Lord Villastir

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So this question came up while i was planning the loot for an upcoming encounter in my campaigns.

In the hoard my group might find will be a mnemonic vestment. One of my players is a Bard 9 / Sorcerer 1 (RP-Reasons and spelllist for wands and scrolls) and I was wondering how this would work for her.

Let's say she had an arcane scroll of fireball.

Question 1
Could she cast it using the mnemonic vestment?

Question 2
If so at which caster level?

Thoughts on 1

Is the spell on herr spell list?
Yes.

Can she expend a same level spell slot?
Yes, a 3rd level bard slot.

Is the expended slot the same type as the scroll?
Yes, it's arcane.

So, by sticking straight to the raw requirements of the mnemonic vestment (which don't include special cases for multiclassing), she would be able to cast the spell.

Thoughts on 2
Assuming she can cast the spell with the vestment as if she knew that spell, what would be the effective Caster-Level?
CL 1, as the spell comes from the sorcer spell-list?
CL 9, as the expended spell-slot was an 3rd level slot from an 9th level bard.
CL 10, as the vest doesn't distinguish between multiclass and her character level is 10.

As far as I understood multiclassing till know, if you multiclass in a caster you get access to the whole spell list (and can use Wands and scroll accordingly) but only can cast spells according the relevant caster level (Fight X/Sorcerer 3, casts as a 3rd level sorcerer).

But I'm not sure how the above situation would work RAW/RAI.
RAW I think my reasoning to question 1 should be right. For question 2 I'd probably go with the CL of the class the slot was used from.

Anyone had this on their table or thoughts aboutnit and could share insight with me?


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I know many people use EITR, but I was wondering what other Houserules you all use in your games?

We for example play without crit-confirmation, what probably only works, as nobody plays a crit-fishing build. In addition abilities and feats which only improve confirmation-rolls are either swapped out or simply skipped if they are a requirement for other feats.

We also don't play with negative hit points, instead we switched to the wounded/dying rules from PF2e, also with changing/swapping relevant abilities accordingly.


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:

3×10 (Haste, SL3, CL 10)
×2000gp (use-activated)
/5 (1 charge/day, though splittable)
= 12.000gp

I want to scale the item as follows:
Stage 1 - +30ft movement, 10 rounds/day
Stage 2 - +1 AC, 10 rounds/day
Stage 3 - +1 hit and +1 damage, 10 rounds/day
Stage 4 - boots of speed (haste), 10 rounds/day

Roughly following the above calculation, I would end up with something like this:

Stage 1
1×1×2000gp/5= 400gp (akin to expeditious retreat, with 10 rounds/day)

Stage 2
+1000gp/5= +200gp (+1 AC, for 10 rounds/day)
Total 600gp

Stage 3
+2000gp/5= +400gp (+1 Weapon bonus, for 10 rounds/day)
Total 1.000gp

Stage 4
The above calculation would result in 11.000gp for the extra attack for 10 rounds/day

Does this sound reasonable?
Looking at the price tables for scaling items, I would end up with something like this:

Bauble
Stage 1 = Item Level 5
Stage 2 = Item Level 6
Stage 3 = Item Level 7
Stage 4 = Item Level 15

Prize
Stage 1 = Item Level 3
Stage 2 = Item Level 4
Stage 3 = Item Level 5
Stage 4 = Item Level 11

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.


Just a quick question:

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?


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).

Here is what I got so far:

Paladin (Divine Hunter):

Cha > Con > Str/Dex, with probably heavy armor

Level 1 - Divine Fighting Technique (Desna's Shooting Star)
Human - Weapon Focus (Starknife)
Divine Hunter - Precise Shot

Level 3 - Point Blank Shot

Level 5 - Startoss Style

Level 7 - Startoss Comet

Level 9 - Quick Draw

Level 11 - Startoss Shower

I would have cha to hit and damage, smite, LoH, channel, divine bond and mercies.

Warpriest:

Dex > Wis > Con/Str, light/medium armor

Level 1 - Weapon Finesse
Human - Starry Grace
Warpriest - Weapon Focus (Starknife)

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?


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

Traits
Pragmatic Activator
Harrow Chosen (or Campaign relevant trait)
Fey-Hearted (alternate racial)

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?


Quick question, since my Google-Fu seems to have failed me:

Example Holy Weapon Balm

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 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?


I have run some encounter where my players were facing incorporeal enemies, but might have made some mistakes regarding their bodyless nature.

I re-read the incorporeal extraordinary ability again and want to make sure I've got everything right.

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.


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.


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.


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?

Your adivce is much appreciated.


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.

I'm more than happy for all suggestions.


So, I'm about to run RotRL Anniversary Edition and read through the first book Burnt Offerings.

So far so good,but one thing in particular got me wondering:

What would be the reason/motivation for the players to actually explore the ruins of wrath?
If didn't miss anything the ruins are only vaguely mentioned in tsutos journal.
Knowing my players it would seem way more reasonable to ignore the catacombs and move on planning to take on thistletop.
Especially if they manage to coerce tsuto into giving out information via magic and therefor knowing about nualias plan and everything on thistletop.

Ignoring the catacombs would skip valuable parts of information, loot and especially experience and they might get problems at thistletop beeing underleveld.

Did I miss anything? If not what hints or other forms of motivation could I drop to make delving in the ruins seem more attractive or necessary for them?


First if all, if you are one of my players, leave this post, you dont want to spoiler yourself.

I'm planning an adventure (or maybe a whole campaign) around Hive-Creatures and want to make sure I understand their senses and related mechanics correctly.

So, correct me if I got anything wrong.

Example Creature: Hive Warrior

Things I want to clarify:

Blind:
A hive creature is blind. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Unlike other aberrations, a hive creature doesn’t have darkvision.

Blindsight:
Some creatures possess blindsight, the extraordinary ability to use a nonvisual sense (or a combination of senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
- Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
- Blindsight does not subject a creature to gaze attacks (even though darkvision does).
- Blinding attacks do not penalize creatures that use blindsight.
- Deafening attacks thwart blindsight if it relies on hearing.
- Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.

Blindsense:
Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

The Hive Warrior has 10ft Blindsight and 60ft Blindsense.

Within it's 10ft Blindsight, the creature can notice and pinpoint visible, concealed and invisible foes without restrictions, so the AC includes the DEX-Bonus and it can attack without penalties.

How about the 60ft blindsense?
I'm a bit confused about the wording here:

Quote:
an opponent that can't be seen, has total concealment
Quote:
A creature with blindsense is still denied its DEX-Bonus to AC against attacks from creatures it cannot see

Which if the following is the correct interpretation:

Option A:
The creature is blind so it can not see anything beyond its 10ft blindsight. Within its 60ft Blindsense it knows an enemy is there and can locate and attack it but the enemy still has otal concealment, so all attacks of the creature have their miss-chance (the warriors ranged acid spit, and for example a hive queen would have reach of 15ft and 20ft with her tail) and the creature has no DEX-Bonus to AC against attacks from more than 10ft away. This would allow a rogue within 60ft but outside of 10ft to automatically sneak attack (with reach greater 10ft or ranged attacks)

Option B:
"See" is meant to be read as "sense". The creature can sense anything within 60ft, so no total concealment for enemies and full DEX-Bonus to AC against attacks within 60ft and with line of effect. Outside of 60ft however enemies have total concealment and the creature has no DEX-Bonus against attacks from further away than 60ft. So if one would theoretically able to sneak attack from further than 60ft away, you would be automatically be able to do so.

Sorry if that's a dumb question, but I want to make sure to play them right.
Thanks for all answers in advance.


Hello folks, I have a concept and rough build in mind and would appreciate suggestions for fitting feats and spells.

The goal ist not the optimized Min/Max build, but rather a thematically fitting and we'll working one.

It's going to be an "older" gnome (not so old to actually get age penalties, but close) I'd say around 90 years old. To fight of the bleaching he took on adventuring and found particular enthusiasm in traveling around the world to seek and find lost knowledge.
He's a friendly and helpful fella, who is sometimes a little muddled.

What I have so far:

Pug Durmand
Male gnome
Wizard (poleiheira adherent, scroll scholar)
Abilities (after racial)
Str 8
Dex 15
Con 10
Int 16
Wis 12
Cha 12

Possible Feats/Discoveries
Discovery: Knowledge is Power
Careful Reader
Extend Spell
Toppling Spell (for use with Magic Missile)

I consider taking levels in cyphermage as well, as it would fit the theme.

For spells I'd like some suggestions of the "non-standard" variety, which would fit the theme (for example Create Treasure Map.

All suggestions are welcome.


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).


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.


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.


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.


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.


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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.