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Is there a map of the continental plates of golarion? I am gearing up to run skulls and shackles and was curious if there might be a deepnunder sea trench nearby.

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If a character has contingency heal programmed to go off at 1 or fewer hitpoints, and that character has 2 hp currently and is hit for 50 damage, does the heal go off or is the character dead?

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A L16 wizard casts a 1 hour/level duration spell (e.g., mass planar adaptation). The spell is cast while under the effects of an arcane concordance effect, so the duration is doubled to 32 total hours.

The wizard casts this spell at 7:00 AM on Monday.

On Tuesday, the wizard casts the same spell at 7:00 AM.

Does this second casting overlap with, or replace, the first casting.

Put another way, at 7:01 AM on Tuesday does the wizard have 2 mass planar adaptations up (1 with an 8 hour duration remaining, and 1 with a 32 hour duration remaining)? Or does he just have 1 mass planar adaptation up with a 32 hour duration remaining.

I'm aware that he doesn't get any stacking benefits from having 2 mass planar adaptations up simultaneously. So why am I asking? This question is really about if this wizard gets hit with greater dispel magic at 7:02 AM does the greater dispel magic have to chew through 2 castings of mass planar adaptation or just one?

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I'm looking for suggestions (because I don't think there is anything official) on how a character could increase/decrease the chances of a random encounter.

For example...a ranger in her favored terrain makes a DC20 survival check and can increase/decrease the chances by 50%.

Anyone have suggestions?

I'm specifically thinking of doing this in an upcoming skulls and shackles adventure path where the players might want to increase encounters during piracy and decrease encounters when just trying to go from point A to point B.

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drsparnum wrote:

That's fair James, and good to know I am not searching for something that doesn't exist.

I am getting ready to run Skulls and Shackles and was wondering which nation has the strongest navy, just for plot purposes.

Cheliax? Absalom? Taldor? Rahadoum?

That question is for anyone to speculate on. I know James can't speculate because if he says it, it becomes like a fact.

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That's fair James, and good to know I am not searching for something that doesn't exist.

I am getting ready to run Skulls and Shackles and was wondering which nation has the strongest navy, just for plot purposes.

Cheliax? Absalom? Taldor? Rahadoum?

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Source books say it happened, but I can't find a year. If it hasn't been specified I will just place it 1 year prior to the beginning of the golden age of piracy in the timeline.

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Is there a book with stats/rankings for different countries or regions of Golarion? I was specifically wondering about which country in the Inner Sea region has the strongest navy ... but I'd be curious about just about any stat: population, army power, overall military power, gdp. I know this isn't very "fantasy" but it would be interesting.

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Really, really helpful.

I am looking for things over a broad level range... 4 to 14. Looks like there is a lot to choose from.

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Welcome back Dudemeister. I'm gearing up to run this with my group after we finish our current Adventure Path where I'm a player. I saw a lot of great ideas from you from years ago.

Looks like a great beginning. I think I'll steal that song.

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I'm sure this has been asked somewhere before but I couldn't find a clear answer with my internet searching.

How do I find a well-balanced Pathfinder Society module to add to my home, non-PFS, PF1E, Adventure Path? I'd like to use some modules to pad out the story for an Adventure Path.

I see the modules are listed as being for certain tiers - is a tier the same as a level? Is tier 5 balanced for PCs at level 5? Also, how many PCs do they intend to do one module, for balance purposes? Four? Six? I feel like I've seen both.

(Specifically, I'm looking to give my players some quest "options" in an open-ended segment of Skulls and Shackles - so if people specifically can think of good pirate adventures/adventures in the Shackles I'd also be interested in those recommendations - but that is a bit of a different question).

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I'm sure this has been asked somewhere before but I couldn't find a clear answer with my internet searching.

How do I find a well-balanced Pathfinder Society module to add to my home, non-PFS, PF1E, Adventure Path? I'd like to use some modules to pad out the story for an Adventure Path.

I see the modules are listed as being for certain tiers - is a tier the same as a level? Is tier 5 balanced for PCs at level 5? Also, how many PCs do they intend to do one module, for balance purposes? Four? Six? I feel like I've seen both.

(Specifically, I'm looking to give my players some quest "options" in an open-ended segment of Skulls and Shackles - so if people specifically can think of good pirate adventures/adventures in the Shackles I'd also be interested in those recommendations - but that is a bit of a different question).

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The Price of Infamy says it is 40,000 to bribe an entire mercenary squadron including its ship to go to war. That seems like an upper limit to me because this gets a ship and captain and it is very dangerous. I would tell my players "most of the bribes are close to 5 figures" in the ledger.

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How I am handling Melira getting on the ship:

My players will learn of the plan to get them on board Raag's ship from Halgra, but Raag isn't in town just yet - he is expected soon.

Then I will use the short side-quest with the ettin described in the issue to pull them out of town. It will be during this side-quest Raag actually arrives and then he waits for the players to board his ship on instruction from Halgra. This gives Melira a window to get stowed away. It also makes good use of this side quest.

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Love this. Thank you. I am years away but if we get here it will probably be 3 pcs. Advice? Should I juice up their level?

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Can anyone recommend a suitable adventure to replace book five? As others have commented here, it looks like it will feel repetitive after storming so many giant strongholds. It also looks like of all the strongholds it is the most monolithic in its enemies (I think I counted 72 fire giants), and it doesn't have a cool tactic/trick like the other strongholds.

My ideal adventure (I understand this likely doesn't exist, but I'm prepared to adapt my expectations or adapt an adventure)...

1. Uses the Pathfinder 1E system - or failing that is 3.5 or 3.0; although I'm prepared to work with PF2 or other D&D systems.
2. Is of a similar level challenge to book 5.
3. Involves defending Jaggerhoff, the dwarven Sky Citadel near the Mindspin Mountains, from Giants. Two of my players are dwarves so I think that would go over well. Plus a tactical adventure where you plan out defenses could be a nice change of pace while also fitting the theme. It might actually improve the adventure by showing the giants aren't totally on their heels and put an urgency to the whole Adventure Path.

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Hi. This was a hypothetical example. If it helps, just pretend party A has two wizards with those modifiers.

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The situation:
The adventure asks the party to overcome a DC 40 knowledge arcana check.
Party A has a bard with a +30 arcana and a wizard with a +19 arcana. This party has a 60% chance of overcoming the skill check (wizard automatically succeeds on DC 10 aid another adding +2 to the bards check, and now the bard needs to roll an 8 to succeed).
Party B has a bard with a +30 arcana and a rogue with a +9 arcana. This party has the same 60% chance of succeeding on this check (rogue automatically succeeds on DC10 aid another adding +2 to the bards check, and now the bard needs to roll an 8 to succeed).

What I don't like about it:
I don't like that both of those parties have the same chance. I also feel like the player of the wizard in Party A will feel cheated because his investment in getting a skill bonus above +9 is a waste when the bard shows up.

The house rule I propose:
To successfully aid another you must succeed at a check (e.g., a skill check) against a DC of 10, or the DC -10, whichever is higher. If you succeed you grant advantage to the person you're aiding.

With this rule, for party A, they make the check 67.4% of the time and party B makes the check 55% of the time.

Party A Math: The wizard needs to make a DC 30 arcana check (40-10), and if he succeeds, he grants the bard advantage. He will make this check 50% of the time. The bard needs a 10 to make the check - he has a 55% chance of success without advantage and a 79.8% chance of success with advantage (according to a table I googled).

Party B Math: This check is just too high for the rogue to assist, so it is all up to the bard who needs to roll a 10+, which he will do 55% of the time.

What I'm asking:
Is there a better way to reward a party with an increased chance of success for having a second PC with a relatively high skill modifier?
What do you think of the rule I proposed? Would you tweak it? I applied advantage rather than just having the usual +2 because I figured if I was making it harder to complete the aid another action I should make it a bigger bonus when it happens.

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I'm not sure about Roll20, but at a physical table I find it most straightforward to have the hider roll stealth once on his action and remember that number. I don't even roll the opposing sides perception until their action so I don't need to remember this information for a bunch of npcs. If you take that approach, the natural way to handle perception if an enemy enters the scene mid combat is to still roll against the stealth roll the hider made on his turn.

Functionally, the probability is the same if the hider keeps his roll or if the hider rolls again as long as you apply your rule consistently, so why not use the approach that is simplest in play?

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Tharkon I don't think that is correct. Permancey is a wizard spell and magic fang is a druid spell, but the game clearly intends for it to be possible to permancey magic fang without anything outside of the core rulebook.

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I understand fluid form lets you pass through small cracks. What about in combat ... does fluid form help you ignore the penalties from squeezing? I pasted the relevant text below....

School transmutation [water]; Level alchemist 4, arcanist 6, investigator 4, psychic 6, sorcerer 6, wizard 6
Casting Time 1 standard action
Components S, M (a mixture of oil and water)
Range personal
Target you
Duration 1 minute/level
When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect.

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I could live with that.

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I don't think the demon expects us to teleport right back with 2 fully rested pcs. Because I am a nice player I told my gm I was thinking about doing that (we are between sessiosn and I am sure how to engineer a challenging but plausible way for us to recover our missing friends). His response to my text was: unexpected.

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Thanks Claxton. It is a glabrezu, and it seemed to be better than normal because it was using dominate person every round for 3 rounds in a row. We didn't see it teleport or plane shift but I think it probably has one or both of those abilities.

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Alot of really amazing ideas! Thank you all for the creativity!

Let me give a little more context.

I'm the wizard in a 6 PC party and we have 2 NPC allies. In the last session we were down 2 players, so we went in to the enemy complex with 4 PCs and 2 NPC allies. We fought this demon and her powerful grave knight ally after several other fights that day. We killed the grave knight. I believe we could have killed the demon too, but someone, and maybe a couple people, would have died in the process - so we decided to flee.

I am the wizard and I teleported out with 2 PCs + 1 NPC ally. We were counting on another PC (an arcanist) to cast a second teleport on himself and get himself out plus the second NPC ally. But the demon got off a successful dominate person on the arcanist before his slot in the initiative so he, and the NPC ally never got away. End session.

This particular demon is a long-time enemy of ours going way back to some of our character backgrounds. AFAIK, she'd love to kill us, or hand us over to her superiors for recognition, or corrupt us. But importantly, the combat was hardly a landslide victory in the demon's favor.

One of our options, if we have all the players next session is to IMMEDIATELY teleport back, rejuvenated by the 2 fresh PCs who missed last session. In this event we will act so quickly this whole thread is not needed (and we will hopefully get there before our dominated PC spills the beans on all of our combat abilities to the enemy, and we will get there before this currently dominated wizard PC ally replenishes his spells - because he needs to rest the most) ... but I don't know if that will happen. Maybe we will still be down PCs next session and then we need other options.

In this case, I'm worried if it takes us a day or two to get there.
Although I don't wish torture or death on our PC and NPC ally currently in the demon's clutches, my bigger fear is that the demon absconds to the abyss with them, and they become totally unrecoverable - or extremely difficult to recover. For running a smooth game, I don't think the GM would try that tact (it isn't fun as a player to run an NPC for an extended period of time while the party tries to rescue your dominated PC), but he might, and even so I don't want my character thinking it won't happen just because the GM would decide that creates a problem for one of the players.

There is a telepathic bond between one of the PCs with me and the NPC ally captured by the demon - so we have a permanent means of communication and we will know exactly what happened. My social skills are nonexistent with my zero ranks and charisma penalty, so for me, bluff, diplomacy and intimidate are out of the question. Also, it is very obvious we will try to kill this demon if/when we confront it, so any promise from me to spare the demon's life in exchange for our friends lacks any credibility. So how do we stop it from leaving with our friends?

Reading these ideas I like the idea of using the True Name. We can threaten the demon: if she leaves for the abyss with our friends I will spend time researching her true name - I have great knowledge planes score so this is a credible threat. My own twist on the threat ... after learning said true name I will travel to a major city, and cast mage's decree, letting everyone in the city and the surrounding countryside know this demon's true name - but only if she leaves with our friends. Mage's Decree lets you send a short message to EVERY creature within 1 mile/caster level (for me this is 12 miles). If the demon doesn't want that to happen, she only needs to stay there and try to kill us when we come back.

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A demon forced us to flee and took our friend prisoner. We are planning to go back and kill the demon and rescue our friend. It is obvious to the demon we will attempt this rescue. In the meantime, we can communicate with the demon.

How do we threaten the demon? Like, "we are coming to rescue our friend and if you harm him we will do x."

X should be something worse then death for the demon, since it is already obvious we will try to kill it.


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I want the answer to be that spellbane would block wish. But I think the answer is that wish could defeat spellbane under these circumstances.

So now with spellbane you need to put up these to really not get dispelled:
Dispel Magic
Greater Dispel Magic
Source Severance

Any others?

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Player bard casts Music of the Spheres, which, among other things, grants fast healing 5 to everyone within 20 feet of the bard. An enemy undead is within 20 feet of the bard. Does the fast heal 5 help, hurt, or do nothing to the undead?

Link to spell:
https://www.aonprd.com/SpellDisplay.aspx?ItemName=Music%20of%20the%20Sphere s

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I don't have the answers you seek but I do have Nother question....

What year did the Starfall Doctrine start? I understand it was about events in 4606, but how long were adherents of the Starfall Doctrine waiting for 4606? Is this something that has been stated or something I should make up for my own game?

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Dudemeister! I am getting ready to run this AP and see a lot of your great posts from a decade ago. Game looks great.

How do you get advantage on the accuracy check?

Also, I would allow. DC15 Knowledge local to know that swilling grog helps with quality.

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I'm worried about your players falling in league with devils. This adventure path is the opposite of most: for PC alignment it is flexible along the good/evil spectrum and fairly inflexible along the lawful/chaotic spectrum.

Will these characters care when Tessa says Cheliax is planning to invade? Will they care when Cheliax does invade?

If not, you may need some drastic changes. Perhaps instead of the players taking on Tessa's quest to find a spy the players do more pirate work. Use those items and maps on the inside cover of each issue to give your players some treasure hunting quests to level up. That seems like it will motivate Reken.

You should be able to do the Regatta, Isle of Empty Eyes, and the book where they fight Harrigan as normal. Then, in the last book, Cheliax approaches your players. Cheliax has concluded that your players can replace Harrigan in their plans (Cheliax considers your players an upgrade), and Cheliax offers your players positions of power in the new Shackles if the players betray the shackles. If your players agree, the last book then consists of your players attacking Fort Hazard, while the Chelish fleet ties up Bonefist's fleet. In this alternate version, I would have Bonefist take the threat from Cheliax more seriously from a narrative standpoint - in this case he actually assembles the pirate fleet to defend the Shackles.

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How does Tessa know there is a traitor/spy from Cheliax in the Shackles? I don't recall seeing that in the AP. I list below what I came up with, but I'm happy to use what is in the AP or someone else's idea if it's better. I could see my players asking her how she knows.

My idea:
Tessa has a few spies in place among the clerks of the Chelish navy. These clerks have seen plans for a planned combat expedition in various order ledgers and ledgers for outfitting ships. The senior brass in the navy know the target, but Tessa's doesn't have spies among the senior brass. Nevertheless, her clerks are smart (Tessa would only choose smart spies) and they love her.

Based upon the amount of food/water provisions being planned for the clerks can estimate the travel distance of the combat expedition. That immediately reduces the number of possible targets to a handful - and The Shackles is on this short-list. Second, the expedition will of course be well armed. However, when trade-offs are being made between seaworthiness/speed/maneuverability vs. more firepower for this flotilla, the former is prioritized. Tessa's spies surmise that is exactly the choices one would make if they needed to sale near a hurricane and then fight speedy, lightly armed pirates. So it isn't like Tessa's spies are 100% sure of what is going down, but they are making logical conclusions around the information they do have.

When Tessa got this information, she thought why now, as she knows the storm, and the pirate's ability to fade into the islands has previously held back Cheliax. Tessa has come to the conclusion that Cheliax must have a traitor among the pirates of the Shackles, and access to that traitor has sufficiently bolstered Cheliax's confidence that they would plan an attack. So similar to the clerks making a reasonable assumption about things, Tessa is doing the same. In both cases, the clerks and Tessa are right.

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Thank you all for the great advice. Based on it, I'm going with flesh to stone. It is a bit of a hassle (you need to undo it to get the enemies gear back), but it is the better choice and the enemies we have been facing are no joke - I need the better spell.

In response to some of the other great discussion:

1. I have calcific touch and I love the spell. I don't need to deliver it through reach because I polymorph into something and make a series of natural attacks anyway. It is more risky, but it is also more effective. If all I did each round was 1d4 DEX damage, I wouldn't be carrying my weight as a L11 wizard. There is also an item called annihilation spectacles. I plan to make these next. When wearing them, a wizard can convert any prepared transmutation spell into any other transmutation spell he knows of the same level or lower. That is amazing-ness well beyond just calcific touch.

2. No rogue or monk levels for me. When I planned this character, I specifically wanted to take a prestige class because at our table no PC had ever made one in Pathfinder after multiple campaigns. I'm a L5 transmuter/L7 arcane savant. Arcane savants have an ability (esoteric magic) to pick up a few spells off of the spell list of other classes. I use these spells to increase my combat readiness. I have wizard squishiness, but worse, I have wizard attack bonus. So far I've grabbed: Veil of Heaven, Deadly Juggernaut, Arcane Concordance, Mighty Strength, and Eagle Soul. When I have those, and the usual wizard buff spells up I can hold my own in combat. We call this time "Buff o'Clock" and it lasts about 10-20 minutes per day and I need about a minute to set it up. It usually works well, and if we get jumped/surprised by enemies outside of buff o'clock I always have a few combat spells and items ready so I can contribute.

The party's unchained knife master rogue probably does the most damage, but I tend to deal 50-75% as much damage as him during Buff o'Clock. Considering I'm also good on knowledge checks, utility spells, craft the party's items, etc., I only need to be useful in combat to be happy and I am.

I just asked my GM about Jatembie's Ire. Thank you for the suggestion. It looks like it will work like black tentacles, but I'll be able to apply spell focus transmutation.

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These are really great recommendations. Thank you.

Professional underwater maps seem extra important in an underwater setting because there is an extra coolness factor to these places. The lich works particularly well because there is known lich on the loose in the Shackles (Raugsmauda).

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The cyclops Ghol-gan empire existed thousands of years ago in the region that is now the Shakles/Sodden Lands, and under what is now the hurricane of Abendego. The empire succumbed to evil (cannibalism, ritual sacrifice) before it ended.

Their capitol city is believed to be beneath the waves (possibly beneath the hurricane).

I'd like to run an adventure where the party explores this place.

Does a Pathfinder adventure like that exist? If not, can someone recommend another adventure I can adapt?

Ideally that adventure would be PF1E or 3.5 or 3.0 (but I'm willing to adapt from other D&D editions if necessary), and target PCs of levels 12-14. It should involve exploration of an underwater city, and that city should, ideally be creepy.


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I'm a transmuter in a campaign that will go to level 20, and where our primary opponents are demons. I mostly polymorph and fight, but I do like to carry combat spells for situations when I don't have time to get all my buff spells up or when I can't full attack.

I have persistent spell and plan to pick up spell perfection (enemies must roll to save twice). I am debating between spell perfection (persistent spell) for disintegrate or flesh to stone. Overall, both operate similarly as single-target spells, medium range, and both hit fortitude saves.

Which one should I pick for spell perfection?

Advantages of disintegrating: Has utility outside of killing people (e.g., make a hole in a castle wall); works on undead (unlike flesh to stone), it is easy to recover equipment from a disintegrated enemy (getting equipment from someone you turned to stone is a tedious process).
Disadvantages of disintegrate: Some enemies will have so many hit points, that even after failing the save, they don't die. Disintegrate requires a ranged touch attack before the target needs to save.

I'm also open to suggestions of another transmutation spell that fits persistent spell better and falls between spell levels 6 to 7....it's just that these two seemed head-and-shoulders above the other candidates I saw.

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Mythic contingency also allows you to put more spells on yourself. For example, a caster at mythic tier 6 can have 4 companion spells.

Does the caster set one contingency and then up to 4 spells go off simultaneously, or does mythic contingency allow the caster to set 4 different contingencies that each deploy a different companion spell?

I think it is intended that the caster sets one contingent event and then a whole bunch of spells can then deploy. This isn't as good, because it lacks the precision of 4 different contingent events, but that is my read.

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Gotcha! Thanks

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So Diego your take is that it uses caster level in place of the caster's bab to make a bull rush attempt, but it uses the caster's bab when it is being bull rushed? So it pushes harder than it resists being pushed?

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What is the cmD of Forceful Hand when someone pushes against it to get to the caster? Assume the caster can use his caster level in place of BAB for cmD, and the hand's DEX is 10 ... which results in a cmD = cmB?

Texty text:
This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select. The forceful hand gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action. Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you. The forceful hand can instead be directed to interpose itself, as interposing hand does.

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Pieces of Eight
I am adding an artifact to my Skulls and Shackles campaign. I am sharing my plan for it here in case others have feedback, or if they want to add something like this to their game.

If you google around, someone else made a cool artifact already called Pieces of Eight. What I describe here is totally unrelated to that item. I created this artifact to provide in-game encouragement of co-operation among my players, who may be playing selfish and evil pirates.

Why Add Pieces of Eight:
This is a Besmaran artifact designed to give the campaign some more pirate-flavor. More importantly, I want an item that helps bind the team together. I’m placing no restrictions on alignment in my game, but I don’t want player vs player combat or player-vs-player thievery. The campaign offers other mechanisms to bind the players such as a shared starting experience and likely shared hatred of some NPCs. This item is one more mechanism to encourage cooperation. And unlike the former two, I describe below a way to use this to encourage co-operation for characters that enter the campaign after the first adventure.

What Is It:
The Pieces of Eight are a set of 8 silver coins that offer modest benefits when held individually by chaotic characters. If a crew of pirates acquire the whole set the power is amplified, but a lack of communication or coordination by the holders could diminish the items effectiveness.

What do they look like:
Each Pieces of Eight is a silver coin of good size that feels thick and satisfying in the palm. One side always bears skull and crossbones somewhat reminiscent of Besmara’s holy symbol. The opposite face usually appears blank. However, if it is keyed to an individual (described below) that individual sees his own likeness on this face of the coin and his name engraved in bas relief. This side appears blank to everyone else – only the keyed individual sees his likeness.

What do they do:
The Pieces of Eight can exist in three states: unkeyed, keyed, and setted. The powers vary.

Unkeyed: An unkeyed Pieces of Eight confers no penalty or bonus to its holder, although it does radiate overwhelming enchantment magic.

Keyed: When a bearer possesses a Pieces of Eight keyed to him, he gains a +1 untyped bonus on swim and climb checks if he is chaotic. If he is chaotic neutral he also gains one level’s worth of favored class bonus (e.g., a bonus hitpoint or skillpoint) and the benefits of the Cheat Death trait while he possesses a keyed pieces of eight. Characters who are not chaotic can still possess a keyed Pieces of Eight without harm, but they do not gain these benefits.

Setted: If a crew of eight individuals hold all eight keyed Pieces of Eight they gain access to divine magic. A character can receive these benefits regardless of alignment. This “setted” status can happen because the crew acquires the Pieces of Eight by their own pluck, luck or effort (which I term organically), or it can occur by Besmara’s will (which I term divine will). In my game the party will acquire them organically, but I describe both below because in the history of the item I have a story where they are acquired by divine will. The Pieces of Eight are more powerful when acquired by Divine Will.

Organically: Each holder of the Pieces of Eight selects one domain from Besmara’s portfolio (Chaos, Trickery, War, Water, Weather, Deception, Duels, Oceans, Protean, Tactics, Thievery, and Storms). He can then cast the level 1 spell from this domain with a caster level equivalent to his hit dice. He uses his charisma as the relevant ability score when casting a spell using this item. If his charisma is too low to cast that spell, then it functions at the minimum ability score to cast the spell. At levels 6-10 he can access the second level domain spell once per day, at levels 11-15 he can access the third level domain spell once per day, and at levels 16-20 he can access the level 4 domain spell once per day. At levels 16-20 he can, alternatively, forgo the use of the spells of levels 1-4 and instead cast the level 5 domain spell once per day. He does not need to make this decision until he is ready to use the item (i.e., the spells are not “memorized” in the traditional sense and the user can choose to use the level five spell in the moment provided he has not otherwise used the Pieces of Eight that day).

Divine Will: If the Pieces of Eight are “setted” by Divine Will, the Pieces of Eight operate identically to how they work when acquired organically, except all bearer’s function as character level 20 for the purposes of the divine magic, regardless of their actual character level.

How is a Pieces of Eight keyed to an individual?:
There are a few ways one can become keyed: It can be gifted, willed, or placed.

Gifted: Anyone possessing a keyed Pieces of Eight may willingly gift it to another. To gift a Pieces of Eight, the currently keyed individual must hold the Pieces of Eight at arm’s length during the full moon spring tide (this happens about once a month) so the Pieces of Eight with his likeness faces him and covers the moon from his perspective. He must then speak the name of the individual to whom he wants to gift the Pieces of Eight. This will key the Pieces of Eight to the new individual.

Willed: Anyone possessing a keyed Pieces of Eight may perform a similar procedure to the one described under “Gifted” except he holds the coin with the skulls and crossbones facing him when he speaks the name aloud. In this case, the Pieces of Eight remains keyed to the original person. However, upon this person’s death the Pieces of Eight will automatically key to the individual named during this ritual. At any spring tide with a full moon the Keyed individual may repeat this ritual with a new name to update who will gain the Pieces of Eight upon his death.

Placed: If a bearer of a Pieces of Eight dies without a named willed individual then the Pieces of Eight will be unkeyed (it can also become unkeyed as a deathwish, described below). A cleric of Besmara may cast Greater Dispel Magic (this is an alternate use of Greater Dispel Magic), succeed at a check vs. caster level 25, and touch an unkeyed Pieces of Eight and key it to a new named individual. As part of the casting, the cleric must perform the ritual for willing a Pieces of Eight described above (e.g., only during a full moon spring tide, while holding the Pieces of Eight so it blocks the full moon).

Of note, at anytime Besmara herself can adjust the keying of a Pieces of Eight by divine will and cause them to be lost or found anywhere on Golarion.

How do Pieces of Eight encourage cooperation?
In two ways...

First, two individuals cannot select the same Besmara domain of setted Pieces of Eight. To select a domain, the bearer of a Pieces of Eight holds the coin at arm’s length during a spring tide full moon so the coin covers the moon and names a domain. If two or more individuals name the same domain, neither individual gain the benefit of this domain until he can do a new ritual at the next spring tide full moon.

Second, at the moment of death of a holder of a keyed and setted Pieces of Eight, the bearer may make a deathwish to cause the bearer(s) of any other keyed Pieces of Eight to become unkeyed. The deathwish is a bit meta-gamey because I’m not defining it as a free action, standard action, immediate action, etc and the character is technically choosing after he has died. Basically, the dying player character can just choose to throw someone out of the setted crew by wanting it to be so at his moment of death.

…my hope is that selecting domains causes the setted crew to have to plan together monthly on domain selection, and if they get it wrong there is a temporary penalty. I’m hoping the deathwish option causes a bearer of a Pieces of Eight to think twice about doing harm to another bearer of a setted Pieces of Eight.

What is the in-game story/lore behind the Pieces of Eight?
The gold dragon Mengkare, who rules the island kingdom of Hermea in the Steaming Sea, set out to create a utopia for humanity that he ruled absolutely in a city he named Promise. Approximately 200 years ago, in the guise of a human wizard Lamond Breachton, he set out to find the best, brightest, wisest, and most beautiful to join his utopia.

At this time, handsome Pete was a loving trophy husband of the pirate captain Cutlass Jess. Cutlass Jess and her crew achieved modest renown and operated out of a port on Shark Island (this is shortly before the time the Sahuagin began to overrun Shark Island). Handsome Pete’s rugged handsomeness struck Mengkare as Mengkare toured Golarion, and the dragon sent a letter to invite Handsome Pete to Promise. Handsome Pete agreed and traveled to Promise. It is unknown if, at the time Handsome Pete traveled to Promise, he knew his invitation did not include his wife, Cutlass Jess, or if Handsome Pete discovered this later. Regardless, the invitation did not include Cutlass Jess. Handsome Pete came to miss Cutlass Jess, and freely left Promise to return to Shark Island and his beloved.

Mengkare set Red Mantis assassins on anyone who left Promise, including Handsome Pete. Fortunately for Handsome Pete, Cutlass Jess and her pirate crew discovered his assassination order when Cutlass Jess and her crew seized a Red Mantis ship bound from Ilizamagorti for the Shackles. Doubly fortunate, Besmara herself found Mengkare’s entire Glorious Endeavor to create a perfect human race through breeding beyond distasteful. Mengkare’s effort to kill the husband of a pirate of the Shackles’ for not staying in this so-called utopia personally offended the pirate goddess. Besmaran faithful today believe the pirate goddess secreted the Pieces of Eight aboard the same ship with the Red Mantis assassins’ orders to kill Handsome Pete, and Cutlass Jess found them.

Cutlass Jess sought to shield her husband from the Red Mantis assassins, using the warning the seized note offered her, and she turned to her crew for help. Cutlass Jess’s crew saw little profit and great risk taking on the feared assassin organization. Cutlass Jess used the Pieces of Eight found on the assassins’ ship to sweeten the deal with her crew, and offered to share them with seven of her officers. This secured the needed help to defend her husband. Cutlass Jess attributed finding the Pieces of Eight to good fortune, but the Besmaran faithful today view it as a miracle of Besmara’s hand. Regardless, the crew agreed to help Cutlass Jess ambush the Red Mantis assassins.

Cutlass Jess and her crew used the powerful magic of the Pieces of Eight: flamestrike, ice storm, and call lightning to slay the Red Mantis assassins. They then used False Vision to fool Mengkare when he scried the battlefield, and tricked the dragon into believing his assassins had killed Handsome Pete.

What became of Cutlass Jess and Handsome Pete? Unfortunately, according to the tale, a few years later Cutlass Jess lost interest in Handsome Pete and took a new lover.

What became of the Pieces of Eight? It is not known if Cutlass Jess is the first to use the Pieces of Eight, but this is the oldest story of their use. Over the next two hundred years to present day, occasionally pirate crews have uncovered the Pieces of Eight and used them to outwit and outduel opponents. Usually, these opponents come from beyond the Shackles and seek to impose their ideology on the freedom-loving pirates.

There are also a handful of cases where pirate crews with the Pieces of Eight don’t co-operate, and the Pieces of Eight fail them at a critical juncture, often resulting in the death of the bearer. For example, Bart the Betrayer, at the time known as Black Bart, saw the Pieces of Eight fail him. About thirty years ago, Bart and his crew made a good living raiding Osirion ships in the Inner Sea and then fleeing back to the Shackles. The Ruby Prince, Khemet III grew tired of this piracy, and commissioned Cheliax to construct a Ship of the Line for Osirion, Desert’s Salt, and end the piracy on its shores - starting with Black Bart. Fortunately for Bart, he and his crew held the Pieces of Eight. Bart and his crew sailed bravely to face Desert’s Salt in the open sea. However, at the sight of Desert’s Salt fear overcame Bart but his officers pushed him to take on the Ship of the Line. Bart poisoned his officers during breakfast the morning before the anticipated combat. He intended to flee from Desert’s Salt using the Pieces of Eight’s ability to conjure obscuring mists, and fog clouds, and then complete his escape with nondetection. If successful, he would survive the day and keep his ship and his life. However, all the powers of the Pieces of Eight failed him at this critical moment, and Desert’s Salt captured Bart the Betrayer. The Ruby Prince hanged him from a short rope in Sothis.

Despite these stories, most often the Pieces of Eight show up as incomplete sets, and The Pieces of Eight have not been united as a set in over three decades. Bart the Betrayer was the last known pirate to have the set.

How will I use the Pieces of Eight in my campaign?
I plan to introduce the Pieces of Eight as treasure in the first adventure. I am following the suggestion elsewhere on these message boards to insert the Dungeon Magazine adventure Salvage Operation into this adventure (very happy to crack out my old issues!). My players (likely 6 PCs) will find six of the Pieces of Eight mysteriously and without explanation already keyed to them. If a player dies, I expect his Pieces of Eight to go to a friendly NPC and the newly created PC could come with one of the missing Pieces of Eight. In this way, a new character who doesn’t have the common experiences of the existing players still has a reason to join and co-operate, and possibly a reason why he joined my player’s crew. If the game goes past the point the players have ready access to raise dead, and I don’t expect any permanent death, then I plan to have the players find the remaining Pieces of Eight as treasure if they have not done so already.

I suspect, and want, my players to believe Besmara left the Pieces of Eight for them. This won’t be the case though, and I look forward to the excitement when they realize someone else left them in their path. They can come to this discovery with divination magic or high knowledge checks about how the Pieces of Eight work, because they will need to “unlock” the powers of the Pieces of Eight with character levels which will imply that they did not receive them by Divine Will (see above). My campaign links Skulls and Shackles on the front end with Savage Tide on the backend so I don’t want to spell out how I’m linking them here as it risks a spoiler of the Savage Tide adventure path. If you pick this item up for your game, I encourage you to have them come from some mysterious (but mortal) benefactor rather than Besmara herself, because the Skulls and Shackles doesn’t feel like the Adventure Path with strong divine destiny elements.

What do the players know of the Pieces of Eight?
Anyone holding a keyed Pieces of Eight instinctively understands the bonuses it grants him and that he cannot possess more than one Pieces of Eight at a time. If he holds his Pieces of Eight and wonders how to change the image on the coin he instinctively understands how to gift and will a Pieces of Eight, and also the powers it confers upon him at that time. A player holding a keyed, but not setted, Pieces of Eight also instinctively knows the item will grow more powerful if setted. A character holding a setted Pieces of Eight knows the powers available to him, the ritual to choose his domain, and understands he has the deathwish ability as do others bearing a Pieces of Eight.

Here are some other things revealed with study:

History DC 30: To know the story of Handsome Pete and Bart the Betrayer described above.

Local 15: The Pieces of Eight are a powerful artifact of Besmara. Individually they grant a small boon, but if a team of powerful individuals brings the eight pieces together, they can access divine magic sacred to Besmara. They have not been brought together for decades.

Religion 20: The Piece of Eight are a relic created by Besmara. Besmara respects self-made pirates who obey only their own scruples; however, she knows some challenges require working together as a team. The faithful of Besmara believe she created the Pieces of Eight to encourage cooperation when needed. One who has a Pieces of Eight may freely give his piece to another person. However, at any time Besmara wishes, she can ordain specific recipients of the Pieces of Eight or cause someone carrying one to lose it.

Arcana 25: If a player makes this knowledge check while studying a Pieces of Eight, he understands keying and the powers a keyed Pieces of Eight confers. He also knows this artifact becomes more powerful when setted, but does not know the specifics. If a player holds a keyed Pieces of Eight he instinctively understands much of this information but this arcana check can succeed even if the studies Pieces of Eight is not keyed to the individual making this check.

Arcana 30: This reveals the Besmaran domain powers granted by a setted Pieces of Eight. It can be made even before the studied piece is setted.

Arcana 35: This reveals the difference in power between an organically setted Pieces of Eight vs. when they are setted by Divine Will. It is here, if the players have all eight pieces, the players could realize that someone other than Besmara left them in their path (but who!? And why!?).

How are the Pieces of Eight destroyed?
If a daemon uses a Pieces of Eight as currency to purchase a selfless gift, all Pieces of Eight lose their magical abilities and become silver coins.

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The 3E savage tide modules can be dovetailed into the shackles.

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Hi, is there a way to search for the most liked posts in a section of the website? For example, I am planning to start running a new adventure path and would like to see the most liked threads in that section.

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This could be awesome but it will be tricky to get it right. The simplest thing is a side quest with just the witch where she seeks a scroll of plane shift. Next would be a side quest with all but the witch to go rescue her. Coolest would be to have everyone going simultaneously, but the hardest. Maybe you can contrive a plot where the players need to get to a certain pot in golariona dnthe witch a certain spot in he'll to link up reliably with a plane shift. Then you have one fight where the partybis fighting to get to that spot in golarion quickly, while the witch needs to hang in a dangerous spot in he'll suffering sporadic attacks. It will be. Oiler if they have a way to communicate e too.

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What are the consequences of the size reduction by 1 step?

I imagine a target would lose/reduce its reach and its bonuses to CMB/CMD would decrease with its smaller size.

Does the target's ability scores change? For example, target gains +2 size to DEX and -2 to STR similar to reduce person? Or does it matter what the exact size change is (for example going from huge to large has a different adjustment than going from large to medium)?


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I thought the Assassin's Creed 4: Black Flag soundtrack fit this campaign well. I went through and assigned songs from the soundtrack to particular events in the story. I pasted it below in case anyone wants to borrow it.

Adventure Part Story Arc Song Notes

Wormwood 1 Campaign Opens Buccanneers
Wormwood 1 Life Aboard Wormwood A Pirates Life
Wormwood 1 Jape's Keelhaul Fair thee Well
Wormwood 1 Salvage Operation Side-Trek Meet the Sage
Wormwood 2 Attack Man's Promise Men of War
Wormwood 3 Bonewrack Isle The Bucaneers
Wormwood 3 Mutiny Take What is Ours
Fever Sea 1 Squibbing A Merry Life and a Short One
Fever Sea 2 Piracy/Overall Ship Combat Main Theme (This is also overall ship combat music for the campaign)
Fever Sea 2 Navigation Life at Sea
(This is general shipboard planning music throughout the campaign)
Fever Sea 2 Encounter Dominator Ship of Legend
Fever Sea 3 Tidewater Rock I'll Be With You
Fever Sea 3 Isabella Locke Lay Aboard Lads
Fever Sea 3 Mancatcher Cove Queen Anne's Revenge
Fever Sea 3 Sahuagin Tribe Confrontation
Tempest Rising 1 Present at Port Peril Portobelo
(This is also general Port Peril music)
Tempest Rising 2 Investigate Spy Ring Modernity
Tempest Rising 2 Hell Harbor In the Midst
(This is also general Hell Harbor music)
Temepst Rising 2 Calistra Temple La Havana
(This is also general Quent music)
Tempest Rising 2 Temple of the Hidden Name Tampa Bay (This is also general Beachcomber music)
Tempest Rising 2 Apothecary Moderntiy
Tempest Rising 3 Regatta Batten Down the Hatches
Island of Empty Eye 1 Prize like no other Into the Jungle
Island of Empty Eye 2 Chelish Fort Marked for Death
Island of Empty Eyes 3 Ruins of Ghol Gan The Spanish Empire
Island of Empty Eyes 4 Feast Saba Island
Price of Infamy 1 Pirate Council Vote The British Empire
Price of Infamy 2 Islands of the Damned the Fortunes of Edward Kenway
Price of Infamy 3 The Black Tower The Ends of the Earth
Price of Infamy 4 Harrigan Fleet Battle On the Horizon
Price of Infamy 4 Harrigan's Fort Order of the Assasins
Hells Heart 1 Building to Chelish Armada Fight Last Goodbyes
Hells Heart 1 Chelish Armada In this world or the one below
Hells Heart 2 Fort Hazard Under the Black Flag
Hells Heart 3 Lucrehold Pyrates Beware
Plunder and Peril Lilywhite Tampa Bay

Any Poignant Moments Throughout The High Seas
Any Bloodcove Prizes Plunder and Adventure
(General Bloodcove music)
Any Ilizimagorti/Scuttlecove Palenque
(General Ilizimagorti music)
Any Senghor Stealing a Brig
(General Senghor music)
Any Ollo Secrets of the Maya
(General Ollo music)
Any Slipcove Saint Pierre
(General Slipcove music)

Music not placed/Saved for Side Treks
Stealing a Brig
Santa Lucia

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I would also like the pdf please.

Drsparnum AT yahoo.com

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Does your equipment meld when using fey form?

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The typical professional in pathfinder has +3(assume wisdom 14 and 1 rank). He therefore earns 6.5 gp/week, or 6.5 gp/40 hours, or approximately 0.2 gp per hour.

The lyre does 2400 man hours of work in 30 minutes (100 humans × 8 hours per day x 3 days).

The lyre does approximately 50 gp per work per 30 minutes.

I agree you don't want to be making checks. If the PC has plus 17 perform I would cap this at 4 hours per day. This amounts to 400 gp per day. If your player has a lower perform skill you need to determine how long he or she can expect to play per day.

So every 2.5 days the lyre saves the party 1 plunder. That is pretty good, and I would let the PC feel good about it.

Use these rules to let the player cut the building costs in half to a maximum of 1 plunder per 2.5 days. Based on the adventure, time is unlikely to be a limiting factor, so functionally the lyre is giving the pcs double bang for the buck.

I would go even further, and double the plus 2 bonus for impressing avinar soreness to plus 4 and have him comment he is impressed with what the pcs did with the time and workforce they had. Now PC feels extra good.

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Is this product a compilation of all the other products on this page:

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