Lord Villastir

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Huh, seems you always learn something new...

IIRC we never had a situation where this would have mattered, but I thought only attack rolls would automatically fail/succeed on a natural 1/20.

Good to know, I guess.


TriOmegaZero wrote:
Con to Will saves and you did not fail Fort saves on a nat 1.

Correct me if I'm wrong, but IIRC the only thing that auto-fails on a Nat-1 are attack rolls?

So even if you roll a Nat-1 on a fort-save (or any other save), if your total is high enough you still succeed.


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Jenner2057 wrote:
I can certainly start a thread over on AoW subforum. Just lemme know!

I can just talk for myself, but to me that would sound very interesting. I don't want to cause you to much work though, as I probably won't have the time to use such a generous offer any time soon.

I'm more than happy to somehow be able to manage two campaigns (which are on a very rough once per month schedule)...


Dragon's Demand
Next game will be at the end of august.
The group fixed the secret door in the basement to hide some stuff they want to keep for themselves. Since they didn't take it, just hid it in hopes the clercs wont find it (a possibility I didn't consider before) they technically didn't brake contract with lady Origena (which only forbid them to TAKE anything) and I went along with it, rewarding their wit.
They will explore the cave next session and decide what to do and tell (or not) afterwards.
I encouraged them do think about what they would like to do, if their characters have some longer downtime, so we could play it out rather quickly, before going on to the auction.

Homebrew Campaign
Nothing new here, still havent played again (mainly because of time issues, festival season still going) after one of the players left .
We took a detour with a friend dming a session of HeXXen 1733 (alternate baroque Europe, which is flooded with creatures of the night, after the opening of the gates of hell in 1640)
Definitely something else than pathfinder, both thematically and technically, but interesting nonetheless.
That friend might fill the vacant spot in my PF camapign, but first we'll wrap up the current plot-arc with the remaining three players and then decide what to do.


Jenner2057 wrote:
Last week we got to begin book 6 "Gathering of Winds" of my PF conversion of Age of Worms.

Brazen question, might your Age of Worms PF conversion be something you're willing to share or do you want to keep it to your own (understandable considering the work it must have taken)?


Ju-Mo. wrote:
The plan is to craft a magic item that crafts infinite magic items by itself?

I wouldn't describe it as Adamarh in that the item creates two doses per day, but rather then a magic flask which can produce the same effect as the elixir (which is a boosted version of calm emotions) two times per day.

The same like boots of speed create the effect of haste a number of rounds per day.


I am inclined to use a quick and dirty method, referring to the magic item creation cost and the original elixir to scale the normal elixirs price up to an item with 2 charges per day instead of creating it from scratch.

"Scaled up Elixir"
Spell Effect

Single Use, Use Activated:
Spell Level × Caster Level × 50gp

Use Activated or contionous:
Spell Level × Caster Level × 2.000gp

Spell Level and Caster Level are the same, so the only difference is the gp-factor (×50gp vs ×2.000gp)

Elixir Price 150gp
150gp : 50gp × 2.000gp = 6.000gp
That would equal a unlimited, Use Activated item.

Now we modify it to 2 uses per day
6.000gp / (5/2) = 2.400gp

If your PCs want to craft it themselves, it would cost 1.200gp to make, and require the craft wondrous item feat, as well as the Spell calm emotions (as the normal elixir would).

Building a new item

Building it without referencing the original elixirs price and just it's requirements would result in the following:

Calm emotions
2nd Level Spell, lowest Caster Level 3

Use Activated
Spell Level × Caster Level × 2.000gp
2 × 3 × 2000gp = 12.000gp

Modified with 2 uses per day
12.000gp : (5/2) = 4.800gp

Which would result in a creation cost of 2.400, using the same feat- and spellrequirements as above.

As a DM you would have to consider the items actual worth.

Using the original elixir as reference and "scale it up", you could come up with an item costing 2.400gp (1.200gp creation cost).

However the fact, that your PCs won't need to buy a ton of normal elixirs or using up spellslots everyday could be a benefit that would be "worth more" than a simple scale up and would end up at the cost of 4.800gp using the creation rules from scratch.

Edit
I forgot to factor in the duration, but since the original item is an elixir with 12h duration I would drop the duration factor as OmniMage already said.

Ps: Normally I'd reference AoN-Links, though somehow the page doesn't seem to load for me right now


As zza ni already mentioned in a lawful evil nation the party's morals could well be the biggest encounter they face.

Slavery, devil-contracts and related things are totally normal in this nation, so any party including a good Cleric or Paladin might have difficulties dealing with "normal day business" in cheliax.

Let them come through a small village where some merchant is in the process of taking a farmers daughter as payment for debt-collection. Your party might have a problem with it, but since it's a lawful thing in cheliax they can't just intervene by beeing the good guys without breaking the law.

They might free some slaves from a caravan on the road only to discover the slaves beeing in shock for beeing freed and blaming the PCs for everything that might now happen to their families.

While SheepishEidolon presented some combat encounters, I think cheliax has great potential for interesting and morally questionable challenging social encounters.


JuliusCromwell wrote:

I think I'll make having multiple Daggers part is the flavor of the character

I'll use a Cold Iron Dagger and a mithral Dagger as My main weapon

Have a Adamtine Dagger and keep a reasonable amount of Master work Daggers on me for throwing

Instead of having a stash of masterwork (or later even magical) Daggers for throwing, maybe safe money and buy a Blinkback Belt. With that you'll be able to throw any Dagger you possess and get it back immediately after throwing it.


marcryser wrote:
Daggers are a part of the close weapons group. +3 damage with close weapons and +2 damage for weapon specialization significantly ups the damage floor. Piranha Strike also helps raise the floor.

Correct me if I am wrong but according to AoN Fighter Weapon Groups only the Punching Dagger is in the Close Weapon Group. Most other Daggers are in in Blades, Light Weapon Group.


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My main game took a longer break, as one of the players left for a longer (maybe permanent) break. I will continue it with three players for now and maybe a new one will join, though it might be hard to get into a established group that played together for 5 years.

My dragons demand game continued yesterday, also after a longer break (summertime is festival season), and the group wrapped up hunclays manor. They won't tell anyone of the cave for now, but will explore it next time and then have some downtime before the auction.


Kinda depends.
Do you want a list of weapons which can be treated as others only according to their own description or including feats/abilities?

Their are a lot of feats and class features, which allow a character to treat certain weapons as something else (albeit often only for specific aspects, e.g. Proficiency, weapon group, interaction with other feats/abilities).


Dragon's Demand
Before my players went to the kobold lair, our rogue decided to try (again) to find a way to sneak and break in to hunclays manor, although without success due to some bad rolls and he had to abandon the idea for the moment.

In the kobolds lair, even though my players decided to work with Nighttail, they ended up killing most of the kobolds except the guys guarding the eggs and the eggs themselves.
Final fight took much longer then anticipated and was quite clutch in the end as all my players and me with Nighttail and Hak had a few rounds hitting nothing due to bad dice rolls, while Roaghaz was able to deal some serious damage.
They won the fight in the end, we called it a day and decided to do the looting and aftermath next session.

I wonder how our rogue will go about beeing allowed to go through hunclays manor, but not allowed to take anything. Especially as he has a serious honor bound LN dawrven fighter alongside him ^^


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Dragon's Demand

My players cleared the collapsed tower and Dungeon below. Most enemies were either able to stay out of reach of the fighter or got smashed to pulp with one swing of her earthbreaker. She had one of those crit or miss days...

Coming Saturday they will tend their wounds, probably buy some stuff from the money they looted from chests and head into the blood vow lair.

We'll see which path they choose (choosing an ally or murdering everything).

-

Homewbrew camapign
Party currently travels through the mierani forest, searching an artifact probably hidden in the ruins of celwynvian. Said artifact causes the plane of of shadows to "leak" into the material plane.
After dealing with a deathweb and some spider swarms they made camp.

Let them roll for random encounter.

Party is Level 8.
They hit a singular shadow (CR 3).
Long story short, I almost killed my first PC in this campaign going since 2017...

Fighter kept watch. Failed his perception check. Shadow deals 1d6 STR damage on hits. Rolled almost only max damage, and hit every turn. Took the other characters 2 rounds to realize what was going on and what to do. Fighter was down to STR 1, when the druid finally killed it, right before the shadows turn.

Never been so close to (irreversible) killing a PC since an unlucky crit at level 3 or so, which almost insta-killed the druid...


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Back to the original post of suggesting fun and "freaky" builds:

I once made and unchained barbarian/occultist (Locatha) wo was once a spiritual leader of his tribe until he was hit on the head by a falling anchor and lost most of his memories.
He took the Hookfighter feat to fight with the anchor as an oversized Grappling Hook.
It was pretty funny having him round around swinging that anchor :D


I mean, you basically won't need any extra rules to deal with a multi phased boss fight.
It can be easily be described as a very bulky enemy switching tactics if a certain hp-threshhold is reached or simply reinforcements arriving as the first enemy/phase is defeated. Things that are both perfectly fine.

The only thing in my opinion that you have to take into consideration, is how the multiphased enemy interacts with things affect certain Hitdice values or have a hp limit (for example deep slumber, or death effects like power word kill). Especially if your PCs have means to check the enemy's health, like death watch or that slayer thing that lets the player know the exact hp value the enemy is at.

For example does power word kill interact with an enemy that is below 100hp in phase one? Does it instantly kill it and skips the other phases? Does it only "kill" the current phase? Does it not affect the creature at all?

I know that my example is a pretty high one, which you don't need to consider at PC level 6, but there are similar things and power word kill was the first thing that came into my mind ^^


Oh and I almost forgot the most important thing:
Describe those mechanics and abilities as extensively as possible to the characters. What do they see? What do they hear? What happens in front of them? Depending on the mechanic you want to use give them hints how it works and how they can overcome it in advance or during the encounter.

The enemy beeing immune to damage or just popping another health bar and abilities without explanation? Frustrating and not fun for the players.

Interrupting the evil guy during his vile ritual to absorb energies from the dark tapestry they read about in the ancient tome? The warnings of the dangers of such a ritual they discovered in the ancient crypt or temple a while ago? Seeing as he struggles to control those energies as he gets weaker (and maybe even needs actions in combat to keep control)? Witnessing how his body is consumed and twisted by those energies as he is defeated, only to watch in horror the abomination that his screaming body transforms into, loosing his self in the process of becoming this new, dark and primal beeing they have to defeat?

EPIC!


I wouldn't say that rules are there to be broken, rather they are something DM and players agree on or agree on ignoring them sometimes.
What I mean by that, is if you want to add mechanics to fights that are not defined by the rules to spice things up a bit, tell and ask your players beforehand. Not exactly what you are going to do, but that you want to try some things to make encounter more interesting for your players. Nothing is more frustrating than a dispute mid combat because things don't work as the players thought they would and are accustomed by the rules.

For example I suggested to my players to switch some things up with initiative for encounters where it would make sense to add a bit variety. They were a bit skeptical first, but agreed to try it and the encounter was a blast.
In that encounter they were fighting a chimera and I gave each head (dragon, goat, lion) it's own initiative and split its actions among those, to mimic things kind of legendary actions from D&D 5e.

One thing to keep in mind is, if you are giving them new abilities and mechanics compare them to existing things to get an idea of how it will impact the difficulty and adjust it accordingly. In the case of my Purification Ritual encounter, I took into consideration that the action economy would differ drastically, as almost half of the players actions were needed for the ritual. The actual enemy had to be adjusted for it, because otherwise it would have destroyed them.


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Another one:

Chicken on a Raft:
To gain the boon of a powerful fey the PCs have to take his "test". Staying on and steering a raft along a stream with some serious rapids. While beeing attacked by waves of enemies. All while keeping a magical chicken (immune to any means of restraining it to the raft) on the raft and alive, which the attacking enemies are trying to snatch/kill. This will make a hilarious session :D


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I can't share too many, as my players haven't reached all of them and might stumble across this thread, but here are those I can share:

Purification Ritual:
The PCs can't kill the enemy outright, as his life is bound to the druid Grove, the BBEG tries to corrupt. Share they could just burn down the Grove, but the party's druid would have a word against that. So to defeat the enemy they had to perform a ritual du separate the enemy from the Grove. They found hints and components for the ritual beforehand (and missed some too).
During the encounter itself some PCs had to keep the enemy busy, while the others performed the ritual (drawing circles, chanting incantations, placing components), using various skill-checks or spells, switching roles as needed.
For everything that went wrong during the ritual, the PCs got a backlash or some monsters spawned as result of the haywire energies.
Was a pretty fun encounter.

Hell's Bells:
A near invulnerable, powerful golem was constricted by some overzealous LG church/cult and sent to destroy hell. The party is send to destroy it, since life would need the balance of good and evil and without hell some severe bad things would happen since balance would be lost. Since the golem was constructed in a church with a prominent belltower, this was also its weakness.
The PCs have to lure it to a special place in hell where similar belltowers were erected.
The sound of (the right) bells will temporarily disable the golem's "divine protection". So while fighting it, the PCs have to constantly take turns, ringing the right bells to play the cults ceremonial ring of bells. All bards will have a blast with this one ^^

The Planetarium:
Guardian in a wizards tower, a heavily modified version of an animated object, representing the pathfinder solar system and "filling" the whole room. To defeat it, the "sun" had to be destroyed, giving off constant fire damage to everyone to close. Each round a permanent magic mouth in the room shouted the names of three bodies of the solar system. These bodies would attack that round. Each body had its own initiative. Some dealt simple bludgeoning damage, some cold, some acid. The players knew which one would attack, so they could try to outmaneuver them to be safe or to take a "prefered" hit. If the sun itself was announced, it did an AoE burst filling the whole room without a reflex save. To take only half damage one would have to take cover behind another body and ready a move to keep pace whith its movement.


Warped Savant wrote:

Dragon's Demand is a really fun module!

Some groups might be resistant to sticking around and helping at the beginning, and there's a gap in the middle where, as written, it becomes flat-out hard to justify waiting around.

As I said, we have to entirely new players for this one, and a stated that I'll run a module as I don't have time to run more than one full homebrew game at a time. They understand and are fine with the occasional "rail road" for the sake of the module's story.

To run it like the guards come only back at the beginning of the auction and the players are paid to stay in town as guards is actually a nice way to keep them in town, I'll probably use this.

Sadly one of the new players was sick yesterday so we couldn't play. As one of the new players work shift Sadly the next possible session won't come up this year anymore :/

Now I just hope that next Saturday the homebrew game will go on as planned.


This Saturday my new group will start Dragon' Demand.
Dwarven Bloodrager/Fighter, Elven Eldritch Archer, Catfolk Oracle and Halfling Rogue. Happy to have not that much to prepare, as it is a written adventure.

Next Saturday my main group will continue their homebrew campaign in search for an ancient artifact hidden in the drow and spider infested ruins of Celwynvian and hope to reach it before the evil mage, even though he has a head start of a few days.
I have to prepare some encounters and "what-if-scenarios", but probably will be able to do so before the session, otherwise I'll just improvise (wouldn't be the first time xD)"


AvarielGray said wrote:
How he justifies things that are harder to explain as "for the good of society" like slavery?

Simply by the fact (in his view) that it is beneficial for society. How does one have the most efficient workforce? Slaves.

No "unions" or free workers who might interfere with the efficient and orderly workflow. No squabbling over work ethics or the likes, just hard efficient work.
If someone is a slave the are weak or failed somewhere in there life, so what better use than to use there work force to the fullest potential?

AvarielGray said wrote:
Why the Order of Hell over the Order of Heaven?

Hell's Order is ruthless. A good aligned lawful man/society might forgive people for breaking the law. They might loosen or change law based on good morals. A good son might have covered his father because he's family and protecting one's family is the "good thing" to do. But instead he turned him in, because it's the right thing according the law.

AvarielGray said wrote:
What would be weak points in his faith?

That would depend on how stubborn he is and how ignorant he would be of things that prove him wrong.

There could be situations where following that law by the letter would result in more chaos than ignoring the law in that moment or just applying it a little more openly.
There could someone in his upper ranks, who he always looked up to do something that's against the law, but he could justify why he did it in a way that your character could (at least partially) understand it.


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A few years ago there was a deal for a set of pathfinder pdfs (rulebook, bestiary, modules, adventurepaths) on Humble Bundle for a few bucks.
I thought why not, even if I never use them it would've costed me only a few bucks.

Well, they were used and the shelf containing all my print-version rulebooks, pawns, battlemats, self made terrain and props, etc. might well be worth thousand bucks or so by now... :D


Main group, Homebrew Campaign, started a few years ago, I'm the DM.
My players managed to defeat/save the (somewhat mad/mind controlled) mage in his tower, as two of them were down it was a close call since the bard needed a Nat 20 on his Sleight of Hand Check to snatch the magic tome from it's pedestal, as the ranger/rogue with much fitting stats was to afraid to get closer.
After that they got some useful information where to go next to stop the other evil mage (who caused the other one to get mad in the first place) from getting his hands on the artifact he seeks.
I expect them to return to magnimar and then decide how to get into the ruins of celwynvian. Prepared multiple routes, by foot/horse, ship to riddleport or find and pay someone to teleport them.
Happy to get going again since we had a "summerbreak" caused by colliding schedules and the last game was in June.

On the other hand I DM a homebrew One-/Twoshot for another group this weekend consisting of two totally new players who want to check out pathfinder and two players from the main group. If the new ones feel like it, I'll probably run The Dragons Demand for this group.


I would say ask your DM, since in my opinion both sides are viable.
Ghost Rider has the following ability:

Ghost Mount wrote:
At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist’s phantom companion, using the ghost rider’s cavalier level as her effective spiritualist level. The phantom takes the form of a ghostly creature analogous to one of a cavalier’s normal mount options for her size and class level, such as a Large horse for a Medium ghost rider or a wolf for a Small ghost rider.

Emphasis by me

RAW
You don't have a horse but a mount of conjured ectoplasma.
=> NO to Order of the Saddle

It can take the form of a ghostly horse.
=> kinda YES to Order of the Saddle

Thematically the Order of the Saddle is all about living in harmony with your mount, animals and living things in general. If a phantom-horse of ectoplasmatic goo fits that theme is up to you and your DM.


Check this post.
It's an it's an older one from 2012 so it probably won't have all possibilities available today, but it should get you started.


Pizza Lord wrote:
You are not flanking in your example.

According to the rules linked and referenced in my post above, the corners are included in the border.

So if a drawn line from center to center goes through one side (in the op example the top one) and through the corner of the opposite side (in the example the bottom left corner, which is included in the bottom border) the line passes through opposite borders and it is considered flanking by RAW

Edit:
Well, ignore what I said, doing those things hastily on lunch break leads to errors...

Writing one thing (center to center) and thinking of another (corner to corner), my bad.

OOEO
OCCO
OCCO
EOOO

If drawn from center to center of the enemies "E" the line wouldn't pass through the corner included in the opposite border of the large companion "C", so no to flanking in this case.


zza ni wrote:

that is not flanking as is. the enemy at the top line should be one space to the right or the one at the bottom should be one space to the right.

like this:
......or......
000E......00E0
0CC0......0CC0
0CC0......0CC0
E000......0E00

I have to disagree.

Let's look at the rules for flanking:

"When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."

Emphasis mine.

So let's look at OPs situation: wrote:


00E0
0Cc0
0CC0
E000

E are enemies
0 are empty space
C is our large Companion

If you would draw a line from center to center of both enemies, you would pass through the top side and the corner included in the bottom side and therefor qualify for flanking.


zza ni wrote:
there is one, it's called a Witch. (most have to take the familiar as their arcane bound and their spell list is a bit more on the curse theme)

To be fair, a witch is a whole new class (very similar to a Wizard though) and not an archetype to enable the Wizard to use hexes (as the Exploiter does for the arcanists exploits).


The Spirit Wisperer Wizard gets some hexes.

Thematically it's a wizard who dipped in witchcraft/shamanism.


Sorry in advance, typing on mobile, so no fancy formating.

In my opinion the quote proves it shouldn't stack.

Paper_3 wrote wrote:
This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage." of the "Controlled Bloodrage".

Controlled bloodrage changes how bloodrage works, as well as greater and mighty bloodrage work.

Greater and Mighty Bloodrage otherwise would state an increase in the STR *and* CON Bonus (from +4 to +6/+8), which you don't even have, since controlled bloodrage gives a total bonus of +4 (which increases to +6/+8) which you have to distribute between STR/CON/DEX.

Also "normal" greater and mighty bloodrage would increase the bonus to will saves. You don't have a bonus to will saves from controlled bloodrage to begin with.

So for me, this concludes to (even though not explicitly stated) that controlled bloodrages changes how all instances of bloodrage (normal, greater, mighty) work and therfore you can't add prowler which would also alter greater and mighty bloodrage.


On mobile right now, so no fancy formatting but check out this thread:

Angry Quaggan.

I asked for advice for an anchor using barbarian and ended up with a medium anchor using Hook Fighter.

Check it out, it might just be what your looking for.


Belafon wrote:
It (presumably) includes the base price adjustment for charges per day. Which is "Divide by (5 divided by charges per day)", so the Dire Collar, with one charge per day, is already divided by 5. Just getting rid of that charge per day discount (not affecting anything else about the Dire Collar) means multiplying by 5. So 5000 gp for an unlimited-use command word item that would last only 1 min per command word usage.

Ah thats what i forgot. Removing the once per day discount would bring it up to about 5.000gp, which then would lead to 10.000gp if you would double it to go from a duration in 1 minute/level to continous.

That would still be cheaper than the "by-the-book" item, propably because the dire collar has the additional "penalty" of you having to speak a command word and beeing within 30ft of your companion to do so.

I'll talk with her about it and recommend going either with a rod for extended reduce animal or alternativley the hostling enchantement on a shield or armor.

Thanks for all contributions.


What our druid was considering, is that they are right now at character level 7. Meaning if for example they would be staying at an inn, and the townsfolk wouldn't apreciate a large owl flying around (maybe fearing it would eat some cattle) and the druid would cast reduce animal, than it would last for 7 hours. This would mean, that while they get their 8 hours of rest, the owl would pop back to large size (eventually IN a small room in said inn or other inappropriate location). So the druid would have to wake up, cast reduce animal again (either having reduce animal left over from the previous day, or using it from the new day, not sure) what would interrupt his rest, and therefore add another hour to it.

While I know that as they gain more levels, this would be less of an issue, but since she asked if there are any ways to get said effect on a permanent basis (for example if the need to stay for some days inside a dungeon/castle/whatever) without having to use up spells for the needed duration.

Using one action to affix the collar when needed and another action to remove when needed, seems less of an commitment, than having to cast the spell over and over again.

Especially since the existence of the dire collar and its pricetag, our druid asked if there was an item in a similar price range (which than would run cheaper than a wand or 2nd level pearls of power) for basically an infinite use without spell commitment.

I calculated with use-activated/continous, since with activating it as an action (via command word) would mean it would trigger the effect for a duration x, after which it would have to be activated again and thus not beeing permanent till removed.


Hi everyone,
so the deal is the following:

Our druid has a Giant Owl companion, which grew to large size with her last level-up.

She now wonderes what ways exist to shrink it back to medium (or even small) size, for when the need arises (e.g. in small caverns, taverns, cities with stricter laws and so on).

Of course there is the spell Reduce Animal, which would shrink it down to medium size for some hours.

Otherwise there would be the spell Carry Companion, but that would basically completly remove the companion for the duration.

She wondered if there might be some magic items which would accomplish the same thing without having to cast a spell over and over.

A custom item according to the magic item creation rules would result in the following:

Collar of Reduce Animal
2 (Spell-Level) x 3 (Caster-Level) x 2.000gp (continous) = 12.000gp
The result would be a magic collar (using the neck slot), that once affixed to the companion would have the effect of Reduce Animal on it, until it gets removed again.

On the other hand, our hunter recently acquiered a Dire Collar.
This item basically does the opposite (enlarging the companion) for a duration of 1 minute per day as Enlarge Person, ignoring the normal trageting restrictions.

Reverse, continous Dire Collar
Using this as a reference one could argue, that a Reducing Collar could be priced the same way, thus costing 1.000gp to shrink the companion for 1 minute as per Reduce Person. If so, one could further argue to get an continous version of it, you would simply multiply the cost with 2 since the effect would be normally 1 minute/level, resulting in a pricetag of only 2.000gp.

Collar of Reduce Person
Using the Dire Collar as a mere guideline to create a new item using Reduce Person, while ignoring the targeting restrictions it could also be priced as follow:
1 (Spell Level) x 1 (Caster Level) x 2.000gp (Continuous) x 2 (Duration of Reduce Person 1 Minute/Level) = 4.000gp

How would you price it? Why? Any other suggestions? Preferably official content, but if there are some viable 3rd-party options, I don't mind considering those as well.


I have a short question about this item:

Beast-Bond Brand:
Source Ultimate Equipment pg. 282
Aura faint abjuration; CL 5th
Slot none; Price 1,000 gp; Weight —
Description
This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply).

A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.

What i want to know is, how the bold part has to be interpreted:

(1) Once applied the mark has 10 charges. If used it vanishes and you have to apply a new mark. The Item can be used to apply a new mark an infinite amount of times, since nothing says otherwise.

or

(2) It is a consumable item, usable only once to apply a mark, which then has the mentioned 10 charges. When all charges are used, the brand vanishes and you have to get a new Beast-Bond Brand (for 1.000gp, if you find a merchant selling it).


AwesomenessDog said wrote:
1) Equipment only gets one save but the players carrying equipment, no matter how many different valid items only saves once for all of their items together

The spell targets "metal equipment of one creature per two levels"

Also, the spell says "An item in a creature's possession uses the creature's saving throw bonus unless its own is higher."

It doesn't say all items or even items as plural in a creature's possession, but "an item" as singular.

For me it reads as (RAW) that while you target a creature's equipment as whole, each affectable item would need to save individually, using the wearing characters save (or its own if higher in case of magic items).


Hey everyone, I came up with a presumably nice combo for my druid and wanted to make sure that I got everything right:

Chill Metal
Rime Spell

Let's say my druid is of 8th level and therefore able to target 4 creatures.

Either prepare Chill Metal with Rime Spell or use a Rod for doing so.

I cast Rime Chill Metal, targeting the metal equipment of 4 knights in range.
Each of them wear metal armor, use a sword and metal shield, as far is I understand the spell ALL metal gear of a creature is targeted.

So, each of the mentioned Items (Armor, Sword, Shield) of each knight would have to save against the spell, using the knights WILL-Save.

If Shield or Sword would fail, the knights could simply let go of it and suffer no penalties except losing their gear.

Armor is much harder to get rid of, so for the follwing thoughts let's assume at least each armor failed the save.

Round 1:
Each armor fails their save and gets cold, but nothing else.

Round 2:
The armors do not get another save, as i can't find anything about beeing entitled to a save each round.
Each knight suffers 1d4 of cold damage, for wearing their icy armor.
They suffer cold damage so they would be entangled for 2 rounds per rime spell metamagic.

Round 3-5:
Each knight suffers 2d4 cold damage, for wearing their freezing armor, being again entangled for 2 rounds per rime spell metamagic.

Round 6:
Each knight suffers 1d4 of cold damage, for wearing their icy armor, being again entangled for 2 rounds per rime spell metamagic.

Round 7:
Armors get warmer, being only cold, so no damage, no additional entangle.

Round 8:
Spell Ends, knights still beeing entangled for the remaining entangle duration.

So my main question would be the following:

Question 1
Am I correct, that the equipment only get one initial save?

Question 2
The rime spell feat states, that the entangled condition is obtained when a creature takes cold damage from the modified spell. Since the spell deals cold damage over multiple rounds, it would also deal the entangle condition again every time, correct?

Question 3
If the answer to question 2 is Yes, than would the spell add +2 rounds of entangle per damage tick (resulting in a total 14 rounds of entangle) or only reset the condition to 2 rounds (for a total 7 rounds).

Question 4
Is there a way to get rid of the entangle condition itself (other than dispelling or countering the actual spell). The spell Entangle has conditions for breaking out of it, but neither rime spell nor the entangled condition mention something alike.

Looking forward to your answers and clarification for above scenario.


Belafon wrote:

What kind of action to command?:

Redirecting a spiritual weapon, an aqueous orb, or even handling an animal are all move actions. It should probably be a move action to issue a command to a single weapon. (That would also be a good reason to use a lot of secondary casters - if it was free to redirect all of them the primary caster could just do it all himself with no loss of action economy.)

Mh, as I read it, it sounded to me more like a summoned creature. It shares your initiative but acts independently from you, as written in the description. If treated like a summoned creature which would attacking your enemies, but could be given simple orders (you would ne able to order multiple weapons at once).


So I stumbled upon this post, where some mentioned the Occult Ritual Egoist's Militia and immediatly had an idea for a reoccuring villian/antagonist.

While reading it some questions came in to my mind, which in total seemed so many, that I thought a seperate post might be better and here I am.

What the occult ritual basically does, is bonding multiple weapons to a character, which are then treated as if beeing held by that character, but acting independently. As far as I understand what is written, it's kinda busted, but also leaves many unanswered questions.

Egoist's Militia:
School conjuration; Level 8
Casting Time 80 minutes
Components V, S, M (1 pint of the primary caster’s blood, diamond dust worth 5,000 gp),
F (at least four weapons), SC (at least 2 and up to 10)
Skill Checks Craft (weapons) DC 36, 1 success per martial weapon;
Knowledge (arcana) DC 36, 2 successes;
Knowledge (nobility) DC 36, 2 successes
Range touch
Target weapons touched
Duration permanent (D) or until the death of the primary caster
Saving Throw none; SR no
Backlash The primary caster takes 2d6 points of damage per weapon and is exhausted.
Failure All casters take a –10 penalty on attack rolls for 1 month, and all of the
targeted weapons gain the broken condition.

EffectThis ritual must be performed in a place that holds a significance related to weapons, such as an armory, an old battlefield, or a warrior’s crypt. The primary caster begins this ritual by mixing her blood with the diamond dust, smearing each weapon with the mixture, and placing the weapons in a circle around herself. The primary caster then holds each weapon and demonstrates the weapon in a combat performance. After the primary caster finishes her performance with a weapon, she places the weapon into the air in front of her, now held in midair by her force of ego.

Upon successful completion of this ritual, ghostly apparitions of the primary caster appear and grasp each of the weapons before fading, representing the shards of the primary caster’s own ego placed within each weapon. The egoist weapons are treated as if they are held by the primary caster, using her base attack bonus, ability scores, and any relevant feats when calculating their attack and damage rolls, but the weapons function independently from the primary caster. Egoist weapons make attacks on the primary caster’s initiative. When moving, egoist weapons have a fly speed of 100 feet. An egoist weapon uses the statistics of the base weapon and retains its magical enhancements and material properties. For every 2 Hit Dice the primary caster has, an egoist weapon has a hardness of 10 and 5 hit points (magical weapons maintain their additional bonuses to AC and HP). When an egoist weapon is reduced to 0 hit points, it is destroyed.

All casters who were part of the ritual can issue simple commands to the egoist weapons, and the weapons follow these commands to the best of their abilities. If an egoist weapon completes its task and does not receive further orders, it remains in its location until it receives additional orders. The primary caster can dispel an individual egoist weapon as a standard action. This ritual can be used to create more than four egoist weapons. The DC of each skill check increases by 1 for each weapon beyond the fourth added to the ritual.

1 - No (total) weapon limit:
You need at least 4 weapons as part of the ritual resulting in 4*2d6 backlash-damage, but you can use more weapons, which would increase the backlash-damage by 2d6 and all skill-check DCs by 1 per additional weapon.
But since the duration ist permanent and nothing in the description states that when used again, previously bound weapons become unbound, you could in theory just repeat the ritual every day (assuming you have the money for components and weapons) to bind an infinite amount of weapons to you leading to an infinite amount of attacks, or am I missing something?

2 - AoO/Cover/Flanking:
Since the egoist's weapons can act on the initiative of, but move independently from the "wielder" I suppose they would count as creatures, kind of a summoned animated object. So would the egoist's weapons be able to take attacks of opportunity? Would they grant soft cover? Could they flank or grant flanking to other creatures? Do they block movement as normal hostile creatures (assuming they are at least of small object size)?

3 - Class Features:
The descriptions says the egoist's weapons profit from the "wielders" attributes, and feats when calculating attack and damage rolls. So the weapons would be able to use let's say Vital Strike. Since it's not mentioned I assume they don't profit from class features of the wielder - e.g. they won't be able to trigger sneak attacks if bound by a rogue, correct?

4 - Iterative Attacks:
The egoist's weapons use the "wielders" base attack bonus and are treated as i beeing held by him. If he has a high enough BAB that would grant him iterative attacks, do all bound weapons also get iterative attacks?

5 - What about ranged weapons?:
Leaving aside the above mentoined questions, the attacks of - let's say a bound sword - are simple melee. But since the description doesn't specifiy that only melee weapons are viable targets for the ritual, that brings up some more questions.

Bows/Crossbows: Since the ritual only binds the weapon and no quivers or even hands to pull them out of one, a bound bow would be useless. Unless the bound bows have the Endless Ammunition enchantement or something similar, in which case the would make ranged attacks from where they are "standing". Would those bows than suffer from the normal penalties if beeing in melee range of an enemy?

Thrown Weapons: What about let's say starknives? When you attack with them at range you throw them, meaning you have to retrieve them unless they are for example Returning Starknives. But in this case the weapon would throw itself, so what happens next? Does it magically return to it's point of origin? Does it move with it's attack? If so, when hitting a target it would move adjacent to it. But what if it misses the target? I would say that if it possesses a range increment of 20ft, it would move the full distance of the neede increments in a straight line past its target (if the target is 25ft away, it would need 2 increments to hit and therefore move 40ft - 25 to the target and 15 more past it.

6 - Indestructible?:
As written in the desription the weapons gain 5hp per 2 Caster-Levels at the time beeing cast. While this doesn't accumulate to much, they also gain hardness 10 per 2 Caster-Levels. That would mean a level 10 Character would create weapons with 25hp and a whooping hardness of 50 (or 100 @ caster-level 20) plus any bonuses they might get for beeing magic weapons before the ritual, which would make them nearly indestructible (except for things that ignore hardness or dispel magic).

I thought of making a reoccuring character, some kind of collector, which whill pay handsomely for every magic weapon the PCs might be willing to sell him (outbidding other merchants). If the PCs suspect something shady and investigate, they could find out that he and his accomplices want to overthrow the government and he is collecting weapons to bind to his will to do so, using the above ritual. So if the PCs get suspicious early on he will be a relative easy foe, but the longer it takes for them (and the more weapons they sell him, only caring for money aren't they?) the more of a challenge he will become.

I suppose I could build a challenging Encounter out of it, but I suppose I have to be careful not to make him overpowered, as it seems that could happen easily.
I thought of splitting the weapons in different groups and using them more like "henchmen" instead of simply giving the main guy a bunch of additional attacks that occur on his initiative count, to split the damage potential instead of having a burst of attacks at once.

For those who took the time and effort to read through all the above, I look forward to your answers and any thoughts you might have.


Oli Ironbar wrote:
personal fave is Egoist Militia occult ritual

Aaaaand my campaign has a new villian.


Hello everyone.

I'm designing a riddle for my players (if you're one of them stop reading),
where they have to sort some books in a numeral order to trigger something.
Each book has three numbers on it, which specify where it must be put (which bookshelf, which row, which place in that row).
The catch: the party doesn't know the symbols used to represent the numbers.

They can find the symbols used engraved/drawn/noted in or on various objects,
which would define its corresponding number.
So far i got the follwoing:

0 - a framed, empty canvas (representing nothing)
1 - a statue of a unicorn
2 - sketch of an ettin (two heads)
3 -
4 - a painting of fighting elementals, representing the four elements
5 - notes about a five-headed hydra
6 -
7 - a replica of the sihedron
8 - either a clockwork spider, or some magic circle representing the eight magic schools
9 - a cat, with the symbol on its necklace (building around the superstition of cats having nine lives)

What I'm missing are representations for the numbers 3 and 6.
I don't want another x-headed creature or alike.
I was thinking of a coat of arms or things like that, which would represent the number in some way ( for example 3 swords on a banner). If possible i want it to be based in the golarion setting (for the previous example a coat of arms of a country that acually exists there), so i'd appreciate any recommendations.

Also if you think some of my above represantations are a bit far-fetched, let me know.


Azothath wrote wrote:
If she can create the effect of a valid targetable Alchemical Item via herbs as a defined object/packet (not just "I could do this with these generic herbs" but "I make a tincture using these that do this"), then that object/packet is an acceptable spell target. Don't get too hung up on the packaging or form if you think it is acceptable as a GM.

I was specifically talking about the herbal items listed at the bottom of this page, for example Bone Reed.

Those herbal items aren't specifically mentioned as alchemical consumables, but are neither diseases, poisons, magical potions and they are prepared with the craft (alchamy) skill.

My problem is that they aren't specifically called out as alchemical consumables and therefor would be defined as other consumables, with which Full Pouch wouldn't work.

As written in my original entry I tend to allwo it, since it would fit thematically with both beeing a druid gathering herbs, and the fluff description of the spell (which might use herbs worth 1gp as material component).

I was just looking for some third opinions regarding the RAW aspect and wether I missed something.


Ouestion as above.

This came up at my table with our druid. She frequently uses her downtime to go looking for herbs and stuff according the rules from ultimate wilderness. She recently came across the spell Full Pouch and asked me if the herbal items she makes would fulfill the criteria of beeing alchemical consumables.

I said I'd look into it, after doing some research, so here I am.

Her point is, that the herbs she collect must be prepared using the craft(alchemy) skill.

I'd looked through the ultimate wilderness book, to check if herbs are anywhere mentioned as alchemical consumables but couldn't find a thing (unless i overlooked something).

As I see it fitting, of being a druid who uses druid spells to get more use of herbs she gathered and alchemically prepared, i just wanted to check in with you guys if there are any rules RAW, that would allow, deny or otherwise touch that subject that I might be missing.


Thanks so far.

The Thing is, I don't see him really intelligent (quaggan in the game always a little dorky, talking slow and drawn out), so I think it should be at least a -1 Int-Mod (after racial modifiers).

I'd like to build around starting with 10 or 8, to go with a -1 or -2 to Int after racial modifiers.

Since Locathah have nothing going for them in regard to FCB for barbarians, I could gain some skill ranks from there (unless I roll really bad hp).

I forgot to mention, that we play with a houserule regarding the ASI. We usually increase one score by 2 (or two scores by 1), which offsets the 15 point buy a little.

The Hook Fighter sounds interesting and could fit the theme very well.
I'd really like some advice for a 2-handed build as well.

Giving him some kind of divine influence could be interesting as well, as quaggen worship a water goddess, so gozreh would fit thematically as well. To be honest I haven't took a look into occultist at all, so I might check that out.


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Hey everyone,

I am looking for some advice on a specific barbarian character build.
But befor I get to the actual build, a little bit of background:

Some in our group (including me) enjoy a game called Guild Wars 2.
In this game exists a species called Quaggan.

Guild Wars 2 Official Wiki wrote:
Quaggans are a peaceful, amphibious race, generally regarded as kind and gentle creatures—until they're pushed. A quaggan who has been angered or is in pain will become a destructive, instinctive creature and transform to expose teeth and claws normally hidden by their rounded, benign exterior.

This is how a quaggan looks.

This is how he looks when angry.

With this in mind I came up with the idea of making character that tries to grasp that flavor.
I was initially considering barbarian or bloodrager, but i think barbarian would fit better overall. I'm not looking for a fully optimized build, but rather something that fits the theme and is fun to play, while still beeing viable.

-----

So, after this introduction, let's get to the build!

Race: Locathah (closest race I found for a quaggan)
Ability Scores: +2 Dexterity, +2 Wisdom, –2 Intelligence
Locathahs are agile and intuitive, but they are more interested in travel and experiences than in academia.
Size: Medium: Locathahs are Medium creatures and have no bonuses or penalties due to their size.
Type: Aquatic: Locathahs are humanoids with the aquatic subtype.
Amphibious: Locathahs have the aquatic subtype but can breathe both water and air.
Languages: Locathahs begin play speaking Aquan and Common.
Low-Light Vision: Locathahs live in areas where sunlight illuminates the water, and they have low-light vision.
Slow Speed: Locathahs have a base speed of 10 feet.
Fast Swimmer (5 RP): Locathahs have a swim speed of 60 feet.
Natural Armor: Locathahs have thick scales that provide a +2 natural armor bonus.
Alternate Racial Trait
Strong Limbs: Some locathahs have powerful legs that are very useful on land but limit their mobility underwater. These locathahs have a base land speed of 20 feet and a swim speed of 40 feet. This racial trait modifies fast swimmer and slow speed.

Stats (15 Point-Buy, including racial modifiers)
Strenght 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 5 (-3)
Wisdom 14 (+2)
Charisma 10 (+0)

Weapon
As for his weapon I thought of a mattock or pickaxe (both 2h-martial weapons), reflavored as an anchor (which hit him on the head in his early years, explaining his low intelligence), though I am open to other suggestions that could work as a flavored anchor.

Feats
For feats I thought of things like Power Attack, Cleave-Tree, Thoughness, Improved Natural Armor (with GM-approval, as it's a monster feat) and maybe Cornugon Smash.

Rage Powers
For rage powers I thought of Animal Fury, Atavism Totem or Beast Totem which would fit well with the earlier described theme of a angry quaggan. I know the natural weapons would conflict with focus on the anchor as a 2h-weapon, but as I said earlier it doens't have to be fully optimized. I think I don't whant something that would completley shapeshift, but everything that would fit with exposing teeth or getting scalier (improved AC?) and tougher, aswell as hitting harder because of being angry.

-----

So, what I'd like to hear from you guys, are primarily some advice for feats and rage powers (eventuelly even an archetype) to further underline the theme while beeing viable on a gameplay aspect.
There isn't a fix campaign setting right now, so this is more of an theorycraft thing.

Preferably only official content, for stuff from more exotic sources like specific adventure paths (or if you think you have a perfect fitting 3rd Party source) I would appreciate, if you'd give the source along with it.

I hope this isn't to confusing and I look forward to your suggestions :)


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First of all, I hope this is the correct section, otherwise sorry in advance.

Ok, so I know this topic might seem rather unimportant to some, but since my group arrived in magnimar last session I wanted to give them a correct impression of how big this ancient thassilonian bridge really is.

The problem is I found different values in the same source.

Camapign Setting Magnimar City of Monuments

The map, which also shows the irespan has a scale of 2000ft.
Using this, the width of the irespan would be aroun 700ft.
However on page 48 it says that the irespan is 300ft wide.

In this post from 2010 here referring to a wrong scale (640ft on the map) in RotRL James Jacob said it should be around 700ft wide.

Which information is the correct one?
The map and scale (700ft wide), confirmed by James in 2010 or the description in the CS (300ft) from 2012?

Or rather then the "correct" width, how wide is the irespan intended to be?
Just so I know the scale, for describing other buildings or things in relation to it and for giving my players a (hopefully epic) description of what they are seein.


Neither the forum nor general Google-Search lead me to an answer to this one, so i choose to open this up for my round and others who maybe have the same question.

Per Spell-Description:
"You summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction)."

As far as I see it, the spells description contradicts itself in therms of scoring a critical hit.

"You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack."

Ok, I make an melee touch attack instead of a regular attack, but I do make an attack, roll for it and may score a critical.

"Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction)."

So, if a swarm attacks, it just moves inside the targets square, and automatically deals damage as a swarm would:
"Swarm Attack: creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed."

You can score a crit with a whip and per definition it is treated as a whip.
But it takes damage as if attacked by a swarm, and swarms can't crit due to lacking attack roll.

So, could a character score a critical hit with a "Whip of Spiders", resulting in double swarm damage or not?


Good day everyone,

first of all, sorry in advance for the long post ^^

In an upcoming homebrew campaign I'd like to play a monk.
I've made several plans for him, while reading through abilities and feats and have found a build in my mind that i'd really like to try out which evolves around tripping and making attacks of opportunity, hence the title.

But before going straight into the game with it, I'd like to have some confirmation and/or corrections if everything would work out like I think it would rulewise.

I would appreciate if you guys could check the following "scenario" to tell me if I got all the mechanics and rules correctly or if some things wouldn't work.

Let's assume I'm a level 9 human Monk with the following features (non-mentioned stats should not be relevant for the "scenario":

Humank Monk, Level 9 (=> BAB +6/+1, Flurry BAB +7/+7/+2/+2)
DEX-Mod +3
Weapon: Kama, Double-Chained (monk, trip, double, reach)

Feats
Improved Unarmed Strike (Bonus for Monk)
Combat Expertise (Level 1 Feat)
Combat Reflexes (Bonus Feat, 1st Monk Level) => with DEX +3, total of 4 AoO per Round
Vicious Stomp (Bonus Feat, Human)
Imroved Trip (Level 3 Feat)
Spring Attack (Level 7 Feat)
Greater Trip (Level 9 Feat)

So, now the scenario:

Scenario:

Let's assume I'd face two enemies, I'll call them Bob an Jim (both melee).
Initiative Order would be Bob -> Me -> Jim.

Assuming Bob already acted an it's my turn.
Round 1 (from my initative count)

I walk up to Bob, using not my complete movement (MA) and attempt to trip him (SA).
I succeed and therefore get my first AoO this round via "Greater Trip".
Bob is knocked prone, therefore I get my second AoO this round via "Vicious Stomp".
I use the rest of my movement to step back in 10ft range to Bob, which grants Bob an AoO against me, but I'll assume he wont hit me with the -4 penalty for beeing prone.

Jim now walks up to me to help Bob.
As soon as Jim wants to walk from 10ft into 5ft away from me, I get an AoO against him, because I threaten the 10ft area with my reach Kama, chained.
I use this AoO (no. 3 this round) to attempt a reached trip with my kama and succeed.
Therefore I would get again an AoO (Greater Trip) but decide to not use it.
I won't get an AoO for Jim falling prone via "Vicious Stomp", since he falls prone 10ft away and not adjacent to me.

Bob is at it again and uses his MA to stand up, wich again provokes an AoO which I also won't take. If he uses his SA to move (either away from me or into melee range) i get an AoO with my chained kama, which I'll now take.
I take this last AoO this turn for me, to try to trip him again (what i couldn't have done with the AoO granted by Bob standing up, since as explained in the Trip-FAQ he has to be already standing, for me to be able to trip him).
If i succeed Bob falls prone again, lost his SA and i would theoretically again get an AoO via "Greater Trip", but I have already used my 4 per round.

Round 2

I'm up again. I use a 5ft-Step to get in melee with good old prone Bob and unleash a Flurry of Blows against him and end my turn.

Jim is up again and also uses his MA to stand up. If he tries to get away with his SA, there's nothing much I could do, since he would be out of my reach.
If he tries to engange into melee i would again recieve an AoO with my reached kama, which i would use - you guessed right - to attempt another trip.
If i succed Jim will, once again fall prone and therefore trigger another AoO from my reach kama via "Greater Trip".

When Bob tries to stand up with his MA, i would get an AoO, but ican't youse it to trip as mentioned above. If Bob however deciedes to do somethin with his SA that provokes another AoO i could use it to trip him again, since now he's standing.

So everybody who read the whole thing, is there anything rulewise that condradicts the above described serious of events? Or anything I'm missing?

I like the idea of running around, tripping baddies and punch them in the ground ^^

Further, as I can make trip-attempts as part of a flurry of blows and can flurry against multiple enemies, could i theoretical start a flurry with a trip, make AoOs if succesful, continue the flurry against another opponent in reach with another trip, get AoOs, use my 5ft step to get in reach of another enemy continue the flurry with yet another trip and get AoOs till i run out of blows or enemies in reach?

In addition, if i had the Whirlwind Attack Feat and say im surrounded by Bob, Jim and Timmy, could i use a trip attempt against each one of them?

And in the case i succeed at all three would I get AoOs from the sources mentioned above? The feat say when used I forfeit bonus or extra attacks granted from feats, spells or abilities, but do AoOs count as one of those or are they a seperate thing, which would allow me to get them in combination with whirlwind?

Thanks in advance for your answers. I know it's quite a lot, so i appreciate every answer ^^
I'd also like to know what you think about this playstyle (assuming it works as noted above) and also what feats, weapons or magic items could contribute to making it even more effective/fun.