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UndeadViking's page
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1 person marked this as a favorite.
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Just curious, I'm still learning the character wealth by level rules and trying to figure things out. I'd appreciate any advice or clarifications.
Is a +1 weapon with a Potency rune and a Striking rune appropriate treasure for a 1st level character, based on the rule guidelines for wealth by level, or is it too powerful?
Reference: I'm looking at Table 10-10:Character Wealth and Table 10-9:Party
Treasure by Level here: https://pf2.d20pfsrd.com/rules/game-mastering/#Treasure_By_Level
The Potency rune gives the weapon a +1 to hit.
The potency rune itself is listed under the Runes rules as (Rune 2+).
A "+1 weapon potency" item is listed as a 2nd Level Permanent Item under Table 11–1: Treasure By Level .
Does this mean that a +1 longsword WITHOUT a striking rune should only be given to a level 2 or higher character?
The Striking rune gives the weapon an extra die of damage.
The striking rune itself is listed under the Runes rules as (Rune 4+).
A "+1 Striking weapon" item is listed as a 4th Level Permanent Item under Table 11–1: Treasure By Level .
Does this mean that a +1 longsword WITH a striking rune should only be given to a level 4 or higher character?
Thanks again for any advice or clarification.

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1 person marked this as a favorite.
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All, I'd like to enlist the aid of the forum community to create an extensive list of great individual Paizo adventures that GMs can drop into in their campaigns, categorized or "tagged" by Type, Level, Environment and any special notes.
This list would be a huge reference aid for GMs putting together a campaign, or looking for a one-shot.
Say you need an underwater or forest or city or dungeon-crawl or castle adventure, or maybe a rescue mission - just search the list (using your browser's Search feature - CTRL F) for the appropriate tags. Once you find what you're looking for but it's not the appropriate level, you can just scale the difficulty level up or down.
If anyone knows of an already existing list of this type, please post the URL here for everyone.
Contributing to the list:
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Post the module using the format below. I'll periodically consolidate new posts into the main post and alphabetize the list.
Include tags that describe the basic environments and notable features of the module, that would help GMs looking for a specific type of adventure.
In the Crypt of the Everflame example below, "L1" indicates the adventure is designed for Level 1 characters. The tags describe the main type of environments the PCs are faced with (town, then forest as they travel to a dungeon that is a crypt), and the primary type of creatures and challenges faced (traps, undead).
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Adventures:
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L1 Crypt of the Everflame
Tags: town, forest, crypt/dungeon, traps, undead
L3 Masks of the Living God
Tags: town, river, lake, city, temple, Razmir, dungeon, investigation, infiltration, escape, cultists

Introducing an exciting new Pathfinder Roleplaying Game compatible PDF book from Magic Skull Games!
Grimoire Viperian adds new flavor and excitement to any game, for both players and GMs alike!
- 160+ pages of Pathfinder and OGL compatible content (PDF only available at this time)
- 4 out of 5 star rating
- Intriguing backstory designed to fit in with any campaign
- Exciting and unusual new base classes: the Shapeshifter and the Pyro
- 22 unique prestige classes, including many specifically designed for multi-class characters, and many with a serpentine, barbaric, elemental, knightly, assassin or weapon specialist theme. Just a few examples include the Serpent Warlock, Wolf Clan Warchief, Earth Lord, Storm Knight, Knight Heretic, Knight of the Death Angel, Silent Adder, Dread Crusher, Master of the Razor Scourge, and many more!
- Supernatural Signs of Good and Evil, designed to add customizable powers to any character, villain, or monster, and unique flavor to any campaign or adventure.
- New “Eldritch Path” feats provide a way for spellcasters to “specialize” in a unique path of themed spells, such as the Secrets of the Grimoire, Secrets of the Fiend, Secrets of the Netherdark, Secrets of the Mist, The Secret of Blades, and more!
- New spells of all kinds, including many designed with a serpentine theme in mind
- New magic items, weapons and armor, such as the Sorcerous Helm, Razor Scourge, Angelic Breastplate, Cobra Scale Armor, Black Mamba Scale Armor, Hellreaver Battle Axe, and more!
- New monsters and monster templates, such as creatures of Entropy, sentient serpents, deadlier variants of classic venomous snakes, serpentine undead, trog trolls, viperian dragons, and more!
Check out the product discussion thread for more info, including sneak previews!
Requires the use of the Pathfinder Roleplaying Game Core Rulebook, and some content makes use of rules from Pathfinder Roleplaying Game Advanced Player’s Guide, Bestiary 3, Ultimate Combat, and Ultimate Magic.
Love the exotic feel of this adventure path!
Any advice or recommendations from those who have played it and/or GM'd it for those who have yet to run Serpent's Skull?
Also, Magic Skull Games has also released a Pathfinder compatible PDF book called the Grimoire Viperian which has serpent themed elements which complement this adventure path nicely, whether you want to tweak or add side-treks and subplots as the GM or play a serpent-themed character.

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1 person marked this as FAQ candidate.
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Can a 1st level wizard use a wand that contains a fourth level wizard spell, such as black tentacles, ice storm, wall of fire, etc.?
The "Using Magic Items" rules at http://www.d20pfsrd.com/magic-items#TOC-Using-Items seem to indicate that he could, even though he's not high enough level to cast a 4th level spell.
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
Activation: Wands use the spell trigger activation method..
All, need some clarification here:
The polymorph spell (a level 5 spell) states that if the form is that of a dragon, the spell functions as Form of the Dragon I (a level 6 spell).
If polymorph does the same thing as Form of the Dragon I, then why bother learning Form of the Dragon I, which is a level higher and only lets you assume dragon form, where polymorph can be used for much more? Am I missing something?
Thanks!
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2 people marked this as FAQ candidate. Answered in the FAQ.
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Just wanted to clarify that the following cavalier abilities provide bonuses to the cavalier's alles, but not himself, since the ability descriptions don't state that the cavalier gets the bonus, as well. Note that this is different than the Order of the Dragon's "Strategy" ability which specifically states that the cavalier also gets the bonuses as well as his allies.
Order of the Lion:
Lion's Call
For the King
Shield of the Liege
These all state that the cavalier's _allies_ gain the bonus, but does not say that he gets the bonuses as well.
Correct?
Thx!
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3 people marked this as FAQ candidate. Staff response: no reply required.
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We came across a scenario where flaming sphere was used to cause damage to two different targets in the same round (see below). This seems legal, but I'd like to hear what others think.
Round 1: Wizard casts flaming sphere and puts in on Target 1. Target 1 takes damage, but opts not to leave its space to get away from the sphere (target was a fighter engaged in melee).
Round 2: At the start of his turn, the wizard tells the DM that Target 1 takes damage from the sphere since it starts out in his space. The wizard then moves the sphere to Target 2, which now also takes damage.
This seems legal, and it probably only happens in rare situations where the original target decides not to move away from the sphere or is immobilized.
Thoughts/comments/insults? =P
Thx
Must a cavalier always take a regular horse as his animal companion, or can they take a heavy horse?
A heavy horse would seem to make sense given that a cavalier is a "knight" type or character that will most likely be wearing heavy armor. I believe the knights of old had to use pretty strong, heavy horses to support them.
However, the rules as written only state "horse" or "camel" for the cavalier.
Thanks!

I need some help and clarification figuring out the to hit bonus for a heavy warhorse. Unless I'm missing something, there seems to be an error in the Horse's attack roll entry in the Bestiary, when you factor in its BAB, strength, and Docile (Ex) attributes, and what happens when you change it to a heavy horse and then to a combat trained horse.
To do this, you need to look at the Horse entry in the Bestiary, then add the Simple Advanced template to it to create a Heavy Horse, then you need to factor in primary/secondary attack changes if it is trained for combat using the Handle Animal skill. Below are the horse statistics/rules as I understand them, for each step (regular horse to heavy horse to heavy warhorse).
Regular horse (not combat trained):
Regular horse to hit stats (Bestiary p.177): BAB +1 and Str 16 (+3) give it a +4 to hit. It has 2 hoof attacks which are secondary attacks (see "Docile (Ex)", below, and primary/secondary attacks on p. 302 of the Bestiary), incurring a -5 penalty. So, instead of +4 to hit with hooves, it should have a -1 to hit. However, the Bestiary lists it as -2 to hit. Is this a typo or am I missing something?
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a horse’s hooves are treated as secondary attacks.
>>> This means that a __combat trained__ horse's hooves are primary attacks. So for a heavy warhorse, this means there is no -5 penalty for hoof attacks.
Heavy horse (not combat trained):
A heavy horse gains the advanced simple template (Bestiary p.177). Advanced simple template: +2 natural armor bonus; +4 to all ability scores (Bestiary p.294) In addition, it also gains a bite attack that inf licts 1d4 damage, and its hoof damage increases to 1d6.
Heavy horse to hit stats: BAB +1 and Str 20 (+5) give it a +6 to hit. It has 2 hoof attacks which are secondary attacks (see "Docile (Ex)", above) incurring a -5 penalty. So, instead of +6 to hit with hooves, it should have a +1 to hit. It also gets a bite attack, which we assume is a primary attack that incurs no penalties and should be at +6 to hit.
Heavy WARHORSE (trained for combat):
Same as a heavy horse, but since it's combat trained (see "Docile (Ex), above), its hooves do not count as secondary attacks. This means they are primary attacks, and don't suffer a -5 penalty to hit.
Heavy warhorse to hit stats: BAB +1 and Str 20 (+5) give it a +6 to hit. It has 2 hoof attacks which are __primary__ attacks (see "Docile (Ex)", above), at __+6__ to hit. It also gets a bite attack, which we assume is a primary attack and should be at +6 to hit.
Primary Attacks (Bestiary p.302):
Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls.
Secondary Attacks (Bestiary p.302):
Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage
rolls.
These questions relate to the druid animal shaman class variants in the Advanced Player's Guide:
1. Can druid animal shamans who take domains instead of animal companions take a subdomain? Or are subdomains solely for clerics and not allowable for druids of any type?
2. When do animal shamans get wild shape? The text mentions that at 6th level their druid level for animal shape counts as -2, unless they are changing into a form of their totem, in which case it counts as +2. But, I don't see any text that clearly states that they get wild shape at level 6 instead of the usual level 4. Given the wording in the book, it would seem to indicate they get it at level 6, but with the -2/+2 depending on the form, instead of level 4.
Thanks!
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