Figured I might post it here for the community's perusal and comment. I wanted to simplify it while at the same time making it meaningful enough that my players would take to it quickly and want to use it. I asked myself what would a calendar look like if I wanted to make it at least somewhat similar to ours (for familiarity's sake) but it wasn't bound to the actual tradition's of Earth cultures or history. This is what I came up with.
12 months of 30 days each, which is simple enough. Rather than week-day names, each day is simply referred to by its number (the first, the second, the twentieth, etc.). Regular events are commonly referred to in a similar fashion – i.e. ‘every fifth-day’ would take place on the 5th, 15th and 25th of the month. Scheduling usually revolves around periods of 5 or 10 days, though every 15 days and every 30 days is common as well. 90-day schedules would typically be the longest as a result of Fool's Day and the four seasonal feast days. Regionally, certain days of the month have some sort of local significance and are given their own names as a result. The term 'ten-day' essentially replaces the concept of a week in common parlance, i.e. "I'll have payment for you in the next ten-day or so."
There are five days each year that occur outside of the normal schedule; they take place between months with the Summer Solstice (Summer’s Day) marking the mid-point of the year and the Winter Solstice (Winter’s Night) marking its end and beginning. The Spring Equinox traditionally represents the mid-point of planting season while the Autumnal Equinox represents the mid-point of the harvest. Finally, there is a ‘Fool’s Day’, though it is given different names and different significance throughout various regions. In some places it is regarded as a day to catch up on things neglected or a day to remember those lost, but most commonly (particularly in large urban areas) it is a day of celebration for celebration’s sake, bidding the last days of summer a final farewell. Regardless of its context, it is intended to be a day free from labor or worry.
There is no official start of the seasons though unofficially they begin at the mid-points of Calistril (Spring), Desnus (Summer), Arodus (Fall) and Neth (Winter). Like the Equinoxes and Solstices, these days are commonly treated holidays, depending where you are.
There is (deliberately) no analog to 'Leap Day' or Leap Year.
Months and seasonal feast days of the calendar year:
Abadius (January)
Calistril (February)
Pharast (March)
Spring Equinox
Gozran (April)
Desnus (May)
Sarenith (June)
Summer Solstice
Erastus (July)
Arodus (August)
Fool’s Day
Rova (September)
Autumnal Equinox
Lamashan (October)
Neth (November)
Kuthona (December)
Winter Solstice
If you wish to further divide the day, it is most commonly broken up into four time periods: Pre-Dawn, Morning, Afternoon and Night.
This looks like a thread necro, but then it seems like pretty much everything is thread necro in these forums nowadays... since I'm about to run a new WotR campaign, I thought they were worth revisiting and I can't help but respond here as the character proved to be an excellent NPC for me, with a little re-write.
So in my game Horgus is Anevia's father and the two have become estranged over Anevia's relationship with Irabeth. She believes that her normally conservative father is a bigot, which is why he opposes their union but, as with all good NPC's, things aren't quite that simple. The truth is that he has always wanted a child to pass on the family business to, to teach everything he has learned and to pass on his legacy and his accumulated wealth. Anevia has shown zero interest in any of that.
But let's back up a bit. There was something I wanted to do with the Mongrelman tribes. Believed to be demon-spawn, when children are born with these hideous deformations, the midwives know by tradition that the 'corrupted' babes are taken away and abandoned at a very specific out-of-the-way well in the city, known by a very few outside the midwives circle as an urban legend referred to in whispers as the 'Well of Sorrows'.
When Anevia was about three, her mother, Horgus' wife, died in childbirth with such a babe. The midwife asked if she should take the babe and Horgus, overcome with grief and loss, demanded that she do so. He never gave the child another thought, but he never got over the death of his wife and he never spoke of the night that she died. He did, however, put pressure on Anevia to become both the woman of the house that his wife had been (with no ability or interest in teaching her how) while simultaneously filling the role of dutiful heir to his business interests. Anevia grew up smart, resilient, multi-talented and absolutely hating her father. When she grew old enough, she left home and the two became estranged, Horgus stoically - and at times bitterly - accepting his daughter's rejection, knowing deep down inside he deserved it while she resented the fact that she had never managed to be good enough for him no matter how hard she tried. Still, Horgus held out hope that when Anevia married that there would be children and one of them would be willing and able to serve as his heir... and possibly bridge the gap between he and his daughter. When she announced her betrothal to another woman (in my campaign the two are simply an interracial lesbian couple), he sees that hope for the future vanish.
So anyway, that conflict plays out in the early part of the adventure, he trying to force his help on her and she wanting nothing to do with him. She frequently accuses him of being a bigot, which he is in an old-fashioned Archie Bunker sort of way, even if his opposition to her wedding has nothing to do with it. A lot of character development takes place when they encounter the Mongrel tribes, he discovers exactly who they are and where they come from and admits the story of the night his wife died. Anevia becomes even more disgusted with him, again failing to see the hurt and ignorance behind his actions, only seeing hate and intolerance, and their relationship worsens further.
As the subplot evolved, Horgus eventually redeems himself and became a champions of the mongrel people, knowing that somewhere among them was possibly his trueborn son. In one dramatic moment he addresses Queen Galfrey in a very public forum, speaking for them in the face of her dismissiveness towards the mongrel tribes, informing her that if she doesn't meet with them, if she doesn't 'see' them for who they are, then her army doesn't eat. In book three, after working some of the PC's into the embattled relationship as friends and confidants on either side, Anevia and Horgus reconcile.
My initial experience was that with all of the gonzo rules being thrown in, many without being adequately play-tested, it was just chaos. Too many options, too many rules, too many exceptions - it was almost as hard to play as it was to adjudicate and most players fell into a rut of doing just a handful of things anyway.
So, as I am often wont to do, I redesigned and dramatically simplified the rules. These are my 'Epic' rules (as opposed to 'Mythic') and they worked exceptionally well for us. If it looks like something that might work for you, you are welcome to them.
Epic Rules:
Epic Toughness: When characters reach their first Epic tier, they retroactively gain maximum hit points. They regain twice the normal amount of Hit Points after an Extended Rest or a Full Day’s Rest. When they increase their attributes every 4 levels, increase their Constitution by +1 as well.
Epic Recovery: Once characters reach their first Epic tier they automatically stabilize when reduced below 0 hit points. When below 0 hit points, they regain 1 hit point/round until they reach 1.
Epic Damage: When characters reach their first Epic Tier, damage dealt by their weapon attacks, spells or spell-like abilities is considered Epic for purposes of Damage Reduction or Energy Resistance.
Epic Template: When characters reach their first Epic Tier, select one Epic Template to apply to their characters (X is equal to the Epic level the character has achieved). Once selected this choice cannot be changed.
Epic Initiative: When a character reaches their 4th Epic Tier, in addition to their regular actions, they gain an additional standard action that may be taken at their Initiative roll -10. This does not apply to negative numbers, i.e. if your modified Initiative roll was an 11 then you would act on 11 and gain a bonus Standard action on 1; if your modified Initiative roll was a 9 you would act on a 9 and not gain the bonus action at what would have been (-1) in the initiative order.
Epic Regeneration: When a character reaches their 8th Epic Tier, they gain Regeneration (Epic) equal to their Constitution modifier and can only be permanently killed by Epic damage.
Epic Templates:
(X = the Epic level that the character has achieved.)
Archmage/Hierophant:
X times/day you may cast a spell that you know or have prepared. That spell does not use up a prepared spell slot or count against your spells per day. CL and Save DC’s for that spell are increased by +X. When you increase your attributes every 4 levels, increase your primary casting stat by +1 as well.
Fated Champion: As an immediate action X times/day, re-roll any d20 roll you just made with a bonus of +X. When you increase your attributes every 4 levels, increase your Wisdom or Constitution by +1 as well.
God Killer: As an immediate action X times/day, cause a successful ranged or melee attack that you have made to automatically critical. That attack bypasses all DR and deals maximum damage. If the target is an Epic creature, increase the critical multiplier by 1. When you increase your attributes every 4 levels, increase your Strength or Dexterity by +1 as well.
Grand Marshall: As an immediate action X times/day, grant another creature that can see or hear and understand you an additional standard action. Attacks made with that action gain a +X bonus to attack and damage rolls, spells cast with that action receive a bonus of +X to their save DC’s and skill checks made receive a +X bonus. When you increase your attributes every 4 levels, increase your Intelligence or Charisma by +1 as well.
Font of Life: Any creature within 10’ * X of you gains the Epic Recovery ability. X times a day you may touch a creature and restore them to full health as a standard action. This will also restore ability damage, cure poisons or diseases they are infected with and end any harmful conditions or effects that the creature is currently under. This ability does not dispel magic or remove curses. Once each day you may Resurrect a creature whom has died within the last 24 hours. If you do so then you lose all Font of Life abilities until your next Extended Rest. When you increase your attributes every 4 levels, increase your Wisdom or Constitution by +1 as well.
Of course, this system was designed with a number of other house rules already in mind, so it may or may not be ideal for your game.
That seems to be the crux of the argument, but I've never seen anything that actually supports this interpretation. The rules DO say that anyone within 5' is adjacent and I have to believe that sharing a 5' square is within 5'.
This thread might be necro'ed, but has anyone ever found a legitimate argument against this? I can't remember it being settled definitively.
In an effort to accommodate a player who's concept isn't ideally suited to a Charisma-based Swashbuckler, I put together this archetype. The idea is that her skills and abilities are based more on instinct and insight than on force of personality, but otherwise she fits the Swashbuckler mold perfectly. Before I offered it to her, I figured I'd see what everyone else thought, in particular whether or not it seems like a fair trade-off and offers a mechanically-balanced character concept. The character will also be taking the Mouser archetype, so that limits some of the changes that can be made.
Instinctive Blade
Skills: Does not gain Diplomacy or Knowledge: Nobility as class skills.
Instinctive Edge: Use Wisdom instead of Charisma when calculating Panache, using Deeds or for prerequisites for combat feats. This alters the Panache class feature.
Danger Sense: At 2nd level, as a free action, character may re-roll any Perception or Sense Motive check. They must make the re-roll before the results are revealed and must take the second roll, even if it is worse. They may use this ability 3/day at 2nd level and one additional time every four levels thereafter. This replaces the Charmed Life ability.
Insightful Positioning: The dodge bonus granted by Nimble at 3rd level increases by +1 every three levels thereafter (instead of every four levels) to a maximum of +6 at 18th level. This alters the Nimble class feature.
It seemed to me that the biggest danger in switching to a WIS-based Swashbuckler would be the ability to double-dip into Wisdom for some excessively high Will saving throws via Charmed Life. Removing that class feature and replacing it with something still useful yet much less powerful seemed to be the ideal solution. Nimble was bumped up a touch to help even things out.
Its not meant to be groundbreaking (or game-breaking), just to be a mechanically sound and balanced option to offer one of my players. Thoughts?
Proc is an old term from MMOS. Like.. everquest old.
It means activate once condition is met, like rolling a nat 20.
Stood for "Programmed Random OCcurrence"
Thanks, that's basically what I've always understood it to be. Me, my circle of friends and maybe 99% of the rest of the gaming world... being 'new' to one person doesn't mean its necessarily new. Quite the opposite in this case.
Thanks for the responses, guys, I appreciate it. Pretty much confirmed what I thought, but i wasn't sure if the wording was standard or exceptional.
The question is in the title. How do these feats interact? Does Paired Opportunists proc at all? If it does, does it proc with the same effect as Pin Down or would it simply resolve as a standard AoO?
Pin Down: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.
Paired Opportunists: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Thanks yet again, all of you, for taking the time to address this issue in such full detail - its helped a great deal.
The campaign I'm putting together involves 10 different AP volumes (RotRL x6, SS x3, CotCT x1), between 6 and 8 PFS scenarios (mostly from season 4) and a fair bit of re-writing in order to tailor them all into one cohesive - and really epic - story. Because its so essential for the campaign world to be a living one, I need to have a good understanding of what and how the various factions are up to.
I very much appreciate the detailed response - that helps a good deal. The explanation that Greed would presumably have been readily available (particularly throughout Karzoug's domain) helps make sense of a lot of the current circumstances. A few clarifying questions though:
I never came to the conclusion that Karzoug was 'recompiling', for lack of a better term, that he was somehow left less than whole by the process. Is there anywhere you can point to that discusses that so that I might get a better understanding of it? I ask because I was under the impression that merely riding Earthfall out in his demiplane would have been more than adequate protection - after all, why wouldn't it be? The overly complicated mechanic of the Runewell, the Anima Focus, etc. would seem to be completely unnecessary and as such difficult to explain. On the flip side, the idea that he is somehow being 'restored' and isn't yet whole would seem to suggest that he isn't at full power and may be incapable of pretty much anything the GM decides he should be incapable of. I'd like to include this in the mechanic somehow, and while I wouldn't want any rigid 'countdown' to adhere to, having the PC's discover that he is in a weakened state now but getting stronger all the time might help to create the proper sense of urgency.
Karzoug is on a demi-plane created by himself, presumably through some version of the Create Demiplane spell, correct? As such, while he can't necessarily prevent anyone from entering, he is capable of ejecting them as a standard action, which may be a legitimate strategy, particularly for any potentially dangerous martials in the group. Perhaps that's something he wouldn't be able to do until fully 'restored'?
"leaving the Eye might have all kinds of catastrophic consequences pending the status of the Leng Device..."
Is this just something that you're suggesting or are you drawing this from somewhere in the text? I was under the impression that the two are pretty much unrelated.
Please understand that I'm not questioning you, I'm just asking questions. Because the campaign that I'm planning will extend beyond volume VI of RotRL, its best for me to have a solid grasp of what's taking place (you should see what I'm putting together, by the way, it really is something).
One of the solutions I might take in explaining some of Karzoug's actions/circumstances may be that there were a number of developments in magical theory that the era of the Runelords simply hadn't reached yet, just as there was a great deal of knowledge that they possessed which was lost with them and has yet to be rediscovered. Perhaps their version of Create Demiplane or Planeshift worked in a completely different manner than the sort used today. It smacks of Deaux Ex Machina, but that doesn't make it an unreasonable explanation.
Also, as a complete aside, I have come to accept that I simply can't adequately play an immortal character of 36 Intelligence (I'm not sold that I can play a character of 15 Wisdom, to be honest), much less one with knowledge that spans millennia. As a solution, it occurred to me not to pre-plan Karzoug's spell list, but rather have every spell theoretically available to him at the time of the conflict - not as a mechanic of his class or anything but rather to reflect the level of preparedness that he would have but I might not. Does that seem unfair or inappropriate to you?
Again, I appreciate in advance everything you've offered up. I really want to make this campaign as epic as possible and the devil, as you know, is in the details.
I need someone to explain to me (or point me towards somewhere I can get a comprehensive breakdown) of exactly what Karzoug's situation is. What his plan was, why it didn't work and what the current plan for his return actually is. I understand that it involves the Runewell in the Eye of Avarice and the souls of the Greedy...
What is it exactly that prevents Karzoug from simply using Planeshift or similar magics to return from his own demi-plane?
Does Karzoug's Runewell only absorb souls of the Greedy then, and only if they have been marked with the Sihedron via the ritual that Xaneasha taught Aldern Foxglove?
My biggest struggle is trying to understand the mechanics of the Anima Focus, the Soul Lens and the Runewell - how exactly they interact, how they are supposed to work together to free Karzoug (and when) and why they allow the PC's to transport to his demi-plane but do not allow him to transport himself out (yet?).
The Leng Device I think I get - it's a completely separate artifact who's purpose is dimensional and time travel and ultimately serves more as a looming threat than playing any role in Karzoug seeking his freedom, correct?
I'm going to be tinkering with the final series of encounters and I want to be sure I understand fully what is before I start altering it.
Thanks in advance to anyone who takes the time to respond, it is very much appreciated.
While under the effects of Rage, Raging Song or a similar spell or ability could a Witch still use their Ex & SU Hexes? Either way, what would be the supporting argument for that determination? We're trying to solve a dilemma for a game involving the old-school version of Scarred Witch Doctor and a Skald.
I REALLY appreciate all of the responses... but can anyone answer my original question? I'm trying to make certain that I've managed to navigate the Draconic Bloodline / Dragon Disciple levels properly when it comes to feats, powers, bloodline spells, etc.
Based on the best understanding that can be gleaned from these forums, these are the collective powers and bonuses that a Sorcerer with the Draconic Bloodline and the Dragon Disciple prestige class would get. Is there anyone out there with experience in the class that can tell me if this looks correct? Thanks in advance, this can be really tricky.
Resurrecting this because the PRD doesn't seem to have been updated with (yet another set of) rules for this style feat tree. Anywhere online that I can find what's being quoted by the OP, along with whatever changes to Crane Riposte came along with it?
The only issue with the spell is if the enemy is wearing gear I won't be able to loot it :(
That is an issue, though one which may vary dramatically from campaign to campaign. It was never an issue in ours, where story tended to matter more than optimizing, most magic was customized and villains often had gear that wasn't technically 'lootable', it was just included to keep their power level appropriate.
Bottom line, its probably the most powerful offensive - and defensive - weapon that a Cleric can have. How and when you'd use it would obviously be up to you.
Two questions here I was hoping I could get some help for.
1) Any suggestions for a bad touch cleric spell to magical lineage? (campaign goes to 17)
2) Which +1 metamagic feat would you apply to that particular spell?
Thanks all for your help. This is Atalius the Necro signing off.
The best 'bad touch' Cleric that I ever made was a Dwarf who took the Madness Domain, primarily for Visions of Madness, one of the most powerful and versatile buffs/debuffs in the game. His spell of choice was Planeshift, which Clerics get as a 5th level spell - its a melee touch attack which can easily be made into a ranged touch attack via the metamagic feat Reach spell, which is why I took it as my Magical Lineage target... being able to simply send someone to the 146th level of the Abyss with a word and a gesture is a hell of a devastating 'touch'. Use with caution, however.
It doesn't come online until 9th level though, so that's worth considering.
One completely random point. Your table mates may get upset with you, if the spell you focus on messes with their wealth by level, because you sent the creature (and it’s gear) away. You are dedicating a LOT to resources towards that trick.
That having been said, the Occultist is a very strong archtype, and it is hard to go wrong choosing it.
When you look at superior summ vs evolved, remember that the more creatures you put out there, the longer your turn gets, and thus also takes away from other players at the table. It is not wrong, but unless you know exactly what you are doing, with each crature, it can bog things down.
Summoning is a powerful play style, but it takes a lot of prep outside the game, and rules knowledge to pull off.
I appreciate that input. The Arcanist is new to me, certainly, but playing a Summoner is not. I ran a Master Summoner all the way through Skull n' Shackles with most of this same group - trust me, I take my responsibilities when it comes to summoning very seriously. This particular character would be much less summoning-focused than that one was.
That's an interesting point about being wary of losing important gear and possibly even clues necessary to advance the story. Our GM tends to customize a lot of stuff for us, including our magical gear, but I'll have a talk with her about the potential pitfalls of using this trick. It IS damned effective, though... as an aside, you have to laugh at how much easier it is to send an enemy to the 9th level of Hell than it is to teleport them across the room against their will.
What do you think about the Arcanist choices, specifically Exploit and Feat selection? How do they look?
I'm going back and forth between a Herald Caller and an Occultist, with the core concept being a character who can effectively summon creatures, provide either buffs or battlefield control as well as utility, and work towards the ability to use Planeshift as a devastating save-or-suck weapon. This is the Occultist that I'm considering - its my first Arcanist, so any thoughts are most welcome. Thanks in advance!
Human Arcanist (Occultist)
STR - 8
DEX - 14
CON - 14
INT - 18
WIS - 12
CHA - 10
Summoner or Master Summoner, old school, depending on what the 'companion' requirements are. Gestalt into a Fighter (Dragoon) with Eldritch Heritage: Orc Bloodline. Talk about a killer.
Thread necro for follow-up: If you have Furious Focus and Power Attack, will you take your CMB penalty when making your check to maintain the grapple each round?
Would using the latter version of the ability be enough to negate invisibility, do you think? It doesn't target anyone and doesn't require a saving throw...
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Is it safe to assume that activating this ability is a standard action and not the free action it would normally be to 'utter' something?
Is there any reason to think that you couldn't use both of the effects (luck bonus and penalty), activating them in successive rounds and using two rounds of the ability each round of combat?
My group is thinking of running this AP. What would the best party makeup be for a group of 4?
I appreciate any advice. Thanks!
Human Unchained Barbarian with an Unbreakable Fighter dip @ 5th level for Stalwart/Improved Stalwart
Half-Elven Heavens Oracle with Color Spray and FCB for extra spells known
Elven Hexcrafter Magus with the Frostbite/Enforcer trick
Human (or Kitsune) Sorcerer with the Serpentine Bloodline focusing on Enchantments
That will give you a world-class Tank, a shut-down de-buffing Striker, a full on healer who also provides excellent battlefield control and a single-target control specialist who provides a wealth of other useful spells.
I'm looking at bringing down the over all level of magic in my campaign world and it has been suggested to simply drop all full caster classes from the campaign world (pc & npc).
We dropped them as PC classes (still exist in places as villains and NPC's) and have never looked back...
Thread necro, but everywhere I look, Water Walk is a 3rd level Ranger spell whereas Communal Water Walk is a 2nd level Ranger spell. What's up with that?
Even without the Slumber Hex, the witch is pretty good at this. With Cackle letting both Evil Eye and Misfortune stack, you can land your save-or-suck spell of choice (and you've got a lot on your list) pretty reliably.
Our homebrew games tend to be low-magic in nature an d I never consider the simple utility and versatility of scrolls and wands when building a character - a mindset that I will clearly have to change for PFS.
Yes, the buffs are as much for my AC as my party members. I tended to shy away from damage-dealing spells, though I thought Toppling Magic Missile would have a ton of playability in the earlier levels and at later levels the Thundercloud would let me deal 6d6/round while casting other spells or 12d6/round which isn't bad at all for an 8th level caster. I was worried about Electricity Resistance and AoE, but Dragon's Breath seems like an ideal inclusion, one I didn't even know existed, so thanks for that. Scorching Ray is definitely worth working in as well for the reasons mentioned.
Since I have you guys here, care to weigh in on some other parts of the build? This is what I'm planning at the moment:
Attributes:
Attributes:STR - 10
DEX - 14
CON - 14
INT - 12
WIS - 8
CHA - 18 (+1 @ 4th & 8th)
Traits & Feats:
Traits:
Adopted (Gnome): Animal Friend (Handle Animal is a class skill; +1 Will saves when within 30' of an Animal that is indifferent or better)
Magical Lineage (Magic Missile counts as one level less for purposes of Metamagic feats)
I'm really torn regarding the 7th level feats, in large part because I'm not entirely certain how improving a Bonded Item works in PFS. Solid saves are important to me, but the value of the bonus spell alone is worth serious consideration. Persistent Spell is another feat that I'm really on the fence with.
I've never taken the Additional Traits feat on a character before, but all of those options seem to offer superb value. What do you guys think?
I know that I'm dumping Perception which is generally a no-no, but without it as a class skill and with a poor Wisdom, is it really worth the investment, especially considering that everyone else will probably have it maxed out already?
I'm thinking about dropping Buff entirely to go full on Intimidate, even though it doesn't fit the character concept as well.
Is just 1 rank in Animal Handling adequate, considering that I've got the class skill bonus and such high Charisma?
Thanks again for the responses already offered and in advance for any future thoughts. They're very helpful and much appreciated!
I'm building a Sorcerer for PFS and planning out my spell list level by level, though for brevity's sake, I'll just list my final spell list at 11th. I haven't played PFS beyond 6th (and then only once), so any thoughts or suggestions would be most welcome.
Some spells like Daze, Color Spray and Create Pit are taken but are eventually swapped out. I plan on taking Toppling Spell with Magical Lineage early on to get more utility out of Magic Missile.
FWIW, This is not a character focusing on outrageous spell DC's in one particular school nor trying to go all in on a single spell loaded with ridiculous metamagics (i.e. Quickened Dazing Fireball). Rather, he's trying to be more of a generalist, focusing on spells that provide utility, buffs for his allies and battlefield control. As a Wildblooded (Sylvan) Sorcerer, he will have an Animal Companion and as a Human, will be gaining bonus spells as his FCB, 4th - 11th level.
Spell List:
11th level
0 level
Arcane Mark
Dancing Lights
Detect Magic
Ghost Sound
Light
Mage Hand
Mending
Prestidigitation
Read Magic
I've really warmed up to the Unchained Monk and I'm trying to put together a character for what will be a somewhat villainous (though not necessarily evil) campaign. The concept just screams out for the Martial Artist archetype, so I'm trying to balance the old with the new.
This is what I've come up with, but I'd appreciate any input when it comes to relative balance - am I getting over or am I screwing myself?
Martial Artist Abilities:
Pain Points
Originally came at 3rd, replacing Still Mind; now comes at 4th replacing Still Mind.
Exploit Weakness
Originally came at 4th, replacing Ki Pool (& Ki Strike); now comes at 3rd, replacing Ki Pool, Ki strike & all Ki Powers.
Martial Arts Master
Originally came at 4th, replacing Slow Fall; now comes at 4th replacing nothing.
Extreme Endurance
Originally came at 5th, replacing Purity of Body, Diamond Body & Perfect Self; now comes at 5th, replacing Purity of Body, Timeless Body & Perfect self.
Physical Resistance
Originally came at 7th, replacing Wholeness of Body, Timeless Body & Tongue of the Sun and Moon; now comes at 7th replacing nothing.
Bonus Feat
Originally came at 12th replacing Abundant Step; now does not get the bonus feat at all.
Defensive Roll
Originally came at 13th level, replacing Diamond Soul; now comes at 13th level replacing Tongue of the Sun and Moon.
Quivering Palm
Additional uses began at 15th level; now the class does not get it at all.
Greater Defensive Roll
Originally came at 19th level, replacing Empty Body; now it comes at 19th level replacing Flawless Mind.
A caster successfully drops a creature/creatures into a pit via the Create Pit spell, then he seals the top of it with a Wall of Stone. What happens when the Create Pit spell ends?
Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
Now making custom magic items, that aren't just straight combos of existing ones, that's all GM territory.
The rules are, technically silent on the ability to upgrade magic items, let alone the proper costs for doing so. Magic Item creation is largely in the 'Ask your GM' territory.
Assuming you can upgrade (rather then get a new bonded item) your ring, 3,000gp is the most logical option. But your GM might disagree.
Adding abilities makes things even more 'Ask your GM' territory. IN the end, the rule of thumb would be you would value the item at full value, then figure your 50% crafted cost, then deduct your previous item cost.
Sorry about that.
Unless you are asking for PFS, then I can give a more solid answer.
Anything definitive is appreciated - this isn't for a PFS game, but the clarified rules they often use can serve as an effective default. On the other hand, they also disallow a lot of options that I might otherwise be keen on taking...
Several questions here so I figured I'd some to the experts.
Let's say that my Bonded Item is a ring.
If I want to upgrade it to a Ring of Protection +1, I pay 1,000 gp or half of the normal cost of that item.
If I later want to upgrade it to a Ring of Protection +2, does it cost me:
3,000 gp (the difference between half the price of +1 and half the price of +2)
4,000 gp (half the price of +2)
6,000 gp (the difference between full price +1 and full price +2)
7,000 gp (the difference between half-price +1 and full price +2)
8,000 gp (the price of +2)
Another situation - what if I want to upgrade it to a Ring of Protection +1 that also functions as a Ring of Feather Falling? Does it cost me:
1,100 gp (half the price of a Ring of Feather Falling)
2,200 gp (full price of a Ring of Feather Falling)
1,100 gp + 550 gp (half price +50%)
2,200 gp + 1,100 gp (full price +50%)
And would I then have to add half of the ring's existing ability(ies)'s cost as well as that of the new ability?
Presumably I'm going to want to keep adding abilities to it, specifically to make it a Ring of Protection that increases as I level as well as a Ring of Feather Falling, Ring of Swimming and Ring of Invisibility, possibly even a Ring of Freedom of Movement as well. I'm trying to get a sense of how much of my wealth by level to set aside for these upgrades.
Also, if the spells required to upgrade a ring aren't on my spell list, can I buy a scroll and sue Read Magic to 'fake it'?
Are there any required crafting checks for upgrading a Bonded Item or is it automatic (i.e. do I need to invest in Spellcraft)?
Finally, if the Bonded Item was acquired by a spontaneous caster, how does the bonus spell work - does it allow you to cast an additional spell from your list of spells known or from your spell list overall?
Thanks in advance - my searches have generated some confusing results.
I changed a fair bit of stuff - Tsuto's infatuation was with his half-sister Ameiko instead of Nualia for instance, but basically the way it played out was Shalelu left town to 'scout around' Thistletop as the only goblin tribe she hadn't yet checked out.
Tsuto escaped, but his journal revealed not just that Nualia was alive but had gathered allies, including Bruthazmus (Shalelu's mortal enemy) and Lyrie (known wanted criminal with an outstanding reward from the Pathfinder Society). It also indicated that the only reason that Nualia hadn't assaulted the town already was because she was trying to awaken some 'greater evil' in Thistletop to join her in her attack.
The PC's were encouraged by Ameiko and others to seek Shalelu out to warn her about what she was walking into... then, on the road to Thistletop she showed up. When she found out Bruthazmus was inside the stronghold, she insisted that they all infiltrate the place and finish the threat once and for all.
I significantly re-wrote pretty much the entire campaign, but the initial impetus for this was to switch around many of the events in Books 5 and 6. I did this because I believed that the battle against an invading Chelish armada would make for a much better epic finale than going after Bonefist.
I'd be happy to discuss the entire re-write in as much detail as you'd like but the abridged version of these two books went as follows:
Book 5
Part One: Blood in the Water
Only minor changes.
Part Two: Islands of the Damned
Only minor changes.
Part Three: The Black Tower
Replaced this with the PC's aiding/leading a revolution on the island of Bag's End, revealing that Bonefist had knowledge of and even profited from the sale of slaves from that island.
Part Four: Harrigan Must Die
This was replaced with Part Two and Three from Book Six where the PC's assaulted Fort Hazard and the Sea Caves of Lucrehold. They succeeded in finally ousting Bonefist, clearing the way for a new Hurricane King (Tessa Fairwind). While this was happening, the assault on their home island by Harrigan took place and hostages were taken.
Book 6
Part One: The Chelish Armada
This was bumped to the end(see below) and the assault on Harrigan from book five was inserted here. After Harrigan's defeat, concrete proof of his complicity with Cheliax was found along with the revelation that Cheliax agents had infiltrated the Cult of the Eye and manipulated the Master of Gales into finally dissipating the Eye of Abendego... with a Chelish invasion fleet waiting on the other side.
Part Two and Three
This is where the final battle against the Chelish Fleet takes place. The group is unable to stop the Master of Gales in time and the battle is joined between the much larger armada and the PC's and their allies. During the battle, the Master of Gales sacrifices his life to bring the hurricane back... it returns gradually, adding a heightened sense of drama to the battle.
A lot of these changes were optional on my part. Really, the biggest thing you'll need to do is adjust the encounter challenge levels to match your party's current abilities, but that's really a case-by-case basis thing. Is there anything in particular that you were concerned about?
The Fighter archetype Brawler (not to be confused with the Brawler class) makes for a damn fine option, with Menacing Stance, No Escape and Standstill before you even start counting Fighter-only feats like Disruptive or Spellbreaker. If you get one next to a mage, chances are that mage is done.
If you're looking for a 1-level dip, honestly I'd recommend a standard Monk or a Brawler.
A level of Monk gets you +2 to all saves, Improved Unarmed Strike for free (very useful being able to deal SA damage even when disarmed) and a bonus feat. For a 2nd level you get another bonus feat, Evasion and a further +1 to all saves.
A level of Brawler gets you +2 to Fort and Reflex saves, Improved Unarmed Strike, you don't slow your BAB and, most importantly, you get Brawler's Flexibility - give yourself any combat feat that you qualify for (including those Teamwork feats) as a move action 4/day. That's some serious versatility there.
I'm writing a narrative through the campaign based around the experiences of four PC's. These characters are a Human Unchained Barbarian (built in tankish fashion) and three sisters, all Witches and all whom claim him as their husband. What I'm trying to decide is what the best route to go with the witches would be.
I would like the respective builds to reflect the benefits of characters who pre-plan their feat and ability selections to be as complimentary as possible, and at the same time to represent differing personalities. This is what I'm currently considering, but I'm very open to any thoughts or suggestions:
Ohlmin, Human 16th level Unchained Barbarian/1st level Unbreakable Fighter:
I'm considering several different origin and backstory concepts for Ohlmin at the moment - suffice to say that he considers the sisters his family and loves each of them very much. He has learned when to keep out of their squabbles and when to step in, when to lead and when to follow and tends to view himself as their collective protector, provider and champion.
Ygritte, Human 17th level Witch (Time Patron):
The oldest of the three sisters, Ygritte tends to be the most practical and pragmatic of the three. She tends to view most situations with a degree of dispassionate logic, and her sense of humor is more sardonic and cynical than merry. She loves Ohlmin and her sisters both with a fierce protectiveness, however, and can be quick to ire when any of them are threatened or wronged. Ygritte views herself as the leader of both the coven and the group, with Ohlmin her indispensable right hand, and takes personal responsibility for each of their welfare.
Corvina, Human 17th level Witch (Seducer, Enchantment Patron):
Vivacious and daring, Corvina is the middle sister and revels in merriment and a degree of mischief. She rarely takes the long view or gives much thought to the consequences of her actions - instead she tends to act impulsively, relying on luck, her quick wit and her powers of persuasion to see herself through most situations. She makes almost compulsive use of her Charm Hex in most social situations and was the first of the sisters to seduce Ohlmin. Her incorrigible nature usually makes her the most popular and the most frustrating of the three, a duality she is well aware of and seems to take fiendish pride in.
Llira, Human 17th level Witch (Hedge Witch, Healing Patron):
Llira is the youngest and gentlest of spirit of the three sisters. This is not to suggest passivity nor timidity on her part, but rather a calmer and wiser perspective than might be expected of one her age. She only angers at needless cruelty and is quick to offer healing and comfort to those who may be in need. Despite collected nature, she is regarded as the most naïve of the three and the least likely to be able to look out for herself. This tends to inspire an overprotectiveness in the others, something that traditionally annoys her when it comes to her sisters, but secretly delights her when it comes to Ohlmin.
Ygritte would generally focus on Necromancy magic while Corvina would obviously focus on Enchantment and Llyra may go more of a Conjuration route.
What I'm hoping for are some suggestions regarding feat and Hex selection that would work well together both mechanically and flavor-wise, as well as advice regarding any potential pitfalls that may arise when running a group with this unique composition. Thanks in advance!
superstition stacks for unchained, they can get more DR, they have stances that can give them the fighter's capstone in their teens.
Superstition stacks with what?
The will save boost that rage gives you.
So just rage v urage urage looks worse as it's only redeeming feature is the actual temp HP rather than the diehard hp.
it's the rage powers that are better for unchained that gets it's raging state to be "better" than the core.
That's good to hear - with Stances requiring Move actions to activate and then not being stackable, and the absence of powers like Spell Sunder, I wasn't so sure... especially with the mitigation of potent feat combos like Raging Vitality and Raging Brutality.
superstition stacks for unchained, they can get more DR, they have stances that can give them the fighter's capstone in their teens.
Superstition stacks with what?
I didn't want to get too much into comparing Rage Powers because in both instances there are obvious pro's and con's. I was comparing the benefits of the two versions of Rage since that is the class's signature feature.