fits better to the theme as the prepared spellbook style of a magus.
He'll have a kind of rage similar to a barbarian, but still be able too cast spells while raging and depending on the bloodline gain various (magical) effects while bloodraging.
The two handed part might restrict his spell casting a bit (as to cast in one round wirh somatic component, and attack in the nwxt round, as he'll have no free hand with a two-handed weapon) but with eschew materials from the bloodrager he won't have to mind about manipulating material components.
Depending on the intended level one could homebrew a two-handed sword to have a still metamagic rod as handle, but that would be up to the gm.
Okay, after comparing the cards from both the normal and the Deluxe Harrow Deck, I might have a hunch, why the Deluxe version hasn't the rules:
In the basic deck the suit symbol is printed on a spot to represent the alignment, with true neutral cards having it in the middle.
The Deluxe deck has the suite printed on the bottom of the card, with a smaller symbol position on the alignment corresponding place on a frame around the picture. The true neutral cards don't have a symbol in the middle in this version.
Without the middle symbol the rules make less sense, since you should play cards, so they don't cover up the middle symbol, which doesn't exist.
A little bit weird, but hey I found the rules, so I've got that going for me, which is nice ;)
So, I've been looking everywhere for the rules to play the game "towers" mentioned multiple times in combination with the harrow deck.
All I found was the reference to the "Harrow Deck Deluxe". Both the wiki and the Harrow Handbook reference the Divination Handbook of the Harrow Deck page 26-30.
The thing is:
I own both, the official Harrow Deck and the Deluxe Harrow Deck, but nowhere I can find the rules for towers.
On the mentioned pages are just interpretations for various cards listed.
I checked everything twice, but by pharasma can't find the rules anywhere. If some might be able to help here (point out where to find, or maybe even directly supply me with the rules), I'd be most grateful.
My players cleared the crypt of Tula, with our dwarven fighter having a hard time against Arturic, as the incorporeal miss chance didn't take kindly on them. She almost died to his Con-Drain, but our oracle saved her with a clutch restoration.
After that they encountered lady Tula's spirit, which thanked them for their service and allowed them to take up arms from the crypt but asked them to return them once their task was done, to ensure the weapons are available should bellhaim be in danger once again.
This was some kind of in-game reasoning to strip the group of some higher level loot after their victory over Aeteperax, so I have an easier job balancing encounters if they want to take on another adventure/module with the same characters after wrapping up Dragon's Demand.
Next session they'll head back to belhaim, heal up and restock resources before taking on the monastery.
First of, if you are a player of my group "Sonntagsrecken", stop reading, or you'll spoiler yourself.
Question:
Fellow DMs who have run the dragons demand module (or just want to share their 2c to the following), I have a question regarding my coming sessions:
In the crypt of lady tula the final boss is the wraith of her husband.
If the group find/go to lady tulas tomb before fighting it (which is a possibility or even intended according the module), they recieve her blessing - including the effect of Death Ward.
The rules forums are split between saying death ward only negates a wraith's 1d6 negative energy damage and NOT the 1d6 con drain or death ward negating both.
Nevertheless tulas blessing would make the PCs almost (if not completely) immune to everything the enemies in arturics tomb could do to harm them. But beeing immune to everything your enemies can do in the final fight of the dungeon would be rather anticlimactic and boring.
Otherwise not receiving the blessing at all, could lead to the wights and arturics wraith beeing pretty deadly.
How would/have you run this?
Simply not allowing them to reach lady tulas tomb before the fight?
Just give them the good hope effect and scratch the death ward effect of the blessing?
Then you have the Game Balance part which is far trickier and why it's a 'Black Art'.
Ultimate Equip has a big list of items for treasure generation.
The "black art" is true for wondrous items.
I'm mainly looking for a quick way to calculate the price of magic armor and weapons (with enhancement bonus, special ability and special material, which is straight forward) without having to look up everything and do the math by hand to save time at the table.
Example:
Player "I want to commission a +2 flaming burst earthbreaker made out if cold-iron. How much would that run me?"
I know how to calculate this, but would love to have some tool where I could just select everything and have the total cost, without needing to look up everything (be it AoN or skimming through my books).
Hey there, I'm looking for a Web or App based Tool to quickly calculate the price of mainly magic weapons/armor and maybe even wondrous items (I'm well aware that the latter is more of an art than straight math).
Google has lead me to some pages, but none of them were what I was looking for.
I thought AoN had something like that, but seems I thought wrong (or I simply can't find it anymore)
While I know that the pricing of magic weapons and armor is fairly straight forward, I'd hope to find a tool where I can just select the base item, possible special materials, enchantment bonus and special abilities and get the gold total.
While I know where to look all of them up and do the math myself, I'm looking for a more convenient way to give out prices on the fly should my players ask for specific things.
Ohhh so thats why there a mention of a deity even though on d20 it doesnt have any association with a deity. We use d20 more often than AoN so i got the name from d20. Oops
I would always suggest to use AoN, since that is the "official" source.
d20pfsrd often has mistakes, or mixed in 3rd party content without marking it properly as such.
Dragon's Demand
The group fought the zombie thing guarding Hunclay's Cave but had a harder time with it than they anticipated. They decided to keep the loot for themselves and we proceeded with the timeskip.
The magus used the time to copy all spells he could use and chilled the rest a the temple of Shelyn.
The oracle spent his time walking through the city and helping people where he could and gained the support of some townsfolk.
The rogue/alchemist decided to as maffei to teach him aklo so he could maybe try to understand some of the things written in the book secrets of the dreaming dark.
The fighter decided to take a trip to cassomir to sell some stuff they didn't want to sell in bellhaim (namely the ancient tomes if Hunclay).
After that they attended the auction and decided to skip everything and the rogue followed clausyre after he stormed out, as he found him suspicious but lost track of him. Meanwhile the group decided to bid on the mansion, but where interrupted by Aeteperax' minions.
After successfully defending the townsfolk the accepted to become dragonslayers and will head for Tula's crypt in the next session.
Unknown to them, I have decided that as an additional reward for defending bellhaim, they will be gifted Hunclay's Mansion, as a future base of operations for possible games to come after the module comes to a close (assuming the succeed and are still alive).
That players should explore, because that's what they're supposed to to is clear to me.
What I'm asking is, if there is any reason for the characters story wise that I might have missed or overlooked?
As far as I have grasped it, there are only very vague hints that the ruins pose danger, whereas thistletop is where all the problems with the goblins seem to come from, so it seems way more likely for the characters (who want to aid sandpoint) to let the ruins be ruins and head directly to thistletop.
So, I'm about to run RotRL Anniversary Edition and read through the first book Burnt Offerings.
So far so good,but one thing in particular got me wondering:
What would be the reason/motivation for the players to actually explore the ruins of wrath?
If didn't miss anything the ruins are only vaguely mentioned in tsutos journal.
Knowing my players it would seem way more reasonable to ignore the catacombs and move on planning to take on thistletop.
Especially if they manage to coerce tsuto into giving out information via magic and therefor knowing about nualias plan and everything on thistletop.
Ignoring the catacombs would skip valuable parts of information, loot and especially experience and they might get problems at thistletop beeing underleveld.
Did I miss anything? If not what hints or other forms of motivation could I drop to make delving in the ruins seem more attractive or necessary for them?
Or you could just tweak their Hive Mind ability by allowing them to also be able to 'see' any creature that is within 10 ft of another hive creature (in their line of sight, since they need that to communicate).
You could even just give this modified ability to the hive queen if you want, as a unique buff. That way, if there's a hive warrior or drone within 10 feet of a target, even if it's out of her blindsight, it count as 'seen'.
That seems like a good workaround for me.
Maybe not to every drone and warrior, but to the "more evolved" hive creatures like the queen and maybe some infested creatures with the Hive template.
But since anything from here on would be more advice than rule question, I'll take the answers and work on from here.
The Hive Queen has a melee reach of 15ft (20ft with her tail slap). Since her blindSIGHT is still only 10ft, she would have a 50% chance to miss with her melee reach attacks against targets further away than 10ft, correct?
Seems a bit odd for me...
I was considering changing the hives lore a bit. I was considering having an intelligent individual inflicted with the Hive disease to try and use the Hive as an personal army (something like Kerrigan and the Zerg).
Instead of changing every infested creature in Hive warriors I thought of instead infesting them to the original creature with the Hive template.
But if their full potential only works in confined, maze-like areas I might have to change some things.
First if all, if you are one of my players, leave this post, you dont want to spoiler yourself.
I'm planning an adventure (or maybe a whole campaign) around Hive-Creatures and want to make sure I understand their senses and related mechanics correctly.
A hive creature is blind. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Unlike other aberrations, a hive creature doesn’t have darkvision.
Blindsight:
Some creatures possess blindsight, the extraordinary ability to use a nonvisual sense (or a combination of senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
- Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
- Blindsight does not subject a creature to gaze attacks (even though darkvision does).
- Blinding attacks do not penalize creatures that use blindsight.
- Deafening attacks thwart blindsight if it relies on hearing.
- Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.
Blindsense:
Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
The Hive Warrior has 10ft Blindsight and 60ft Blindsense.
Within it's 10ft Blindsight, the creature can notice and pinpoint visible, concealed and invisible foes without restrictions, so the AC includes the DEX-Bonus and it can attack without penalties.
How about the 60ft blindsense?
I'm a bit confused about the wording here:
Quote:
an opponent that can't be seen, has total concealment
Quote:
A creature with blindsense is still denied its DEX-Bonus to AC against attacks from creatures it cannot see
Which if the following is the correct interpretation:
Option A:
The creature is blind so it can not see anything beyond its 10ft blindsight. Within its 60ft Blindsense it knows an enemy is there and can locate and attack it but the enemy still has otal concealment, so all attacks of the creature have their miss-chance (the warriors ranged acid spit, and for example a hive queen would have reach of 15ft and 20ft with her tail) and the creature has no DEX-Bonus to AC against attacks from more than 10ft away. This would allow a rogue within 60ft but outside of 10ft to automatically sneak attack (with reach greater 10ft or ranged attacks)
Option B:
"See" is meant to be read as "sense". The creature can sense anything within 60ft, so no total concealment for enemies and full DEX-Bonus to AC against attacks within 60ft and with line of effect. Outside of 60ft however enemies have total concealment and the creature has no DEX-Bonus against attacks from further away than 60ft. So if one would theoretically able to sneak attack from further than 60ft away, you would be automatically be able to do so.
Sorry if that's a dumb question, but I want to make sure to play them right.
Thanks for all answers in advance.
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.
So in your case, you would wear 2 magic rings, and if you put on a 3rd one, it simply won't function, but the first two would still work.
I remember to have read somewhere, that it doesn't depend on which you put on first, but which has the higher Caster Level.
So for example if you would wear a magic ring with CL 8, one with CL 5 and would put on an additional one with CL 10, the ring with CL 5 would stop working.
Bit it might be, that that was just something I read here or a houserule as I couldn't find an official rule like that right now.
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Loot Held:
Character Portfolio reroll uses (1/chronicle):
Wand of Shield uses:
Wand of Heightened Awareness uses:
Wand of Infernal Healing uses:
Wand of Comprehend Languages uses:
Wand of Endure Elements uses:
Celestial Armor Uses (1 CL 5 fly/day):
Arcane Pool uses (11/day):
Ring of Arcane Mastery (4/day):
Black Blade Pool uses (3/day):
Rage uses (Acrimony Veil):
Empower uses (Acrimony Veil) (3/day):
Extend rod uses (3/day):
Level 1 spells used (7/day):
Level 2 spells used (7/day):
Level 3 spells used (6/day):
Level 4 spells used (4/day):
Pearl of Power uses (3/day):
Expendable Uses:
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Baubles lineage must include goblin blood since he looks a lot like a goblin. Because of this, he was abandoned by his parents near a Goblin tribe, who were not so picky and naturally claimed him. He is a strange looking fellow with big ears and pointy filed teeth. He has a good heart (for a goblin) in spite of being raised by goblins and traveled to the Emerald Spire when a new goblin chief called for new tribesman to rule the first level of the spire. Discovered by ‘the great Marta’, who helped clear/recruit the first level of the spire, he was convinced to join the Pathfinders. He is naive, mischievous, kind but violent, and easy to pull one over on.
Main Stats:
Bauble (141936-2) N/N Male Human Magus (Bladebound)/12
Faction The Exchange
[alert/BB]: Blade bound Black Blade provides alertness
[any tool]: The any tool also functions as a masterwork tool for the craft skill.
[ranks/headband]: The headband of vast knowledge provides ranks in craft ice sculpting and escape artist.
[kobold]: Token of Kobold, Chronicle 7, neck slot - +2 diplomacy for humanoid reptilian
Gear:
Scabbard of Staunching with pretty diamonds spelling out the acronym TBL
Black Blade Scimitar (Name: The Black Lord):
Scimitar, +3, 15 Int, 11 Wis/Cha, 14 Ego
Goals are to become rich and be a lord.
3 pool {+2[BB Int] + 1}
Unbreakable if at least 1 in pool
Black Blade Strike (+3 damage for 1 minute if spend 1 pool)
- 1 pool/Free action to add +3 damage for 1 minute
Energy Attunement: Change damage type from blade
- 1 pool/Free action to change damage type to cold, fire, elec damage
- 2 pool/Free action to change damage type to force or sonic damage
- 1 pool to Teleport Blade
Telepathy with Magus
Bonus Language: Ancient Azlanti
Weapon Cord
Ioun Torch (Chronicle 7: Sewer Dragons of Absalom)
Token of kobold (Chronicle 7: Sewer Dragons of Absalom , neck, +2 diplomacy with humanoid reptilians)
Magenta Cracked Prism Ioun Stone (+2 competence to any one skill - Stealth)
Pathfinder's Pouch
- Spell components
- Magus Spellbook
- Lesser Metamagic Rod of Extend
+3 Celestial Gold Dragonhide Armor (22,400, +6 ASB, +8 max dex, -2 ACP, CL 5 fly 1/day, (from chronicle Salvation of the Sages)
Cloak of Resistance, +4
3x Pearl of Power - level 1
Belt of Physical Might (Constitution +2, Dexterity +2)
Headband of Vast Intelligence +4 (skill: Craft - Ice sculpting, Escape Artist)
Ring of Arcane Mastery
Ring of Protection, +2
Amulet of Natural Armor, +2
Acrimony Veil (see chronicle 15, In Wrath’s Shadow)
Lesser Metamagic Rod of Extend
Spring Loaded Wrist Sheath
- Wand of Shield, 13 charges, with dog tongues decorating handle
Wand of Heightened Awareness, 6 charges, with bird beaks decorating handle
Wand of Infernal Healing, 2 charges, with toad skin decorating handle
Wand of Infernal Healing, 50 charges, with frog skin decorating handle
Wand of Comprehend Languages, 50 charges, with owl feathers decorating handle
Wand of Endure Elements, 50 ch, with Barghast talons decorating handle
1 Potion of CLW
Potion of Lesser Restoration
Oil of Bless Weapon
2 Antiplague
2 Antitoxin
2 Air Crystals
1 Litherium Blossom (Deathwatch and Deathward for 10 minutes, chronicle 8, Tide of Twilight)
Scroll with 5 lesser restoration
Spring-loaded Wrist Sheath with Scroll of Breath of Life
Scroll Box with Warding Weapon, Reduce Person, Reduce Person, Monkey Fish, Expeditious Retreat, Expeditious Retreat
Traveller’s Any-tool
Sleeves of Many Garments
2,826.90 gp or equivalent
Spellbook Contents:
Cantrip
- All
Level 1
- Burning Hands: 1d4/level 15’ cone, reflex for half
- Color Spray (copied): Knocks unconscious, blinds, and/or stuns weak creatures.
- Enlarge Person: double size, +2 str, -2 Dex, -1 to hit, -1 AC
- Frostbite: 1 touch/level; Target takes 1d6+1/lvl cold damage and is fatigued
- Grease: Makes 10-ft. square or one object slippery
- Heightened Awareness (bought scroll and copied)
- Infernal Healing: Fast Healing 1 (but not damage from silver/good)
- Magic Missile: 5x 1d4+1 {1d4+1 per odd level, max 5}, 100’ + 10’/lvl
- Mount: Get Mount for 2 hours/level
- Shield (copied): Invisible disc gives +4 to AC, blocks magic missiles
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6)
- Vanish: As invisibility for 1 round/level (5 max)
- Warding Weapon: Cast spells without AoO. Need weapon as component.
Level 2
- Ablative Barrier (Bought from NPC in The Rasping Rebirth)
- Animal Aspect
- Elemental Touch
- Fog Clound (Let Bygones Be spellbook)
- Glitterdust (copied)
- Invisibility
- Mirror Image, 1d4+4 images [smller]{1d4 +4[1/3 level]}[/smaller], max 8 images
- Pilfering Hand (copied from PC in On Sevenfinger's Sails)
- Pyrotechnics
- Scorching ray
Level 3
- Cloak of Winds (Let Bygones Be spellbook)
- Dispel Magic (Copied from Naur in Terror at Whistledown)
- Displacement
- Fireball (Beyond Azlante Ridge scroll)
- Fly
- Haste
- Keen Edge
- Monstrous Physique I (Efreeti Arcana, Cleansed with Fire), personal, 1r/lvl
- Phantom Steed (Let Bygones Be spellbook)
- Resist Energy, Communal wasted money - not on magus spell list.
- Stinking Cloud
- Vampiric Touch, 6d6 1 hour, touch, crit on 19, fast healing if kill opponent
- Wanted: Air Geyser
- Wanted: Burst of Speed
- Wanted: Collaborative Thaumaturgy
Level 4
- Beast Shape II (Efreeti Arcana, Cleansed with Fire)
- Black tentacles
- Dimension Door (copied from PC in On Sevenfinger's Sails
- Forceful Strike: swift action +10d4 and bull rush
- Greater Infernal Healing
- Greater Invisibility
- Monstrous Physique IICalikang (large and lots of attacks), Kappa (small, swim, grab), Deathsnatcher (med, fly 50', pounce, bite/4 claws/sting, scent, darkvision), Anunnaki (large, 50 ft. speed, fly 60 ft. (good), darkvision 60 ft., weapon, bite and 4 wings, vouivre (bite, /2 claws/2 wings with excellent damage and primary attacks, fly 40 ft. (poor), swim 50 ft., darkvision)
- Phantasmal Killer, medium range, will ST
Racial Traits, Traits:
Race Specials
Dual Talent
Starting Traits
Magical Lineage (Shocking grasp), -1 cost to metamagic
Exile (Rise of the Runelords), +2 Init: Note that this trait is not technically allowed but Reactionary is and gives the same bonus. For role play purposes I will be considering the trait as Exile, but for PFS purposes you may consider it as Reactionary.
Chronicle 4: Scions of the Sky Key, Part 2: Kaava Quarry
- Grippli's Favor: +2 bonus on cha based skill to influence gripplis
Chronicle 5: Scions of the Sky Key, Part 3: the Golden Guardian
- Sky Key Comonent (sargava)
- Stinkeye's Friend" +4 insight bonus to one ST vs gaze attack
Chronicle 6: From Under Ice
- Warm friend in a cold land: +2 circumstance bonus to diplo in Irrisen, or cross off to get +2 anywhere.
Chronicle 7: Sewer Dragons of Absalom
- Contraband dividends: used to get ioun torch
- Kobold friend: +2 diplomacy with reptilians
Chronicle 9: Tide of Twilight
- May get Litheria blossom (deat ward and death watch)
Chronicle 9: Six Seconds to Midnight
- Embeth hound: may acquire riding dog
- Henbane's token: step out of time for one round
- Touched by time: cross off to cast haste or slow
Chronicle 10: (3 xp) The Emerald Spire Superdungeon: Godhome
- Trog foe: +1 to hit and intimidate trogs. Cross off to double for 1 minute.
Chronicle 11: The Golden Serpent
- Raktavarna Improved Familiar: unusable due to alignment
Chronicle 12: (.5 XP) Serpent's Rise
Chronicle 11: The Golden Serpent
- Spoils of the Siege (Marnarius): boon if in scnario with him
- Trusted Pathfinder: may buy cool items like elven rune-cloak
Chronicle 13: By Way of bloodcove
Chronicle 14: Faithless and Forgotten, Part 1: Let Bygones Be
- Ally of the Green: free goodberries and may give plant ally divine favor
Chronicle 15: In Wrath's Shadow
- got cool acrimony veil
Chronicle 16: The Traitor's Lodge
Chronicle 17: Shadow's Last Stand, Part 1 - At Shadow's Door
Chronicle 18: Ageless Ambitions
Chronicle 14: Faithless and Forgotten, Part 1: Let Bygones Be
- Secrets of Thuvain Acadademy: gain access to class and abilities that are irrelevant to character.
Chronicle 19: From the Tome of Righteous Repose
- Righteous Redemption: check of to get some low level itms.
- Worthy Foe: swift action and one box to get +2 to hit, +2 damage, +2 AC or +2 spell penetration, +1 DC, and +2 ST vs undead for one turn
Chronicle 20: (.5 XP) Forged in Flame, Part 1: The Cinderswordn Pact
- Fire Affinity
- Shadow over Zjarra: +2[number of fire affinity] vs fear or intimidate by Inguan or Kellish speakers. Check box and skip downtime to gain (lvl +2[number of fire affinity]) * 100 gp if he defeats a fire creature.
- Zjarran entrepreneur: bonus to bluff or diplo vs. Inguan or Kellish speakers, negate some damage from Inguan or Kellish speakers
Chronicle 21: Forged in Flame, Part 2: Cleansed with Fire
- Brass Tycoon: Either
- > Check box to roll ST twice vs. fire spell (+1 ally per fire affinity)
- > Check box to make fire spell selective for self or ally (1 square per fire affinity)
- Efreeti Arcana: Scribe two spells for free used up
- Fire Affinity
Chronicle 22: Refugees of the Weary Sky
- Earth Affinity
Chronicle 23: Echoes of the Everwar Part I: The Prisoner of Skull Hill
Chronicle 24: Echoes of the Everwar Part II: Watcher of Ages
Chronicle 25: Echoes of the Everwar Part III: Terror at Whistledown
- Protector of Whistledown: +1 cha based checks with gnomes.
Chronicle 26: Salvation of the Sages
- Savior of Knowledge: +5 bonus to one knowledge roll in Absalom/Osiria. Cross off one box to get knowledge roll with 2xlevel bonus.
- Torches Respect: +2 bluff, diplomacy, intimidate vs. Torch or his agents.
Chronicle 27: Curse of the riven Sky
- Battler of Giants: Immediate action and cross off for +4 AC/CMD vs. opponents larger than you for one round.