1) Use intimidate on the bad guys. Giving them a -2 to hit, skills, and saves is a decent debuff.
...
The -4 size penalty on Intimidate checks against foes larger than you makes this a bit problematic for a halfling or other small character: The Taunt feat will probably work better and probably save you a skill...
A halfling could also take the alternative racial trait Creepy Doll, which eliminates the size penalty to intimidate.
One could go with a whip and the dazzling display route, to have an AoE demoralize.
On another note the bard in my group is mostly using her turns to restart her performance, after ending it with purging or saving finale, after the fighter failed/messed up again.
Okay, as I had some time before the campaign begins, I was thinking through some options. This is all pure theory-crafting under the assumption that the campaign goes that far and my witch survives long enough for the following to matter at all.
So far I'm set with my cartomancer witch and a one level dip in harrower for flavor and the fun and very thematic blessing of the harrow ability.
I thought about going more into harrower for the other abilities, but since harrower only progresses my spellcasting, but not my hexes I think, I'll loose to much for it.
It would advance my spellcasting AND stack with my witch levels for hexes. The additional stars domain, some Oracle mystery abilities and the sideral Arcana sound nice.
And a Varisian harrower, devoting herself to the cosmic caravan sounds flavorful as well. I might even talk with my gm about gaining the additional sideral arcana effects against demons, against aberrations instead.
One question though:
Mystery Magic (Ex)::
At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list.
Does this mean the levels only stack for effects (meaning DC, duration, etc.), but not for qualifying for major hexes at witch level 10?
If so, it's probably less useful as I thought, but an option nonetheless.
Maybe something along the line as
Witch 10 (+x), to get at least one major hex
Harrower 1
Stargazer 6 (-x)
As Strange Aeons ends with level 17, grand hexes at level 18 are out of the equation anyway.
I would miss out some additional major hexes, but depending on how challenging the campaign will be for the group constellation, I might be able to go for more flavor than optimization.
Opinions/suggestions?
Edit
Additional question:
As my spelldeck replaced the witches familiar,I would get a familiar with stargazer, scaling with only my stargazer levels, right?
The scaling items not beeing the best cost/benefit solution, won't be much of a problem.
My players are already going strong, without overly optimizing their gear.
The already have some scaling items, and every item has some story or personal relevance.
The goal is not to make the item the most optimized at every stage. The players like thise items for their plot and relationships to their characters.
I could say just wait till you can afford the boots of speed, but they like to discover the increasing powers of their scaling items (which they don't know befor reaching each stage). My goal is to just not make it feel like a dead item slot, till the full effect is reached.
Going along with this train of thought, at which level would normal boots of speed be a reasonable character investment/reward?
If I'd run it as a bauble, it would come online level 15. As a prize it would achieve its final stage at level 11.
Oh great masters of custom magic item pricing, I beseech your wisdom.
I really like scaling magic items, that grow in power with the characters. I would like to create a scaling version of the boots of speed, but am a bit unsure with the pricing, so please help me out.
The basic boots of speed cost 12.000gp
I tried to recreate this per the magic item creation rules as follows:
I thought about adding the full price for armor and weapon bonus (ignoring the 10 rounds duration discount) to better spread the scaling more even and have a smaller gap befor the final stage:
Stage 1
400gp (+30ft, for 10 rounds)
Total 400gp (bauble-level=5 / prize-level=3)
Stage 2
+1.000gp (+1 AC, for 10 rounds)
Total 1.400gp (bauble-level=8 / prize-level=5)
Stage 3
+2.000gp (+1 hit and +1 dmg, for 10 rounds)
Total 3.400gp (bauble-level=11 / prize-level=8)
Stage 4
The new calculation would result in +8.600gp for the extra attack for 10 rounds, resulting in the completed boots of speed (haste 10 rounds/day).
Total 12.000gp (bauble-level=15 / prize-level=11)
Would you make such an item a bauble or rather a prize regarding normal player wealth and item progression?
Any suggestions, additions or corrections to my train of thought and math would be appreciated.
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.