Cayden Cailean

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Organized Play Member. 85 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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QuidEst wrote:
Helps to read the fluff section! It starts with, "Some vigilantes, no matter their age (…)", so you're good to go.

so would it still have the ability score and skill rank restrictions?


Dragonchess Player wrote:

"Magical child" is just a name for the archetype. There is no RAW restriction on the character's age.

The archetype is inspired by the Japanese magical girl subgenre of anime and manga.

Yeah that I know the inspiration for it, I am trying make a magical girl type character for an upcoming campaign i'll be in.

The information I stated before came from page 194 of Ultimate Campaign


So I was planning to play a magical child Vigilante but i noticed that young players are restricted in their class choices (adept, aristocrat, commoner, expert, or warrior) and only gets limited skill ranks.

Is this the same with the vigilante archetype or would you be able to play a child with the magical child and gain the right skill ranks

Also do the young character ability score adjustments come in to play?


So I have a monk that is a large creature. I pulled a card from a deck of many things and got a 4th level fighter to come with me.

Now my plan is to carry them (she is a halfling)in a quick release holster type thing on my hip so that they can travel with me.

How would this work with abundant step? Seeing as they are literally attached to me via this holster, would they come with me?

It would be cool to get an answer from a developer or member of the creative team.


77 *caught in the middle of a burglary* "I'm with the city guard, I have a search warrant back in in my saddlebags. I'll be right back and don't touch anything"


Oh that works much better for it, I will update the stats later today


64. Hww did we get in? You invited us (Waves hand in the air). (My bard actually did this when we snuck in to a magistrate's mansion, gotta love a nat 20)


I have decided to see if I could figure out a good way to have the luggage from Discworld as a companion creature or mount. Here are the basic stats

Size: Large

Hit Dice: Looking for advice

Speed: 30 feet

Attacks:Bite: 1d8+1

Reach: 5ft

Special Attack: Injest: Can swallow a medium or smaller creature with a successful grapple

Special Qualities: Blind, Scent, Blindsense

Saves: Looking for advice (Heavy horse has fort +5, Ref +4, Will +2)

Skills: Perception, Disguise

Feats: Indurance, Weapon Focus (Grapple)

Extra Special Qualities: The inside of the luggage is made in a way similar to a bag of holding or handy haversack where you can reach in to a pocket to grab what you need. The luggage can be opened to whichever compartment you or the luggage want to be opened to.

The luggage also has a lot of tiny legs that move quickly. These legs can be hidden on command.

I'm looking for suggestions or critiques on the idea


I was more basing my measurements off of the fact that they simply referred to by their metal names and not a denomination of currency. This is why I assumed for my calculations that they were pure metal.

Also, if someone has a more "period appropriate" source for comparative values of the metals, I'd be interested in fixing my math.


Russell Watson 240 wrote:
I thought it was 1000 copper = 100 silver = 10 gold = 1 platinum

It is, I am using that and modern values to figure out what the coin weight should be based on these relative values to each other.


I am referring more to medieval coinage where it represented the value of the metal more than the strength of whomever was minting it as coins were often made by whatever lord happened to own the land and therefore it was hard to set a base value for a coin


Orfamay Quest wrote:
aaronpark wrote:
Orfamay Quest wrote:
You're assuming that the coins all pure. The gold coin in particular is probably mostly brass.
In modern coinage where the coin is backed by a government and its value comes from that, then you'd be right. However, gold was used as a currency largely because it has a well defined weight that makes it hard to counterfeit. Also, in the middle ages type environment, gold coins would be worth their metal value more than anything. Merchants trading with other lands would have to use scales to ensure the proper gold weight to match up with the prices in their own currency.
Oh, good lord, no. Watered down coinage is as old as coinage itself.

Are you referring to counterfeited currency, then yes you are right.


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Orfamay Quest wrote:
You're assuming that the coins all pure. The gold coin in particular is probably mostly brass.

In modern coinage where the coin is backed by a government and its value comes from that, then you'd be right. However, gold was used as a currency largely because it has a well defined weight that makes it hard to counterfeit. Also, in the middle ages type environment, gold coins would be worth their metal value more than anything. Merchants trading with other lands would have to use scales to ensure the proper gold weight to match up with the prices in their own currency.


Michael Eshleman wrote:
aaronpark wrote:
roll4initiative wrote:
That's really cool! I still go by the old AD&D 1st ed. rules, though. 10 coins equal a pound. Is there a PF rule for actual coin weight?
Yes, the rules state that a gold coin weighs about a third of an ounce or 50 to the pound

Standard coins are 50 per pound regardless of material.

PRD Equipment section wrote:
The standard coin weighs about a third of an ounce (50 to the pound).

Yeah, my point is to look at how the value and size of these coins would actually work. 10 1/3 Oz copper coins are not nearly the same value of a silver and the same from silver to gold


I would also include some mimics disguised as coffins and maybe some gargoyles.

You also can't go wrong with a good foggy area with some vampyric mist hidden within


so I decided to figure out the size and value of various coins in the Pathfinder world. I used the base copper, silver, gold and platinum coins where 10 copper = 10 silver = 100 gold = 1000 platinum. I used modern day values (I couldn't find a source for medieval or renaissance values of these metals) and the densities of the metals to find how big each coin is. I did this twice with once being a standard 1 oz gold coin and the other with 50 gold per pound.

If anyone has any idea how to put a chart in to here, let me know as I have no idea

Copper Silver Gold Platinum
$/Oz 0.1875 20.87 1315.1 1,428
Relative value 1/100 1/10 1 10
Dollars/coin 13.151 131.51 1315.1 13151
Oz/Coin 70.13866667 6.301389554 1 9.209383754

I made a picture to see easier

So by this scale the most efficient coin is indeed the platinum coin as it has 10 times the value of a gold coin but only 9 times the weight and copper coins would have to be over 4 pounds each.

Copper Silver Gold Platinum
$/Oz 0.1875 20.87 1315.1 1,428
Relative value 0.0032 0.032 0.32 3.2
Dollars/coin 4.20832 42.0832 420.832 4208.32
Oz/Coin 22.44437333 2.016444657 0.32 2.947002801

Same relative scale but the copper coin would still be able to substitute a bludgeoning weapon.

If anyone knows a relative value scale from the middle ages or renaissance, I will try to update this


roll4initiative wrote:
That's really cool! I still go by the old AD&D 1st ed. rules, though. 10 coins equal a pound. Is there a PF rule for actual coin weight?

Yes, the rules state that a gold coin weighs about a third of an ounce or 50 to the pound


so I decided to figure out the size and value of various coins in the Pathfinder world. I used the base copper, silver, gold and platinum coins where 10 copper = 10 silver = 100 gold = 1000 platinum. I used modern day values (I couldn't find a source for medieval or renaissance values of these metals) and the densities of the metals to find how big each coin is. I did this twice with once being a standard 1 oz gold coin and the other with 50 gold per pound.

If anyone has any idea how to put a chart in to here, let me know as I have no idea

Copper Silver Gold Platinum
$/Oz 0.1875 20.87 1315.1 1,428
Relative value 1/100 1/10 1 10
Dollars/coin 13.151 131.51 1315.1 13151
Oz/Coin 70.13866667 6.301389554 1 9.209383754

I made a picture to see easier

So by this scale the most efficient coin is indeed the platinum coin as it has 10 times the value of a gold coin but only 9 times the weight and copper coins would have to be over 4 pounds each.

Copper Silver Gold Platinum
$/Oz 0.1875 20.87 1315.1 1,428
Relative value 0.0032 0.032 0.32 3.2
Dollars/coin 4.20832 42.0832 420.832 4208.32
Oz/Coin 22.44437333 2.016444657 0.32 2.947002801

Same relative scale but the copper coin would still be able to substitute a bludgeoning weapon.

If anyone knows a relative value scale from the middle ages or renaissance, I will try to update this


Some of those are pretty helpful. I may adapt some of those ideas


I was originally thinking of this as basically a charisma based alchemist. It has changed a lot since then. Now it has elements from bards, alchemists,gunslingers and ninjas with how I am putting it together. I will looks at a few of those ideas though.


I am building a homebrew class that I am calling the snake oil salesman. The basic premise of the idea is that of a wandering swindler that gains enough ability with their lies that they gain supernatural abilities. This would allow elixers to work and things like that.

A way I was thinking of doing this would be through a pool of points called "Liar Points" or something similar. They would get half their class level plus their charisma modifier. I am having trouble coming up with what kind of abilities and costs to give for these points.

One idea was an ability to add points to a check to feint in combat or one that lets you produce a "failed concoction" that gives a random negative effect to an enemy it is thrown at.

I am really looking for cool ideas for these so if anyone can think of any, please let me know.


Ok, thank you Lifat. That helped immensely


Also, if armor gets a specific enhancement, does it also gain the AC bonus from adding an enhancement? I think the answer is no but I want to be sure


I have a set of Catskin leather armor and I was wondering what kind of costs it would be to add enchantments to armor or weapons that are specific magic weapons


Rogue Eidolon wrote:


Wait, it's not made of rice? That's what got me interested in this thread in the first place! Rice minotaurs are an awesome idea. Or maybe some kind of rice paper minotaur constructs...hmmm....

I may have to make a rice based monster for future encounters


Yeah, that is true. I am probably going to do it that way. I will just keep a lot of the special thins about minotaurs the same and work from the stats of another creature.


Thanks, I didn't know about that table.

Why would I make them be made of rice?


I am trying to create a creature for a campaign I am working on. They are essentially a sentient race of tiny sized minotaurs or mini-taurs. I am trying to figure out some stats for this.

I am currently thinking about using the effects of "Reduce Person" to convert them to a smaller size. I am confused on how to stat the powerful charge though. Any suggestions would be helpful


Starting at level 5 but doing a fast leveling system. They are also being slightly financed by a moderately powerful organization so giving them an item or two would make sense


I've never heard of that system. Is there a place I can read more about it


Good idea Nate, we have a bard and a necromancer so i'm sure they could use it. Thanks for the advice.

I was thinking of maybe an item that has charges per day of curing wounds. Like it could use cure mod so many time or cure light a few more and each uses the daily charges


I am about to run a campaign and it appears no one actually want to be a cleric or healer. In order to make up for this I was planning on just including some more health potions in loot but I worry that might not be quite enough.

Are there any items I could give the party for healing and such other than just potions?

Should I have healer npc that avoids combat tag along with the party to help them?

Any other ideas?


Would that be considered a cursed item? I thought cursed items could only be made unintentionally


Orfamay, thanks. Yeah, they are being given rings of communication by a person they think is an ally who later turns on them. It is a pretty standard trope but I'm changing it up because the NPC giving them this was one a good PC in a previous game


Claxon, the item is being given to them by someone early on, in the game I am DMing. This person later betrays them as part of the plot.

I guess, since the items are being made by a high level lich, it can be allowed that the hidden abilities could be customized


I know that you can use magic aura to hide the effects of a magic item and I will be giving my party rings that have effects they don't know about. Is it possible to have an effect on a ring where someone else can activate a hold person or dominate mind on whoever is wearing it because that is what I really want to do with it


I'm thinking of having one of them be a 12th level bard with 3 lower level minions with him. He could bring those 3 with him through a cast dimension door. I might have an illusion set up on the train to make it look like super fast horses are attacking while the true bandits get on board magically on a different part of the train


Ok, I think I got it. So for this encounter where I have 6, 10th level PCs, it would be about a CR+1 fight to go against 1 12th level bard and 3 6th level minions.

Math:
Cr+1 for each 10th level character = 3200
3200 * 6 party members = 19200
CR for 1 12th level bard is 12-1 =11
XP for a cr 11 is 12800
19200-12800 = 6400
6400/2400 (for each 6th level minion) = 2.667 minions
round up to 3.

Final fight
1 12th level "Boss"
3 6th level "Minions"

vs

6 10th level "Heroes"


Ok, thanks. This is my first campaign that I'm running and the rules are very confusing about this. I think as they are written, it would be 6 against 1 for an "average" encounter. thank you for the linking me to that guide Ipslore. That looks like it will help tremendously.


The PCs will be riding the train and bandits will be the ones getting on. I'm thinking I might give the spellcaster a couple scrolls of dimension door to get them off the train


I am really confused by the rules for NPCs in a combat.

Here is where I am confused.

I am going to have a party of 6, 10th level PCs. This would put their APL at 10+1=11.

Now for an NPC with a regular class, the CR is level-1.
I want them to fight a high level bard and a few Rogues. Does this mean that if I have a 12th level bard, I shouldn't have any other people to fight. I feel like 6 10th level people should be able to take him on pretty easily or am I wrong?


I think I might have them do a daring zip-line on to the train from a high location. I just really like the idea of riding to a speeding train and jumping on


I am planning on putting my party on a train in my upcoming campaign and was planning on having an old west style train robbery and I was wondering how I can accomplish this. A horse in pathfinder (using double movement) can only travel at about 18 mph and that isn't fast enough to catch up to a train.

What other mounts or methods of travel would allow for them to catch up to a moving train?
Are there items that would allow them to easily jump on to the train or fight on the roof of it?
Any other cool ideas for how to have this fight?

This is the first campaign I'm running and I want this first encounter to go well. Thanks in advance for any advice


Awesome, thanks. What about the communication part? Is there a way to make it so that someone can eavesdrop on the rings from long distances or other planes?


I had an idea for a magic item for a campaign that I'm going to be running. Here is the idea.

I want someone to give all the character "Rings of Communication" so that they can chat with each other and stategize from a distance. I want it to have a hidden element to it that let the one who gave it to them, track their movements and have effects on them (like Hold Person or the like). Is there a way that these other effects can be hidden from identify or detect magic and the like so that the character will not likely find out about these effects?


Lincoln Hills wrote:

In general, you don't stat a god, whether it was born divine or ascended. Although 3.5's Deities and Demigods had extensive rules for statting gods, 2nd Edition had the equally valid notion that a god was, by definition, something that a mortal presented absolutely no threat to: AC and hit points were no longer applicable. If you choose to take the 3.5 approach and stat your gods, remember that to a certain kind of player, announcing that a god is "invincible" is taken as a personal challenge.

I advise determining what gods of a certain rank can't do. Remember that most gods have a home realm where their power is greater, and the extent of their power drops according to distance from it - and that most gods also have a particular focus or portfolio (sea gods, etc.) within which their power is greater. Also recall that gods traditionally have varying power levels, and that if the god you're creating is a "mere demigod" he's not likely to have the power to end universes or stop time, but still likely to have powers super-powerful mortals don't, such as the ability to create pocket dimensions or split off 'avatars' of himself so he can exist in multiple places at once.

I'm aware that the rules of the pathfinder universe don't work perfectly for this idea. The idea is that they will end up fighting with or against certain gods or god level beings. The part you mention about a home realm is also something i'd thought of with the villains's creating a rift-type thing in the home realm of the gods and lowering their power levels


Thanks Arkwright, I'll look in to that


I was thinking making them level 40, that would probably be strong enough for them to be practically invincible.

And VRHM, the Test of the Starstone has been established as being able to create gods, I don't see why they can be NPCs as well.

Odraude: That sounds cool, I will be checking that out when it is out


In a campaign I am currently planning, one of my old characters is going to have taken the test of the starstone and became a god. I am wondering how many levels and such/how do you stat a god character. This is important as the characters are likely to have to fight alongside and against several gods and I am trying to figure out how to stat them for this purpose.

I am likely going to be trying to create character sheets for several of the established gods as well so any advice on this would be helpful


Wow, thanks for the clarification Coven. Though I'm not sure why it would need the 3000, i didn't want any kind of special magic missile protection. Were my other calculations accurate though as the math and rules seemed right to me.

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