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An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Can a Unseen Servant go through a narrow passage? For example could it go under a door and lift the doorbar out? Pick up the tiny man on the deck of a ship in a bottle?

Non-PFS player reading the Field Guide

In the event that you are captured and forced into slavery, the faction mounts a rescue operation, freeing you from servitude without any material or physical effect. Any cost or penalty normally associated with being enslaved (including magical effects such as dominate person) is negated at no additional cost to you.

Is there any published 1E scenario (Don't need names, just a confirmation and ideally a number of scenarios you know of that have it) where being made a slave is mentioned as a possible result of failure? It seems like a very unlikely thing to be mentioned, especially if excluding being forced into slavery as a possible result of getting arrested in a slave holding nation.

Can the bonus granted action be used to reload a crossbow? The part about swift actions is clearly a reminder, so is the part that an "ally may then use this move action immediately to move up to his base speed" also? The other movement granting maneuvers lack this mention.

Other than Dampen Presence feat is there any way to make stealth checks against creatures with blindsight or tremorsense?

Beginning at 3rd level, the pathwalker may expend his psionic focus as part of a charge attack and he may make a full attack at the end of this charge. At 8th level and every five levels after, attacks made during this charge attack inflict an additional 2 points of damage.

Can this ability be used when using a maneuver that calls for a charge attack, such as Bronze Lancet Charge, or when using a maneuver with the Martial Strike feat?

Benefit: When you charge a creature, you can make a single melee attack against another creature that is adjacent to you at any point during your movement.

Is this an extra attack or just the ability to make an attack before the end of your charge?

Dead God's Hand Description wrote:
Based on Pathfinder Publisher Erik Mona's multi-year, multi-group office Pathfinder campaign, The Dead God's Hand takes new players and Game Masters on a deadly adventure filled with dungeon exploration, ancient mysteries, and phantasmagoric tests that see them reliving events from the life of Aroden, the dead god of humanity whose murder triggered the beginning of the current age!

(On a side note with Dead God's Hand and the descriptions of the second 2E AP, it looks like we'll learn more about Aroden. Neat.)

Who do you think did it? Why then?

Aroden had a lot of deities who would benefit from his death and many enemies of deity power. Asmodeus gained the most from his death. The Aboleth still have a grudge against Azlant as far as I know. Do they have a deity?

For why then, I think it's just that a god could be literally anywhere, but this time they knew where Aroden would be.

If not, is there a RAW way to do it (short of the crude and cruel flaying skin then healing it)?

Gods and Magic wrote:
Followers are forbidden from using imbue with spell ability (or similar spells that grant spellcasting abilities) on targets who cannot normally cast spells or use spell-like abilities; it is considered an unworthy sharing of blessed magic
Inner Sea Gods wrote:
Priests of Nethys use imbue with spell ability to teach apprentices how powerful magic feels; sorcerers and wizards who worship Nethys may learn it as a 4th-level spell, and bards may do so as a 3rd-level spell. Nethys’s followers are, however, forbidden to use spells that grant spellcasting to share magic with those normally unable to cast spells or use spell-like abilities.

How do Oracles, who are given their abilities, work with this? Does Nethys consider himself above this rule? Does he not have them (like Apsu)?

The Divine Source mythic ability makes you like a deity, which is neat on its own, but also gives one domain spell of each level (up to your tier or tier+1 with Seat of Power) as an SLA. What's good domain picks to abuse the SLA part? The typical way to abuse SLAs with your choice of spell is to pick something with expensive components and/or a long casting time, which isn't common in domains..

Magic with Rites subdomain is a standout. Free Permanency (and Magic Mouth) every day is really good, while the Divine domain gives Bless Water, Resurrection and Miracle. War with Tactics gives free Greater Planar Ally, but comes really late (what are your Planar Allies anyways?). Souls for Repose gives Animate Dead. Luck with Fate gives free, standard action Augury, which is easily abused, and is another source of Miracle. Healing with Resurrection gives some free rezs, but is otherwise useless. Glory with Honor has more standard geas and free gate. Artifice gives Fabricate (which is broken without components, though in which way isn't clear) and Limited Wish with construct. Death gives a bunch of free undead making.

Outside of the standard abuses: Liberation/Strength's Self-Realization gives Paragon Surge without race restrictions, which is pretty good, especially on a spontaneous caster. Nobility with Leadership gives Brilliant Inspiration, which is normally unusable only by 16th+ level bard, and is another source of standard action Geas.

Any I missed?

Devilbane gazes can be selected beginning at 3rd level as options for the mesmerist’s bold stare improvements. They tend to be more limited in their scope than standard bold stare improvements, but cut to the core of an outsider’s being. When a devilbane gaze is used against a creature with the outsider type, double the hypnotic stare penalty applied by the devilbane gaze improvement (but not the Will save penalty the original hypnotic stare imposes).
Devilbane Impediment: The target of your hypnotic stare must succeed at a concentration check (DC = 15 + the level of the spell) to activate any of its spell-like abilities (but not standard spellcasting). If the target fails the check, the spell-like ability doesn’t function but is still expended.

What's doubling the penalty here? I'd use doubling the DC since that's the only way this is even a threat to outsiders (who tend to have pretty high charisma scores) with relevant SLAs that auto-pass the default check, but it's not very clear.

How exactly does this work? Nothing about the grappling rules makes sense for doing it telekineticly.

I recall seeing rules for enchanting spellbooks for protection, including waterproofing them, but don't remember where it was. May have been from 3E though.

Anyone know where it was from? Any other advice for protecting spellbooks? It's generally a bad move to target spellbooks (just like sundering anything but component pouches/holy symbols), but I was looking for environmental stuff.

Is Numeria supposed to be cold? It's as far north as Alaska, I vaguely recall (but don't know from where) mentions of smoke and dust blocking the sun, and he environment section for many stat-blocks in Land of Fallen Stars lists things like cold plains or cold desert, but I don't recall any art that showed it as cold. Everyone seems to be dressed for temperate weather at best (most barbarians less so), and never saw a hint of snow.

If a monster is given class levels, do they get gear only on the actual levels or should it be adjusted for their total CR? I know this is just a guideline, but is there a proper answer?

Sapphire Ooze can be worn as a mithral breastplate that grants a +4 against fear saves. Cassisian Angel can be worn as a helmet that grants a lesser protective aura. Spirit Oni can be worn as a mask that grants a +2 insight to perception. Tattoo Guardian can be worn to use it shield other effect.

Are there any other creatures that can be worn as items with special effects (not just mundane items like Raktavarna)?

A pouch with 10 bullets weighs 5 pounds. A belt pouch is half a pound, so each PF bullet weighs over 7 ounces. A quick check of the internet shows Roman bullets were 1.7-2 ounces. I know D&D and PF have some crazy weapon weights (Made a bit better if one assumes they come with a solid wood sheath), but I think this the furthest off in percentage of correct weight.

In the Kingmaker game there's an NPC lawyer who was cursed (infertility) by Pharasma for defending a necromancer in court. While the source of this is very dubious (priest of a chaotic evil deity) there's no option to say it's out of character for her. Is this something she'd actually do? It seems a little petty given the books establish her feelings against necromancy don't effect her when judging souls of actual necromancers.

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Most classes (read: Not Monk, those literally poor fools) have 70-175 GP to spend on starting gear. What do you typically take beyond basic armor (studded leather or scale mail, 25/50 GP), and your main weapon (0-15 GP)? You've got at least 70 GP leftover, so what do you get?

The obvious answers for most campaigns (ones that start urban can skip the bedroll, tent and blanket) are backpack, bedroll, blanket, torches, (half a medium) tent, waterskin and rations. Assuming 5 torches and 5 days of rations that's 19 GP+a few coppers for the torches. I like to add a .5 GP poncho and .4 GP waterproof bag add some weather resistance. Past that I like an extra pair of clothes (~1 GP) and a grooming kit (1 GP, maybe some coppers for more soap) so you don't look like the hobo part of murder hobo. Someone will need the Spark cantrip or flint+steel (.25 GP split).

For any character that isn't a low BAB pure caster, an alchemical silver light mace and dagger at 27 GP. A sling and small pouch of ammo is only .1 GP and adds a ranged option and combined with the Light cantrip it's an effective signal at night. I really like having a bunch of lantern oil (.1 GP each) at low levels. Not necessarily to feed a lantern, but because it's the only effective way to kill swarms. Prerig it for throwing if the GM lets you.

Splitting an 8 GP donkey and 5 GP pack saddle with the party lets you carry 225 pounds of stuff back to sell. Replacing the pack with a cart costs 10 extra GP (5.75 four ways) but can increase capacity to 1125 pounds. That can quickly return its investment if you're facing humanoids, who typically wear armor with very poor gp/weight ratio at low levels that you wouldn't otherwise take. It's slower but still quick against many other foes.

All that is ~53.4 GP. There's still ~20 GP left for goods. A bunch of different colored chalk and sacks of flour have near neglibible cost but help with dungeoneering and invisible foes (plus you can eat the flour if desperate), but past that I'm not sure what to add. Maybe a 12 GP hooded waterproof lantern.

I'm leaning toward yes since Andoran broke away and explicitly abolished it, but is there anything more definitive?

When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

So what happens if the top of the pit is covered somehow (With Wall of Stone being the first method that comes to mind)?

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Is there a list of all the ways to live forever without the GM handing it to you (i.e., artifacts, mythic)? Undead don't count. Ones I know of

Immortality: Take Wizard all the way to 20 and pick this as your final bonus feat. Easy.
Eternal Youth: Alchemist Grand Discovery that's largely the same. Can be obtained ECL 15 via Natural Alchemist.
Forced Reincarnation: Resets you to Young Adult, but randomizes your body and carries negative levels. Wish or Miracle could restore your body, but neither is on the Witch list. You could use the Arch-Familiar as your capstone to get a familiar with once per day Wish/Miracle SLA (no components needed). Can be taken at level 18.
Contingency+(Cyclic) Reincarnation: Largely the same as the above, but requires finding some way to get them both on the same list (none come to mind).
Many Lives: From Reincarnated Druid. Earliest by far at level 5.
Immortal Legend: The 20th level bloodline ability for the Imperious Bloodline. Can be obtained as early as level 16 with Robes of Arcane Heritage.

Celebrity Perks (Ex) (Ultimate Intrigue pg. 11): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular nonmagical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.

Can this talent be used to obtain services? Can the "gifts" include animals?

For that matter, is a slave a valid "gift" (Your evil vigilante is so famous people will willingly enslave themselves to you just to serve under you!)? They're under "Black Market Items" in Adventurer's Armory.

Ideally well designed and not just stupidly OP.
Burst of Radiance has its ups and downs from the (PF nerfed version) of Glitterdust but freeing it from the coin flip doomed/nothing result in particular makes it pretty nice. It's also on the Cleric list and has good flavor to be there.

Blistering Invective gives a two-fold boost of letting you mass-intimidate (while using the actual demoralize action, which lets it stack with some abilities) as a standard action and boosts that debuff by setting them on fire.

Bladed Dash is a spell so well made it should have been reprinted in the APG just to put it on the Bloodrager list.

Despite half-dragon being as iconic a template as half-fiend or half-celestial, they never got a planetouched equivlent, either in D&D or PF. The only reason I know what to call them is one buried in d20 Modern's Urban Arcana called "Dragonblooded Human" (they're OGL). It seems like a easy design space, yet has gone untouched. Anybody know why?

(I'm aware of the Dragon Magic races and Spellscale. They're truebreeding races. Planetouched aren't.)

Problem with low level adventures is most of the cheap stuff is things the PCs may have bought at character creation, expendables very exact items a character sorely needs (masterwork weapon) or junk that's going to be sold at the first opportunity. Any suggestions here?

Two ideas I had
A cane with an alchemical silver head. The head is stylized as an serpentine dragon. It would fetch 35/150 GP as an art object.

An appraise or perception check, with a bonus for any character proficient with warhammers and further bonus for any feat specializing in them (Weapon Focus ect.), reveals it is in fact an alchemical silver warhammer. A masterwork one if using this at higher levels. Its actual value is 102 GP (sell for 51) or 402 (sell for 201) but PCs may want to keep it because it's a useful backup weapon.

A sturdy wooden box wrapped in cloth. It contains a length of bronze jewelery chain that has hit with continual light.

How does Glamered armor work with hiding objects on your person?

Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when it is disguised.

Alice has a +1 Glamered full plate and hides a dagger under the chainmail "skirt" protecting the waist. She activates the Glamered and makes the full plate appear to be a bikini (to make this example as absurd as possible). What happens to the dagger? Is it still concealed? What if it's a Glamered Haramaki and used to make the armor appear like a pickpocket's outfit? Does it get the bonus to conceal an item?

If Charisma gave you the ability to reroll a save after the roll but before success/failure is revealed once per day per point of charisma bonus (possibly starting at 1 so there is a difference between 8 and 10 charisma), would Charisma be worth taking for non-Charisma based classes? Would this make Sorcerers, Oracles and (especially, since they already have charisma to saves on top of two good ones) Paladins too hard to take down?

Would making it only apply to things with PC class levels be sufficient to contain its use by enemies? There's already things that consider racial HD+NPC levels and PC levels seperate like maximized first HD. Should it just be PCs only like traits and diplomacy immunity?

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Wall of Wood. Casters can call barriers of all things into being, but not wood? Only a 15th+ level wood elementalist casting Wall of Iron (which takes 2 spell slots if they're the only elementalist in the world not to take opposition school research) and then Transmute Metal to Wood can make one.

Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has.

Is this just a stealth cost-reduction for a handful of shoulder slot flying items? The only armor properties that give flight (as opposed to specific magic items) are Radiant Flight and Dread Wing, which weren't printed for years after UE and only work on heavy armor. Are there any other printed items this gives a discount for?

They aren't mentioned once as far as I know. I was honestly expecting them in the player's guide, at a minimum as a one line under races.

Are they supporting a candidate in favor of better policies with them? Using this to break away (One PFS module has a Taldor faction mission implying they're seen as disloyal for their leader not being an imperial appointment or nobility)?

On page 20 of the core rulebook there's an illustration of the core races scantily clad. Aside from the Half-Orc and maybe Elf none of their garments seem to have a clear method of staying on.

Does the elastic waistband (or an alchemical equivalent) exist in Golarion? It's a pretty modern invention in our world, being newer than firearms using self contained metal cartridges. There's no tech requisites I'm aware of that would make earlier invention implausible though.

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Alchemist, Magus, Inquisitor, Summoner, Bloodrager, Witch, Shaman, and all the psychic caster classes have unique casting lists and (obviously) didn't get spells here. Has anyone made a list of what they should get yet?

I noticed these two, an alternate racial trait and a magic item variant, which are absent from both the Archives of Nethys and d20pfsrd.

Iron Gods 1 wrote:
Child Androids: On the planet of their origin, some androids were created with child-sized bodies but fully realized intellects. These child androids had caretaker “parents” who were unable to conceive, and their true nature was often kept from them. These androids are Small-sized and use the rules for young characters on page 194 of Pathfinder RPG Ultimate Campaign. Child-bodied androids never grow up, and their ability score adjustments remain the same throughout their lives.
War for the Crown 2 wrote:
a sustaining spoon. The spoon’s enchantments are unique, producing not flavorless mush but a rotating assortment of rich soups; this unique adaptation increases its value by 1,000 gp

Any other things you know of that SRDs missed because they weren't in normal stat blocks?

Other than Techslinger 11+signature deed, is there any way to get infinite ammo on a technological weapon? Any way to count as Gunslinger 11 for Signature Deed or otherwise reduce the grit cost of Covet Charge with only a 1 level dip?

All I can think of is Abundant Ammunition with batteries, which is of dubious legality.

Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.


Pale Green Prism Stone (Cracked, Flawed): 4000 for an effective +2 to saving throws? Normal and Flawed are more expensive at 30,000/28,000 but give this to everything.
Mask of the Rabbit Prince: Effective +3 initiative (and saving throws against feat) for 12,000. Not sure if it stacks with ability check boosts though.
Circlet or Persuasion: Effective +4 on charisma checks. At a minimum that is skills and concentration checks. Can do some truly absurd things if you get this bloodline via Eldritch Heritage on an Oracle.
Hobgoblin Battle Standard of Ferocity: Entire party gets +2 bonus on attack, damage and mind-effecting saves. A good use for your ability to share your boost and make it a +3.

Moment of Greatness/Heroism: You get these for free.
Untold Wonder: Boost morale bonuses even further and reverse Emotion based penalties into morale bonuses. Unprepared Combatant looks like a nice combo with it.

Any other recommendations?

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Most changes to OGL monsters in Pathfinder are system wide things like racial hit die changes, how primary/secondary natural attacks work and dropping uneeded LA on humanoids that advance by class level. What are the exceptions?

I know of two: Cockatrice and Ogre Mage. Ogre Mage got a complete rebuild since even WotC knew the 3.5 version was really bad for its CR. Cockatrice's petrification is now less save or die.

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape

What color is it? Torch light can vary quite a bit in color depending on the materials.

All the D&D video games I know of that included the spell made it plain white, even Dungeons and Dragons Tactics, where it looks the same as a torch since there's only one light effect in the game. NWN/NWN2 had magic items with any possible color light generation, though most were white.

There's no standard among light spells. Sunlight has even less to go on, since it doesn't reference torches or earlier light spells, though I'm sure there's nobody that would object to it having the color of sunlight. Silverlight says as daylight but silver. Wall of Light explicitly says "white light". Judgment Light allows any color of the rainbow. "The faerie fire can be blue, green, or violet, according to your choice at the time of casting".

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Backpack, armor, main weapon, light sources, firestarters, waterskin, rope and rations are obvious.

Chalk (1/2 CP) - Can mark stuff, write notes and create a trail in a maze
Alchemical Silver Light Mace (25 GP) and cold iron weapon: Since DR sucks at low levels. Choosing a light mace reduces the cost, gives you a bludgeoning weapon and doesn't take a damage penalty (All the martial light blundgeoning weapons suck for some reason)
Dagger (2GP) - Useful tool and light slashing weapons defeat a lot of entangling effects and swallow hole.
Sling - Free, no weight and free ammo. Even if you're not proficient you can cast light on a rock and throw it 500 feet and always hit within +/- 7.5 feet of where you were aiming. which makes an effective signal
Spare clothes (varies) - Be less of a hobo.
Scrivener's Kit, journal, ink (20 GP) - Keep notes
Mule+Pack Saddle (13 GP) - Literal pack mule. Can carry 300 pounds of loot without slowing the group down. Party can split the cost. Add a cart (15 GP) and it can pull 1500 pounds.

I'm well aware these rules are full of holes (An intelligence boost is worth the same as an extra skill point, even though it is strictly better), but figured I'd double check.

Dragon costs 10 points and has Darkvision (2 RP), Low-Light Vision (1 RP), Immunity to sleep (<2 RP) and paralysis (unclear, though certainly not high given Duergar immunities get that, poison and +2 against spells for 4 and the save against spells itself is 3), plus the double-edge immunity to "___ Person" spells (1 RP going by Fey which has only this and the 1 point Low-Light Vision for 2 points). There's no secret hidden advantage to the Dragon type I missed?

I've only heard of those. I'm curious if there are any others for 3.5 or PF.

Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.
Chaotic: Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor.

Will Tumultuous Fireball kill a Marut? Something like Chaos Hammer obviously should, the damage is explicitly from chaos, but I've got no idea on Tumultuous Spell stuff. It obviously should but I can't tell if it's RAW.

With PF1 coming to a close, I wanted to see what the forums thought were the "Best Of" softcover rules content. A lot of the stuff that gets mentioned out of these is just for being plain old broken (Sacred geometry) or useful for only fairly narrow builds and there's a lot of junk to sift through. Mention any tweaks you'd give it. Non-unique items from AP/modules worth a mention too.

Adaptive Shifter/Fencing Grace: Stealth fixes for hardcover stuff. Nothing more needs to be said

(Greater) Bladed Dash (Inner Sea Magic): A simple spell that does something most gishes want to do AND it plays nicely with class features? This is great. Should be added to the Bloodrager list now that that class exists though.

Eldritch Scoundrel Rogue Archetype (Magic Tactics Toolbox): A major change to the base class that's still reconizable and fills a distinct roll. Accomplished Sneak Attacker to go Rogue 1/Wizard 3/Arcane Trickster is more powerful, but the simplicity and doing it from level 1 is nice. Should let them cast in light armor (but make them get proficiency/0 ACP armor) or at least make that a talent.

Ancestor Eidolon Subtype (Blood of the Beast): A flavor rich option that's actually backed up by fun mechanics. I'd make the effect HD advance to 3 at Summoner 8 (giving a Rogue Talent and better caster level for Sorcerer) and 8 at 16 for a smoother curve. Also alter the wording a bit so Half Elf/Half Orcs can have Humans/Elf/Orc ancestors. Maybe drop alignment restrictions (Blood of the Beast's crunch was pretty solid in general)

Bladed Dash (Inner Sea Magic): Does something most gish want to do with efficiently and it plays nice with the Magus's class features as a bonus. Add it to the Bloodrager list.

Advanced Armor/Weapon Training (Armor/Weapon Master's Handbook): Class features? On the Fighter? Yes!

False Face spell (Heroes of the High Court): Solves a lot of deficiencies for polymorph disguises at low levels.

Cornugon Smash feat (Empire of Devils): Makes Intimidate on melee types actually worthwhile. Hurt by PF's uneeded nerf to demoralize, but whatever.

Dhampir alternative heritage (Blood of the Night) Kitsune alternate racial traits (Blood of the Beast): Breath some new life into non-core races.

If a good aligned Oracle's player picks oh... Screaming Flames (unlike Clerics, Oracles don't have alignment restrictions on spells) is it something their deity has cursed them with or something they have chosen to learn by tapping into their ability?

I'm looking for a guild of mages that isn't tied to any religion (as the church of various magic gods like Nethys are), and openly exists (not just secret cells of undercover/infiltrators) in a decent number of countries (unlike Order of Cyphers or the like which is focused on a country or region). I looked for mages guilds on the wiki, but I couldn't find. Any ideas?

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Since there's official rules for running pre-adult characters and one as an iconic I'm curious which APs are best suited story wise and thematically to including one in the party. No plans to actually run one, but I thought it would be an interesting thing to look at.

Shackled City isn't too hard to fit. Indeed there are at least two closely related reasons why a child is looking around into the disappearance: Find a friend and/or "Why are they trying to kidnap me?".

Age of Worms' basic hook ("Get rich enough plundering a tome that you can get out of this hellhole") works well enough for younger characters.

Rise of the Runelords has an opening suited to unlikely heroes. Finding a reason to drag them into the future books is harder but hardly exclusive to.

Jade Reagent is the best setup for it with the Younger Sibling campaign trait. A young Imperious bloodline Sorcerer would have few problems fitting into a party for this AP. Indeed it mitigates the issue of the group's main talker being a child (as the natural choices are almost always Oracle and Sorcerer) somewhat with their position.

Skulls and Shackles could accommodate a relatively young (mid-teens) characters, I doubt the press gangers checked for ages. Anything younger gets a bit absurd thematically I think: It may be a pirate AP but it's not Treasure Island.

Strange Aeons outright makes it impossible as written, though it could work well with a small adjustment

The PCs have explicitly been in the count's service for at least a few years. Indeed it was required for the whole memory sacrifice thing to work in the first place.

If you wanted to make it fit however, there's the option of making the young PC the count's child. Now that sounds like fun.

Though being an Eldritch Horror AP kinda makes issues thematically.

Kingmaker has a weird hook to include a child in (and overland movement of small characters is a big pain in a campaign so focused on overland travel) and putting a child in any of the leadership positions has issues. Plus the timescale is long enough a character may stop being a child by the time it's over.

False Face wrote:
This spell alters details of your appearance so that you are no longer recognizable as yourself. Your new appearance is within the norms for your race, ethnicity, and gender. You lack control over the details of your appearance; however, when casting false face, you can choose an appearance you previously used, allowing you to maintain specific identities.

This spell was written on the assumption it would only effect the caster. Normally that wouldn't be much of an issue, but it's on the Alchemist's list and Infusion lets an Alchemist effect others with personal only spells. Also the spell lacks any mention of age except "within the norms" (Technically most polymorph effects have this, but "apparent age" would easily be covered by the details).

An old male elf alchemist gives a human female child an extract of False Face. What happens?

AoE spells don't do anything special to creatures that take more than one space, but Screaming Flames isn't a normal AoE spell.


Effect a sheet of flame up to 15 ft. long and 10 ft. high that moves 15 ft. in a straight line. [...]

A sheer wall of flame appears and rushes away from you.

Tendrils of fire reach out of it, shaped into skulls screaming in agony. When the wall passes through a creature’s space, that creature must succeed at a Reflex save or take 1d8 points of fire damage for every 2 caster levels you have (maximum 5d8). Any creature taking fire damage must also succeed at a Will save or take 1d3 points of Wisdom damage. Deaf creatures receive a +4 circumstance bonus on their Will saves.

Seems to me the wall can pass through a creature's space 3 times if they are large enough, dealing damage each "tic" (fireball by contrast only hits on one tic). Similar to how a creature moving through an occupied space provokes AoOs each square (even though a creature can't take them all do to AoO rules it still provokes separately).

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