Brass Dragon

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One of the most wonderful and helpful usability features in Pathfinder 1 is the presence of one-line summaries of every spell in the class spell lists. By way of example, I am speaking of the lists that look like this.

Every beginner player I have ever observed uses these lists when choosing spells for the first time. It makes the process of learning to play a spellcaster simple and painless.

These lists are very helpful for experienced players too, when you want to remember the difference between Sound Burst and Shatter at a glance, or see if there is anything on your class list that could help in a given situation.

Unlike Pathfinder (and D&D 3.5 and 3.0), D&D 5e lacks these spell summaries. The results are miserable and painful. New players stare at their spell lists in confusion, unable to tell what the words mean. Their confusion turns to despair as they realize they will have to look up dozens of spells separately to choose which ones to take. Worse yet, each spell they look up has a long, technical description. They're still trying to get their bearings about what their options are, and they're forced to wade through paragraphs of technical detail.

I was very disappointed to see that the current playtest document features only the bald spell names in the spell list. Hopefully this is just because it is a playtest, and all will be well in the final book! Thus my humble petition: please, by the merciful gods, include spell summaries in the Pathfinder 2 spell lists.


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I just finished RRR, and it feels like a running joke has been established with all the owlbears we have met to this point. The players have speculated that there will be an even bigger owlbear in the next book, and then a swarm of owlbears in the book after that.

Sadly, the next three books are distressingly owlbear-free. The last book does have those wonderful flying owlbears, but I feel bad leaving my players in suspense so long. It feels like they deserve at least one scene with owlbears in each book.

So -- what are your ideas? Where would you add owlbears to VVV, R4R, and WotRK?


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Pathfinder does a good job of filling in the "dead levels" of each of the player classes from D&D 3.5. Sadly, a few classes were overlooked. I am referring of course to the NPC classes.

The most egregious example is the Commoner class, which does not receive a single class feature at any level. It seems clear that the class fails to fulfil its design itent. There is no sound reason to continue pursuing the class rather than multiclassing into Expert or Warrior. Even the Farmer in the Gamemastery Guide's NPC Gallery is a multiclass Commoner 1/Expert 1.

I have sought to rectify this problem with an improved version of the class.

Commoner (Unchained)

Alignment: Any.

Hit Die: d6.

Class Skills
The commoner's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

BAB: 0.5/level

Good saves: none.

Level / Class Features
1st / Favoured crop
2nd / Commoner labour
3rd / Favoured animal
4th / Commoner's bond
5th / Tool wielder
6th / 2nd favoured crop, commoner labour
7th / Watchful eye
8th / 2nd favoured animal
9th / Commoner's stealth
10th / Commoner labour
11th / 3rd favoured crop
12th / Commoner's bond improvement
13th / 3rd favoured animal, advanced favoured animal
14th / Commoner labour
15th / Improved watchful eye
16th / 4th favoured crop
17th / Greater watchful eye
18th / 4th favoured animal, commoner labour
19th / Commoner's bond improvement
20th / Paragon of labour

Class Features:

All of the following are features of the commoner NPC class.

Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.

Favoured Crop. At 1st level, the commoner chooses a type of crop from the commoner favoured crops list. The commoner gains a +2 bonus on Profession (Farmer) checks made to farm this crop. A commoner may use Knowledge (Nature) untrained to gain information related to his favoured crop.

At 6th level and every five levels thereafter (11th and 16th levels), the commoner may select an additional favoured crop. In addition, at each such interval, the bonus for any one favoured crop (including the one just selected, if so desired) increases by +2.

Commoner Favoured Crops: wheat, rice, barley, millet, oats, rye, olives, grapes, apples, turnips.

Commoner labours. Hard work builds character. Starting at 2nd level, a commoner gains one commoner labour. He gains an additional commoner labour for every 4 levels of commoner attained after 2nd level. A commoner cannot select an individual labour more than once.

  • Ear to the ground. A commoner with this labour can make Knowledge (Local) checks untrained.
  • Famine survivor. A commoner with this labour gains a +2 bonus on constitution checks against hunger or thirst.
  • Hasty retreat. A commoner with this labour adds 5 feet to his speed while moving directly away from a hostile creature.
  • Quick trainer. A commoner that selects this labour can train an animal to perform two tricks in the same week by taking a -2 penalty on each Handle Animal check.
  • Resourceful repairman. A commoner with this labour does not spoil any materials if he fails a Craft check by 5 or more while crafting mundane tools or farm equipment worth less than 10 gp.
  • Signature Trick. Upon gaining this labour, a commoner chooses one of the following tricks: come, down, fetch, heel, seek, stay, or work. The commoner can use Handle Animal as a swift action to command an animal to perform the selected trick.
  • Skill focus. A commoner that selects this labour gains Skill Focus as a bonus feat.
  • Stern master. A commoner with this labour can use his strength bonus in place of his charisma bonus when making Handle Animal checks to "push" an animal, provided that he physically pushes on the animal while doing so (a standard action).
  • Tireless worker. A commoner with this labour recovers from being fatigued after only four hours of rest.
  • Worker's understanding. A commoner with this labour gains a +2 bonus on profession checks to answer questions about his profession.

Favoured Animal. At 3rd level, the commoner chooses a type of animal from the commoner favoured animals list. The commoner gains a +2 bonus on Appraise, Handle Animal, Heal, and Ride checks relating to his favoured animal.

At 8th level and every five levels thereafter (13th and 18th levels), the commoner may select an additional favoured animal. In addition, at each such interval, the bonus for any one favoured animal (including the one just selected, if so desired), increases by +2.

If the commoner chooses herd animal or horse as a favoured animal, he must also choose an associated subtype, as indicated in the list below.

Commoner Favoured Animals: cat, chicken, dog, duck, donkey/mule, herd animal (aurochs), herd animal (cattle), herd animal (goat), herd animal (sheep/ram), horse (light), horse (heavy), horse (pony), pig, rabbit, yak.

Commoner's Bond. At 4th level, the commoner forms a special bond with one of the factors of production. This bond can take one of three forms. Once the form is chosen, it cannot be changed. The first is a bond to the land. While on his own land (or the land he works for a master), the commoner gains a +1 bonus to Fortitude saves against disease and to Constitution checks to stabilize while dying.

The second option is to form a close bond with his fellow workers. When the commoner uses the Aid Another action to assist another character using one of the commoner's class skills, the bonus granted by the commoner is increased by 1.

The third option is to form a close bond with a masterwork tool. The commoner gains a +1 bonus when making a check with his bonded tool, in addition to the +2 bonus granted by the tool itself. The commoner can have only one bonded tool at any time. If the tool is lost or broken, or if the commoner chooses to end the bond, he cannot bond with a new tool for 30 days or until he gains a commoner level, whichever comes first.

The bonus granted by the commoner's bond increases by 1 when the commoner reaches 12th level, and again when the commoner reaches 19th level.

Tool Wielder. At 5th level, the commoner becomes better able to defend himself with weapons resembling farm implements. He suffers only half the usual penalty for attacking with a flail, scythe, sickle, or sling with which he is not proficient (-2 instead of -4).

Watchful Eye. Beginning at 6th level, the commoner gains a +2 bonus on perception checks made to notice any creature moving within 30 feet of an animal belonging to the commoner. This bonus is doubled if the animal is the commoner's favoured animal.

Commoner's Stealth. Beginning at 9th level, the commoner can add his favoured crop bonus to stealth checks made within a field of his favoured crop.

Improved Watchful Eye. Beginning at 12th level, the commoner adds his Watchful Eye bonus to all perception checks to detect the presence of hostile creatures.

Advanced Favoured Animals. Starting at 13th level, a commoner can choose one of the following animals whenever he could select a new favoured animal: axe beak, boar, herd animal (bison), herd animal (camel), elephant, riding gecko.

Greater Watchful Eye. Beginning at 19th level, the commoner only adds half the usual modifier to the DC of Perception checks made while asleep (+5 instead of +10).

Paragon of Labour. At 20th level, the commoner becomes a paragon of labour, whose skill and efficiency are recognized by all. When using a Craft or Profession skill to generate income, the commoner always earns the maximum amount, as if he had rolled a 20 on his Profession check.

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I realize these abilities may not fit all commoners, so I have also created two archetypes to fill other niches.

Commoner archetypes:

Lumberjack (unchained commoner archetype)

Favoured Tree. At 1st level, the lumberjack chooses a type of tree from the lumberjack favoured trees list. When using a saw to cut a tree of his favoured type, the lumberjack deals an extra 2 points of damage per round. The lumberjack applies half this bonus when using a saw to cut any other object made from the wood of his favoured tree. A lumberjack may use Knowledge (Nature) untrained to gain information related to his favoured tree.

At 6th level and every five levels thereafter (11th and 16th levels), the lumberjack may select an additional favoured tree. In addition, at each such interval, the bonus for any one favoured tree (including the one just selected, if so desired) increases by +2.

This ability replaces Favoured Crop.

Lumberjack Favoured Trees: acacia, ash, cedar, elm, fir, hawthorn, hemlock, larch, maple, oak, palm, pine, rowan, spruce, sycamore, walnut, willow.

Lumberjack's Axe. At 5th level, the lumberjack becomes better able to defend himself with axes. He suffers only half the usual penalty for attacking with an axe with which he is not proficient. In addition, when using an axe to attack an object made from the wood of his favoured tree, the lumberjack adds half his favoured tree bonus to his damage roll. This ability replaces Tool Wielder.

Lumberjack's Stealth. Beginning at 9th level, the lumberjack adds his favoured tree bonus to any stealth checks made to hide behind his favoured tree. This ability replaces Commoner's Stealth.

Tree-Fence. Beginning at 13th level, when using his favoured tree to gain cover, the lumberjack adds half his favoured tree bonus to the AC bonus granted by the cover. At 18th level, the lumberjack can add his entire favoured tree bonus in this way. This ability replaces the improvements to the commoner's Favoured Animal feature at 13th level and 18th level.

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Shepherd (unchained commoner archetype)

Master of Flocks. At 1st level, a shepherd selects his first favoured animal. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favoured animals at 18th level). This ability replaces the commoner's first Favoured Crop.

Pastoral Eclogues: At 2nd level, a shepherd adds Perform to his list of class skills. This ability replaces the commoner's labour gained at 2nd level.

Seek the Lost. Beginning at 6th level, a shepherd can add his favoured animal bonus to Survival checks to track his favoured animal, as well as to Perception checks to notice when one or more animals are missing from a flock or herd of his favoured animal. This ability replaces the commoner's second Favoured Crop.

Shepherd's Instinct. Beginning at 9th level, a shepherd can use his Handle Animal bonus (including his favoured animal bonus if applicable) in place of his Sense Motive bonus against animals, and in place of his Perception bonus to see through the disguise of a creature disguised as an animal. This ability replaces Commoner's Stealth.

Protector of the Flock. At 11th level, a shepherd learns to act quickly to defend his flocks from harm. Once per round when an animal belonging to the shepherd is hit by an attack in combat, and the target is within the shepherd's reach, the shepherd can attempt a Handle Animal check (as an immediate action) to negate the hit. The hit is negated if the Handle Animal check result is greater than the opponent's attack roll. This ability replaces the commoner's third Favoured Crop.

Handle Herd. At 16th level, a shepherd's becomes skilled at leading multiple animals at the same time. When the shepherd makes a Handle Animal check to command or "push" an animal, the shepherd may voluntarily take a -2 penalty to his roll in order to apply the result of the check to a number of animals of the same species equal to the shepherd's Charisma modifier. This ability replaces the commoner's fourth Favoured Crop.


In The Varnhold Vanishing book, there is a series of extra Stolen Lands adventure sites created by Ed Greenwood. I'm curious -- has anyone incorporated these into their Kingmaker campaign? If so, when did you introduce them, and where in the Stolen Lands did you place them?

I haven't seen a thread on this topic, but please point me in the right direction if there already is one.


The rules for siege weapons in Ultimate Combat talk about a certain number of full-round actions required to aim and load siege weapons. For example, a light catapult takes 2 full-round actions to load.

I can see two possible interpretations:
A) Every member of the crew must take 2 full-round actions. Thus it would take 2 full combat rounds to load the weapon, or 4 actions in all given a crew of 2.
B) A total of 2 full-round actions are required, between the crew. In this interpretation a crew of 2 would be able to load the weapon in only one combat round.

How have others interpreted this? Is there a passage I am missing that clarifies it?

I had originally assumed that A was the correct interpretation.

However, I noticed recently that the old siege weapon rules (in the Environment chapter in the Core Rulebook) state: "It takes four full-round actions to reaim a heavy catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of four only 1 round to reaim the catapult)."

I know that the Ultimate Combat rules are intended to replace the old siege weapon rules, but I couldn't find a clear statement in Ultimate Combat as to who needs to take these actions. Now the old rule is making me wonder whether interpretation B above was the intention. This would make a big difference in the effectiveness of siege weapons in round-by-round combat scenarios.


My players have been making good progress exploring the Stolen Lands, but between one thing and another it's been several months since they cleared out the Thorn River camp. I think it's time for the Stag Lord to start fighting back. The players have been thwarting and humiliating his bandits, not to mention the time they impersonated him, and his liquor is way overdue. So he wants them dead. But I imagine he knows better than to try sending more bandits after them, given that they've already defeated Kressle's whole group. So, trying to think what I would do in his circumstance, I've come up with the following plan:

1. Make dad get animals to keep an eye on the party (they camp in a pavilion, so they're not that hard to find).
2. Wait for a windy day when the party is in the forest.
3. Set forest on fire.

Such a plan should give the party a good scare, and show them the Stag Lord is a real threat. They can find out from their fey friends afterwards that the bandits were responsible for the fire.

However, the forest fire presented in the Environment rules is a CR 6 encounter. It travels 130 feet per round, deals 1d6 damage per round for 2d4x10 minutes when it catches you, and generally looks like it would be guaranteed to burn my party to a crisp.

How would you go about adapting a forest fire to be a suitable encounter for a second- or third- level party? I would like something that could pose a real danger, and probably burn up their pavilion, but that they could get away from without anyone dying if they act sensibly. I'm also wondering if anyone has ever run a forest fire encounter, and has any ideas how to make the encounter interesting, rather than it just coming down to whether they move faster than it.

Some of my thoughts and ideas:
- Could give the players more advance warning. The fey could fly by squeaking, "Run! The forest is on fire." (Unless the party assumed it was another prank, of course, in which case their deaths would at least be funny.)
- Could make the fire slow-moving, but add other threats like a rampaging owlbear fleeing the flames.
- Could arrange the terrain so there is somewhere not too far off that the players could flee to for safety, such as a rocky outcropping or a river.


I have a player who is considering buying a vehicle and wondering about the effect it would have on spellcasting. The rules for vehicles in Ultimate Combat describe using vehicles to attack, but don't seem to talk about the effects of riding a vehicle on other kinds of actions.

For example, take the scenario of an archer or a spellcaster driving a chariot. If the driver drives the chariot forward as a move action, she could presumably also cast a spell or make a ranged attack as a standard action. Should the character suffer an attack penalty on the ranged attack, or need to make a concentration check to cast a spell, as she would if she were to attempt the same thing while riding a horse?

On the one hand, I imagine it would be hard to concentrate while riding a cart at full speed down a bumpy road; on the other hand, the rules don't appear to specify any penalties, and a vehicle might offer a more stable platform than a horse.