Deep Crow

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Alright, I have to mention this, my favorite trap that I've never had a chance to use.

The PCs enter a room with a gleaming black floor, it looks like it could possible be stone of some sort. There's some sort of condition to disarm the trap, either a panel, or a passphrase, depending on the needs of the setup. Detect magic notes some sort of evocation effect covering the floor, but poking and prodding doesn't really seem to do anything. As the party crosses the room, the wall of force that was pressing the black pudding flat vanishes, dropping everyone smack into the ravenous ooze monster. Heh, pudding.

Thanks for the suggestions. For a little more info if anyone is curious, the character doesn't really go nova, but he's a tiefling with a stupidly high intelligence. I think his base bomb damage is 4d6+13 now, at 8th level. He has a 28 INT, and likes the targeted bomb admixture extract. I'm running Jade Regent right now, and he's about the most frightening thing the Oni could hope to encounter. We're in the middle of Hungry Storm right now, so lots of fire weak monsters as well. The game is kind of crazy over the top, using Mythic rules and some other stuff, I'd say the group, while being 8th level, is closer to ECL 10 or 11. I've gotten an enjoyable amount of screaming from the player for using deflect arrows in the past, so I expect that will come up again as well. He also just picked up dispelling bombs, so I'm hoping I can give him other things to do than just explode s&+*.

and the player is my GF, and she get's a little defensive about her munchkining sometimes. ;p

Resistance and Protection from energy are my good friends, and fortunately their enemies have become aware of what they can do and are able to make efforts to protect themselves. Got a remhoraz coming up soon, that should be pretty funny.

I haven't been able to determine any way to actually do this, so I'm probably going to have to do a more thorough rebuild of the bad guys I'm working on.

Freaking alchemist and his casual exploding of all my monsters.

If you can't guess from the title, does anyone know if the 3rd tier champion ability Precision also increases the attack bonus of off-hand iterative attacks once you get improved TWF and above?

Every game I've participated in recently (as a player or GM) houserules that you can pay extra for "composite" crossbows, increasing damage but requiring a minimum STR to be able to reload the weapon at all. That being said, the primary place I tend to see them is as a sniper's weapon. My last character that wielded one was a ranger variant. His combat style feats were all devoted to ranged combat, and he was frighteningly effective at very long ranges with it, even if he wasn't getting more than one shot a round off. If you were within 30ft of him though, he was going to hit you with a sharp piece of metal.

Currently I'm running Jade Regent, and I've reworked the 'sniper' encounter from book 2 as a Crossbowman fighter instead of rogue. I expect her to put a sizable hole in someone from several city blocks away.

And who were they? I'm pondering how to run Helva currently. I have some amusing ideas that will increase her survivability.

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Just curious about everyone's thoughts on what makes a mechanic work or not.

What makes me crazy are disassociated mechanics, those being the ones that don't make any sense from a character's perspective as opposed to the player's. Things like per day limits often fall into this category. Does a cleric have any explanation why his ability to channel the divine power has seemingly arbitrary limits to how many times he can do it per day? Or how does a barbarian describe his capacity to tap into the power of his inner rage, and how that limit at might seems like an absurdly brief time when looked at from outside the frame of reference of combat rounds? We know why these are the way they are for purposes of things like "balance", but how do our characters make sense of them?

"Thog can only be angry for 36 seconds?"

If anyone is curious, here's an excellent article on the subject I came across a while ago.

The Alexandrian: Dissociated Mechanics – A Brief Primer

I don't know how many people are even poking around here at this point, but I figured I'd toss this out there anyway.

My group just finished Brinestump Marsh and I'm getting ready for the initial journey to Brinewall. I'm planning to use the caravan rules mostly on my end, letting the players know what they are and how they work, having input on things that affect them, but mostly leaving the mechanical parts in the background on my end as a framework for me to provide description for things that happen along the way, and track the simulationist bits like provisions, travel time, and the like.

I'm tweaking a few things to try and counter what feel like some of the shortcomings.

Traveler jobs: I'm allowing a bit of overlap here, with NPCs being able to fill more than one position as long as they meet the requirements and they don't have more than one that adds bonuses to the rolls. My Sandru is able to serve as driver, wainwright, and trader, for instance. All three of those jobs take place at different time, so it seems reasonable to allow him to multitask, and it is HIS caravan after all.

Damage: I'm having primary combat NPCs add a flat +1 to the caravan's damage (Sandru, Ameiko, and Shalelu at the start), and some upgrades, like the ballista mount, might add an extra d6 or something instead of an attack modifier.

Combat Encounters: I'm intending to have all caravan combats split as a normal player combat encounter, with the caravan combat rules letting me figure out how all of the NPCs are doing. Each round I describe how one of the NPCs is doing in the background while the players deal with their own fight. Depending on how each respective part of the battle goes, overlap may occur.

Still kind of poking at it, but that's what I've got so far. I overall like the idea of the caravan rules, and think they can potentially be helpful and fun.

Does anyone know if there are a version of any of the maps suitable to being blown up a bit more? I'd like to load them into Roll20 to mess around with.

I was wondering if an appropriate protection spell would prevent an intelligent item from dominating someone trying to wield it. Thoughts or opinions?

The AP assumes that the caravan heads north late in the year, somewhere between late fall and mid-winter. I thought something seemed strange with the description of the Bearleg Lakes region talking about salmon runs and whatnot, and unless the fish of Golarion follow a completely different seasonal cycle then they do on Earth (it seems to happen between May and July for the most part), that can't be happening at the time the caravan is arriving in the area. It should be closer to the middle of winter, when most of the local wildlife is buttoned down in survival mode (unless I completely missed something, always possible).

Anyone else have thoughts on this?

LazarX wrote:
Why is unarmed strike even there? It has nothing to do with the theme of the class, and doesn't even synergise with it's other class features.

A bit lazy on that one, admittedly. I want them to be able to take some feats that normally require unarmed strike, such as deflect arrows and some style feats. It occurs to me that I could probably just do with a note in the bonus feat description.

Ah crap, yeah I guess you can tell I don't use links very often. Totally forgot to code it. Derp.

Got the idea from the Legendary Games Way of Ki book. Good stuff. I'm working on this for a player in my upcoming Jade Regent game. It's a WIP. uEi0

As writ it looks like this should maybe work, but I'm a bit uncomfortable allowing double INT bonus to damage every round for a few rounds. Any suggestions/thoughts?

Coriat wrote:
Adamantine Dragon wrote:

A 15 point buy produces characters that are "definitively better than the average joe." A 20 point buy is obviously even better. A 40 point buy produces super-human results, not merely "definitively better" than average.

When you boost the PC power and then boost the enemy to match them, you're just making the numbers bigger, the result is the same.

We typically play with a 15 point buy for most characters and a 20 point buy for MAD classes. Our games feel plenty epic already, so we don't feel a need to boost all the stats.

My suspicion is that you've gotten to the point that you consider a 15-20 point buy "average" when an actual "average" human would be a zero point buy.

17/16/17/15/17/15 were the rolled stats (using a generous method) of a fighter I am currently playing.

63 point buy, I think it would work out to.

Are they better stats than those of the average Joe? Most certainly! But are you superhuman with that array? Not until leveling up makes you so.

He's as strong as any 20 point buy fighter might be, he just happens to be exceptional in other areas as well. The end result of better scores and more challenge isn't really the same, because the high across the board abilities give him breadth, not depth of power. He's as good in a combat as any optimized 20 point buy fighter (if he's better, it's maybe by a point or two here or there), and he doesn't have to sit around sucking his thumbs when the group is at a high society party, or trying to solve a mystery and piece together clues, or he can solve some of those extra challenges with diplomacy.

There's plenty of perfectly good tropes of such a character. A fairy tale third son, an Arabian Nights adventurer, a classic chivalric knight, a paragon in an Icelandic family saga, a hero of old. Beowulf gets remembered for being a barbarian with max Str and Con, but he was an inspiring leader too, possessed of great insight and wisdom, and even a canny politician able, as a few nights' guest, to...

Exactly! I failed to quite reach that point previously. I find that better all around scores helps players avoid falling into stereotype traps by giving them more flexibility with their builds, and letting them try to do things that would normally not be good ideas for their classes. (as a note, I also bump 2 skill point classes up to 4)

Meanwhile, knowing that everyone has at least one primary stat in the 18-20 range at start lets me know I can have a little more leeway with encounter design. The jump is more noticeable at low levels, since by mid to high levels the extra +2 or 3 from good starting stats isn't as big a difference.

In the Jade Regent game I'm prepping for, for example, I have reasonable confidence that my players will be able to deal with a CR 5 at 2nd level. I'm using the Slow XP track though, so adding extra/tougher encounters doesn't affect the overall pace of the game really, as long as I make sure to account for it and add it where appropriate and needed.

Well spears are all simple weapons, I'll usually be getting a shield bonus from Shield Ally, but that's not a bad idea. Bracers of Archery for the bow proficiency (I'm the party crafter ;p)

Not to say we don't have the occasional 8 or 9 dump stat for RP reasons; and I'm well aware that average human stats are straight up ten. *shrugs*

I also use a fair number of house rules that make combat tend to last a little longer while also being potentially more dangerous though. I'm an admitted simulationist when it comes to those sorts of things.

PCs (and certain NPCS/Villains) have Con score + hit die as first level HP, armor provides damage reduction (which is bypassed by crits and certain weapon types), and I use an alternate massive damage and dying system, where massive damage saves happens more often, but instead of being instagib causes status effects and ability damage; and there aren't negative HP, once you hit 0 you start losing Con. Goes nicely with the fact that things that automatically die at 0 don't have Con scores, and makes it so that getting dropped is always going to suck, even if you get revived/healed immediately.

Well I don't do straight up point buy usually, that's just how the math works out from the few times recently I ran it out of curiosity. We use classic 4d6 drop the lowest with optional rerolls based on who did best. Usually it ends up with everybody having one 17 or 18 before racial mods, with a range from 12 to 16 or so for the rest of their stats.

I'm consistently astonished at how many people it seems use 15-20 PT buy for their games, as well as feeling the need to follow estimated wealth by level pretty closely. I'm just curious what others experiences are regarding these sorts of basics, as my games tend to run towards the super-powered end of the spectrum in comparison.

For example, average stats tend to be equivalent of 40-50 pt buy, but I prefer it that way, as I like players to feel definitively better than the average joe.

I also enjoy tinkering with and boosting encounters a lot though, so maybe that's just me. The more powerful the PCs are, the more I can go nuts with what I try to kill them with.

Eh, that's true. We're pretty much always hasted so just breaking up attacks via iterative and that should work well enough. Gives me more options anyway. The spear will be changeling, so it'll usually be a longspear, reducing worries of aoo from using bow in melee.

I meant the normal iterative you get for having BAB 6+.
So (not counting ability bonuses) at 10th level (+7 BAB) it would look like +5/+5/+0.

and I'm trying to figure out how hard it would be to use two two-handed weapons (a bow and a spear) at once.

I THINK, that if I take multi-weapon fighting I might be able to get away with one extra attack with one of them per round, taking a -2 to hit on all my attacks for the round, as well as splitting up iteratives between the two weapons. So like one attack with the bow and one with the spear at highest BAB - 2, then using whichever is better for the -5 iterative (-2 more).


I'll throw some things on here, could be fun. My games tend to run a bit on the powerful side, as I like epic craziness and have far to much fun advancing monsters and bad guys.

You can probably guess the party makeup from these, ;p Two items per character. I'm running with some destiny background stuff that the party strangely mirrors some of the protectors who accompanied the Amatatsus across the Crown of the World the first time, but did not live to make it to Avistan.

Sashimono of the Ancient Emperors
This silken battle standard is a soothing blue-green color, recognizable as the main color of the Amatatsu family. A primitive, line only form of the Amatatsu’s kamon, shaped like a ten spoked wheel, is emblazoned on the fabric, which is designed to mount to a framing rod and be attached to the back of a suit of armor or held in the hand.
This samurai battle standard functions as a banner of the ancient kings, but it does not need to held in order to function, however it does not grant the bearer the normal ability to reroll saves against mind-affecting spells or abilities. Instead, while carried by a samurai, that samurai gains one additional use of his resolve ability per day, and can expend a use of resolve to attempt to end an ongoing mind-affecting effect.

Suishen’s Saya of Heavenly Accord
This artfully wrought saya is made of darkwood covered in dragonhide colored a blue so dark to be almost black. It’s metal fastenings appear to be made of mithral, and are engraved with the Amatatsu’s kamon, the ten spoked wheel.
Functions as a +1 combat scabbard of stanching, and additionally grants a +1 deflection to AC, +1 resistance to saves. Once per day if the bearer is knocked below 0 HP the saya automatically casts sanctuary (DC 15) on him.

Jade Dragon Bowl
This beautifully sculpted bowl is about six inches tall and eight across. It appears to be carved from a single piece of dark green jade. The bowl is perfectly smooth on the inside, and two imperial dragons wrap around it’s base in tandem to create a stand that leaves room for a small source of flame to be placed beneath it.
The Jade Dragon Bowl functions as cauldron of brewing and an admixture vial. Addition, if used to brew tea using a formal tea ceremony, the beverage created thusly functions as polypurpose panacea.

The Illustrious Sage’s Magnificent Cookbook
This tome is bound in rich brown leather with practical steel settings. A key shaped like a monkey’s paw sits atop it, matching the lock shaped like a monkey’s face.
The book functions as a book of marvelous recipes and a blessed book, and contains numerous alchemical notes mixed in among the more mundane cooking instructions.
Formulae List
1st: Feather Fall, Fire Breath (Burning Hands), Flare Burst, Jump, Negate Aroma, Polypurpose Panacea, Sleep, True Strike
2nd: Create Pit, Defoliate, Fog Cloud, Frost Fall, Pox Pustules, Silk to Steel
3rd: Amplify Elixir, Fireball, Invisibility Purge, Gaseous Form
4th: Death Ward, Restoration

The Wandering Master’s Prayer Beads
This 10 inch string of sangtposhi prayer beads is carved of rosewood and threaded on a red silk cord. It always feels slightly warm to the touch.
There are eight beads slightly larger than the rest, stained a darker color and marked with a symbol. Four of the eight are marked with the Tien symbol for energy. Each of these is capable of storing one point of ki. Storing a point of ki in a bead requires one minute of mediation, after which it lasts indefinitely until used. Expending a stored point of ki requires the beads be worn or in hand, and is a free action as part of using a ki power. The other four beads are each marked with a different symbol, and grant new abilities usable by spending ki. All four powers require a standard action, use the wearer’s monk level as their caster level, and the wearer’s wisdom modifier for their saving throw (if any).
The first bead is marked with the symbol for peace. By spending 1 point of ki the wearer can cast sanctuary on himself or another creature with a touch.
The second bead is marked with the symbol for sight. By spending 2 points of ki the wearer can cast status.
The third bead is marked with the symbol for life. By spending 3 points of ki the wearer can cast cure serious wounds.
The fourth bead is marked with the symbol for strength. By spending 4 points of ki the wearer can cast divine power on himself only.

Sandals of Perfect Balance (CL 7)
These polished wooden getas are in excellent condition, though they appear to be well worn. The straps are made of soft dark leather, and the wooden soles appear to be cherry blossom wood. The wooden platforms are approximately 4 inches high.
The sandals give their wearer a +4 enhancement bonus on acrobatics checks, and the wearer is always treated as if he had a running start when jumping. Additionally, in any round where the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount or vehicle), these getas can be activated as a swift action to give the wearer either the ability to air walk (as the spell) or water walk (as the spell) until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, he immediately falls, taking any applicable falling damage. This ability can be used up to 5 times per day, but no more often than once per minute.

Silver Floating Leaf (Leaf of silver that floats joyously in the wind)
The mirror like surface of this gleaming mithral blade is decorated in exquisite detail with engravings of stylized tree branches and leaves that seem to stretch out from the blade’s tsuba. The blade’s full name is worked into the engraving, written in elven. The tsuba is magically hardened darkwood, and the tsuka is wrapped in what appears to be green dragonhide.
Silver floating leaf functions as a +1 dancing mithral katana (technically it’s a tachi, worn edge down) of arcana storing. The blade can store up to three levels of spells with a single target, or up to three points of arcane pool energy, these two abilities are interchangeable. This energy can be used freely as though it was in the magus’ pool, so long as the magus is in physical contact with the weapon.

Haramaki of the Unseen Guardian
This suit of armor is made of strips of green dragonscale and darkwood carefully sewn to a thick silken backing. The entire armor is cunningly decorated with minute etchings of leaves and vines.
This +1 shadowed heavy dragonhide haramaki is made of darkwood and green dragonscale. It covers the torso, and also comes with vambraces and greaves. In addition to its innate enhancements, a magus wearing the armor gains several abilities usable by expending points from his arcane pool. These abilities function off of the magus’ own caster level and intelligence score.
For 1 arcane point the wearer can cast expeditious retreat on himself.
For 2 arcane points the wearer can cast spider climb on himself.
For 3 arcane points the wearer can cas gaseous form on himself.

I ditched Katiyana as well, wanting instead something tied to the overall plot In her place I've created NOBUYUKI THE PRINCE OF FROZEN DEATH! A unique oni who in his normal form resembles an anthropomorphic white tiger. He has the abilities of a 10th level Boreal bloodline sorcerer, with some good old fashioned Lord of The Uttercold assault necromancer fun thrown in. Most of his servants are undead of some sort or another, frost wight ninjas, and frostfallen creatures mostly, with his lieutenant being a samurai graveknight who was one of the Amatatsu's retainers on their way across the high ice the first time, decades ago.

In my telling, Noboyuki was the leader of the Five Storms raiders that chased them across the crown of the world, as well as the original master of the Frozen Shadows. He is also responsible for leading the attack on Brinewall and animating Andril Kotun (who I made a frost wight as well) and Rokuro Kaijutsu as undead.

He became interested in the storm tower on the trip to Avistan originally, and after the purging of Brinewall he left Kimandatsu in charge of the Frozen Shadows and returned north to study it.

Oh yeah, I've also overhauled Goti and Wodes quite a bit, and am having Goti be the primary foil in Kalsgard proper, hiring the sniper and other agents the party runs into there. Toughened him up a fair bit as well.

Not sure if anyone is still reading this thing, but I'm getting ready to run Jade Regent for the first time and looking really forward to it. I've been preparing for this game for going on a year now on and off (as our group rotates through GMs and whatnot) and have done a fair bit of tweaking and enhancement to the first three books so far far, I'd love to know what others think of some of my ideas.

First of all, I have to say I'm using some straight up house rules that both enhance PC durability and power level a bit, as well as make combat potentially more dangerous. Starting HP are Con score + hit die, Feats every level, Armor provides Damage Reduction that is overcome by crits and certain weapons, alternate massive damage system that makes it happen more frequently but causes injuries/ability damage/ and status effects rather than instagib, and a dying system that doesn't have negative HP, once you hit 0 you start losing Constitution. The universal dead condition is at 0 Con you die.

I've also re-written the core NPCs a bit, making Ameiko a Bard (Arcane Duelist) 5, Sandru a Rogue (Swashbuckler) 3/Fighter(Free-hand) 2, and Shalelu a Fighter (Archer) 2/ Ranger (Skirmisher) 4. Oh, and Kelda is now a fighter with the Viking Archetype, because it's awesome. I plan to try and keep her around, hoping they take to her. I've also created a new creature subtype, hengeyokai, and assigned both Tengu and Kitsune to it, which gives Tengu the ability to assume human form.

Anywho, I've at this point added so much to the first two books that I switched to the slow XP track in order to make sure things were still moving at the right pace. The game will start with the party in Sandru's caravan returning to Sandpoint after a trip to Korvosa to pick up some supplies ordered by Ameiko. Some of them are traveling with the caravan as guards, others as passengers that joined in Korvosa. As they pass Brinestump, they get attacked by some goblins with fireworks, and after the fight may notice a strange blue/green light off in the distance at the edge of the swamp.

They get back to town and learn about the rash of goblin attacks over the last week or so while they've been gone, and with a little more background and a warning about "ol' soggy" (who is now a merrow nightstalker, heh) they head for the swamp.

I've basically doubled the number of skeletons in the swamp, and added a two more unique ones, an archer at the Blossom wreck and in the cave replacing the giant amoeba. I like that one actually:

Wakana the Despairing (unique skeletal champion necromancer 3)


Wakana is located in area L4 (replacing the encounter with the giant amoeba). She begins the encounter disguised to appear as if she was still her living self. She is kneeling in front of the pool of water staring down into her reflection, sobbing uncontrollably and talking to herself in a quiet keening wail. 4 skeletal warriors lie in various states of disrepair throughout the room (1 archer, 1 spearman, and 2 swordsmen). She doesn’t react unless someone steps in the water or attacks her.
Once active, she turns and unloads her burning hands (cold) in the direction of whatever disturbed her while commanding in a strangled whisper for the skeletal warriors to rise and attack the living. If pressed immediately she uses vanish to buy a few rounds to prepare her spectral hand and chill touch before hitting a primary fighter type with ray of enfeeblement.

I'm also using variant skeleton equipped with eastern armor and weapons, and have scattered a bit of tien flavored treasure throughout the swamp. Such as the Five Dragon Lantern carried by Scribbleface, that is responsible for the strange light they saw earlier. Which provides him with a continual sanctuary effect (as well as doing a few other things he is unaware of).

Later on, I'm using the caravan rules because I think they're neat overall, but will probably be mixing caravan combats with PC combats, and probably taking some liberties with it in general. Nice set of guidelines to start though, I think.

After a few not-so-random encounters on the way to Brinewall (some bandits, some ogres, and a brush with the "Duchess of Riddleport", my character from Second Darkness a few years ago), I moved the ettercap from the castle courtyard to the lighthouse in town, and filled the town with spiders and ettercap traps, since they're hilarious. In their place in the courtyard stables is Porkchop the dire boar, a pet of the ogrekin.

After the party interrupts Kikonu's "dress rehearsal", they encounter their first ninja, who is actually Kikonu's lover (trying to figure out with Zaiobe, I like her, but think as writ she seems stupid and arrogant, need to change it some):

after defeating the four corbys Kikonu starts screaming “No, No, NO, NO! WRONG! YOU RUINED IT! YOU APES RUINED IT! MORIKO! KILL THEM!” before escaping with his dimension door ability.

Moriko (tengu ninja 5), who has been hiding in the shadows behind Kikonu’s throne (perception DC 25), steps out. She briefly introduces herself with a slight bow, “I am Matsuoko Moriko, and I am your death.” She then flips a blue winnis poisoned kunai at a character she suspects to be a spellcaster before using her vanish ki power to turn invisible and move towards the PCs.

Her first strike is against the most imposing or confident warrior character, after poisoning Butterfly Razor with medium spider poison to impair their strength, as well as using her bleeding strike.

She then seeks to even the remaining odds with blue winnis or lesser insanity mist. She plays hit and run through the shadows and columns along the edges of the room, trying to use her vanish ability sparingly since she can only do it four times. If reduced to below 15 hit points, she attempts to withdraw in order to drink her potion of cure light wounds and inform Kikonu that the intruders are more competent than they appeared.

I'm also trying to decide if I like Nindenzego as written or not. I was planning to swap his creature type out for something else, but some of the suggestions on here for using his illusion ability make me think he might be fun as is. Andril Kotun is a frost wight, due to reason's that become apparent in book 3, when they meet the original master of the Frozen Shadows and his army of undead ninja. (Muha! I'll admit, I didn't like the stuff with Katiyana at all, as she has nothing to do with overarching plot.)

I've added a big pile of stuff after the castle (nevermind the awesome unique treasure), a raid by a bunch of nolanders instigated by Wodes, some other semi-random encounter stuff, and a probable side trek to the legendary shrine of Desna, Moonwing Bough, located in the SW part of Grungir forest, which is currently having a problem with mindslaver mold.

Once they reach Kalsgard, following the attack at Skalsbridge, things return to largely as written, though I've added more ways for NP to be gained, such as assuming that there's a good chance that any shop or inn they enter has a chance of having a Frozen Shadows informant or ninja operating in it, which the party might notice eavesdropping on them.

I made Hekja, the sniper, a Fighter 7(Crossbowman), whose first appearance will likely be brutally shooting someone from a rooftop hundreds of feet away after sending a street urchin into an inn to lure them outside with some sort of claim of information or something.

Currently I'm trying to decide how I want the bit between Asvig's Farm and the Funeral Boat to go, because while I kind of like Helgvarl, I think the angel's assistance is overly contrived as is, in that he just happens to be there. I might do something with having him be cursed or something so that he's stuck seeming like a nice helmet unable to communicate, after being caught spying on the Frozen Shadows.

There's more, but I risk writing a novel here. ;p

Looking for something that allows for the cannibalization of unwanted magic items. In my current game our party has kind of an unusual composition, and we have trouble using a lot of the standard treasure we come across. We also have very limited access to markets that would let us sell them, so I'm looking for alternate ways of dealing with the issue. I have several item creation feats so far, and the GM is amenable to other options.

To quote

"The bloody skeleton and burning skeleton variants indicate that they are created by use of the animate dead spell but count as double their normal HD when doing so. The variant zombies listed below did not include any such information. It is left to the GM to determine if this rule is fair when creating the zombies below (unless someone alerts us to some official ruling by a Paizo source that is.)"

I'm going to be playing a serious necromancer type in an upcoming game, and was wondering if there was an answer to this. Anybody?

So... if your Eidolon swallows someone... and then you dismiss him. What happens to the snack?

I'm specifically looking for a sizable multi-level castle and it's surrounding area. General fantasy map resources are also helpful.

We're starting at 4th level, and one of the players is interested in possibly owning a tavern/inn as part of their background coming in to it. We're trying to figure out how much it would might have cost to acquire he property, and how much of a living she can make from it. If all else fails, I'll dig out one of my 3.5 books. I think Cityscape or the DMGII had some info on such things.

Does anyone know if there are some guidelines or rules for this sort of thing anywhere? I've checked the PFSRD, GMG, and Ultimate Equipment and haven't had any luck.

Cool, that's what I figured it should be, but the wording was a bit on the ambiguous side.

6 people marked this as FAQ candidate. Staff response: no reply required.

This feat LOOKS like it says you add the combined bonuses of everyone who has the feat together and add that total to the highest roll from the group... is that right?

Huh. The ability doesn't say anything about burrowing through solid stone, I thought you had to have additional special something like Earth Glide to pull that off?

Not being able to be attacked makes sense though. It is a pretty decent defensive tactic now that I think about it. Makes for a nasty surprise attack as well.

Can anyone explain why burrowing is more expensive and available four levels later than flight? I'd always assumed that flight was considered the best form of movement, at least in general.

I'm thinking of playing a summoner in an upcoming game, and having not really looked at them before had a few questions.

Our party doesn't have a full BAB meat shield, so I'm planning on trying to provide that capacity with my eidolon and summoned creatures, while also supplementing the witch's casting. We're starting at 4th level, and I'm playing a half-elf Wild Caller Summoner, for flavor and to max extra evolution points. I'm going for SF: Conj and Augment Summoning right off the bat, and considering one of the moon/star/sunlight summons to enhance my summoned creatures.

I'm hard pressed thinking of ways to make myself really combat offensive outside of spellcasting and summoned creatures, so I'm probably just going to wield a ranged weapon and try to get a shot in edgewise, as it were. Any suggestions on how to increase combat efficacy for the actual character? Dex and Con are his highest physical stats at 14 and 15 at the moment.

I've noticed that for whatever reason Summoner doesn't have access to what I've always considered the best offensive conjuration spells, stinking cloud and cloudkill; are there any good replacements for these? Or other good suggestions for spell selections to make up for this odd lack?

Not sure if there's a more appropriate forum to ask for such resources. I'm tweaking the second Jade Regent book and need a map of somewhere suitable for Thorborg Silverskorr's home/estate in the city of Kalsgard - and admittedly I felt lazy thought I'd see if I can find a nice colored one somewhere. ;p

Appreciate any suggestions people can point me at.

In the player's guide it mentions

"You’ll have opportunities to
take on passengers for payments several times during
the Jade Regent Adventure Path—your GM will inform
you when such opportunities arise."

Does this ever actually happen in the AP? I don't remember coming across any instances of this actually occurring in the books.

Not sure if this is the best place to ask this, but what the heck. I'm plotting and planning for my upcoming Jade Regent game, and I'm going to have Koya Mvashti bring up the existence of Moonwing Bough and how she would like to visit the shrine if possible, since the caravan will be within a few days travel (even if it is somewhat dangerous).

I've already decided that, in the event everyone goes along with the idea and they successfully make it the shrine (sans the bulk of the caravan, left at the forest's edge) Koya will receive the shrine boon in the form of (somewhat) restored youth, shaving about 20 years off and making her more capable of making the upcoming journey.

I'm less certain what to do about the other NPC's Ameiko or Shalelu, and could use some general thoughts on possible boons for PCs in a general way.

I was pondering something like the Sarenraen boons from Legacy of Fire in the form of possible inherent bonuses to attributes or something similar.

Huh, awesome, thanks James! I was hoping for that actually as I really wanted to drag them through the Grungir forest. Mwahahahahaha! Spooky trees ahead!

I'm prepping to run Jade Regent here in a bit, and was wondering if anyone had a decent idea on where exactly the road from Brinewall to Kalsgard runs. Does it follow the coast or cut east and north along the Summermelt river through the Grungir forest?

My gut says probably along the coast, but I can't find any maps with enough detail to say for sure. If nothing cannon says, I'll have to have some fun with it.

I just saw this, and the play by play is SPECTACULAR. Freaking hilarious even. Nicely done.

Just curious, working on something for a new campaign and wondered if anyone had bothered customizing how their currency and economy worked in any detail.

ShadowcatX wrote:
I don't see a problem with it, you'd be an undead vermin.

Yeah, that's what it was looking like to me. Just wanted to make sure I didn't miss anything. I guess the WtW's DR 15/- would override the Lich's 15/ B&M, other than that it all looks like it should line up fine. *cackles*

I'm trying to figure out if its possible to combine them. Nothing seems to say you CAN'T so far, but I thought I'd see what you guys think.

What the hell. I was really torn between this and the entry I submitted.

Mask of the Stalking Hunter
Aura moderate transmutation; CL 7th
Slot head; Price 30,000gp; Weight 3lbs.
Prized by any warrior who seeks to emulate the prowess of the great hunting cats, this finely wrought mask is made of wood, ivory or molded leather, and is beautifully carved and painted in the stylized appearance of a large predatory feline. The depicted predator is usually a tiger, but masks in the likenesses of lions, panthers, and other great cats are known to exist. A tie of soft leather holds it to the wearer’s head. The mask covers most of the wearer’s face except for the mouth and chin, with the upper fangs of the mask’s snarling visage framing the wearer’s own mouth.

While worn, the mask grants its wearer a +2 competence bonus bonus to perception and survival checks. The wearer also gains Low-Light vision, if they don’t have it, and the Scent ability. If the wearer already possessed Low-Light vision, the distance they can see unaided in dim light doubles. Additionally, whenever the wearer uses a charge or partial charge action to attack a flatfooted opponent, they gain the benefit of the Pounce ability.
Requirements craft wondrous item, beast shape II; Cost 15,000gp

I'm just curious with all of the talk of body slots flying around, but is there any sort of preference towards permanent items vs. consumables?

I'm just going to throw this out there, as its something I noticed helping one of my players prep for an upcoming game.

Alchemical crossbow bolts + focused shot. Now as written that particular ammunition is unreasonably expensive (twice the price of an alchemist's fire for an extra 1d4 damage?) so I'm ruling that the 40/50gp cost is for ten bolts rather than just one. That cuts it down to 5gp per bolt for the fire one, which I think isn't unreasonable. But coupling this ammunition with focused shot lets an alchemist do crossbow damage + Intelligence bonus + 1d4 energy + Intelligence bonus. In her case Its 1d8+5+1d4+5. I stacks fine as far as I can tell, because focused shot adds damage to the crossbow shot itself, while the alchemist gets INT bonus to the energy damage on top of it. She can only do that once a round, and its not a touch attack, but with precise shot its not an unreasonable combo.

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