Journeyman Carpenter

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I'm building my first Dwarf Druid from level 1 to 20. Here's what I have so far at level 20. I'm trying to go for an all-around melee wildshaper. I need a lot of help improving my damage output. I'm likely missing some
things that are glaringly obvious. Also what are the quintessentials buffs for this type of build? And thank you for your help!

Dwarf Druid
Male dwarf druid 20
NG Large humanoid (dwarf)
Init +3 (+5 while underground); Senses darkvision 60 ft.; Perception +28 (+26 to avoid being surprised, +30 to
notice unusual stonework)
AC 29, touch 18, flat-footed 25 (+11 armor, +5 deflection, +3 Dex, +1 dodge, -1 size)
hp 260 (20d8+100)
Fort +22, Ref +15 (-2 to avoid traps or hazards), Will +22; +2 vs. poison, spells, and spell-like abilities, +4 vs.
fey and plant-targeted effects, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training; Immune poison
Speed 40 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks hatred, wild shape at will
Druid Spells Prepared (CL 20th; concentration +25)
Str 29, Dex 16, Con 20, Int 18, Wis 20, Cha 16
Base Atk +15; CMB +26 (+27 grapple); CMD 44 (48 vs. bull rush, 48 vs. trip)
Feats Energized Wild Shape[UW], Evolved Companion[ACG], Improved Natural Attack (bite), Mutated
Shape[UW], Natural Spell, Planar Wild Shape[UC], Powerful Shape[UM], Snapping Flank, Weapon Focus (bite),
Wild Speech[UM]
Traits glory of old, kraggodan castaway, tunnel fighter

Combat Gear anaconda's coils[UE], ring of the savage beast, strand of prayer beads; Other Gear +5 wild
ironwood agile breastplate[APG], amulet of mighty fists +5, amulet of natural armor +5, armbands of the
brawler[UE], belt of physical perfection +6, cloak of resistance +5, druid's vestment, headband of mental
superiority +6, ring of protection +5, shifter's headband (+2 wis)[UE], 220,000 gp
Companion looks something like this ...

Animal Companion CR –
Grizzly bear (Ultimate Wilderness 179)
N Huge animal
Init +2; Senses low-light vision, scent; Perception +20
AC 29, touch 10, flat-footed 27 (+2 Dex, +19 natural, -2 size)
hp 208 (16d8+80)
Fort +15, Ref +12, Will +6 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
Speed 40 ft.
Melee bite +29 (4d6+19), 2 claws +29/+24 (2d6+19 plus grab)
Space 15 ft.; Reach 10 ft.
Str 38, Dex 15, Con 21, Int 3, Wis 13, Cha 6
Base Atk +12; CMB +28 (+32 grapple); CMD 40 (44 vs. trip)
Feats Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Spell Sharing[ACG], Snapping
Other Gear amulet of mighty fists +5

Context: We are eager to end the campaign after 2 1/2 years on it :P . I have been treating Lower Xin-Shalast as a series of boss fights and by passing random encounters and exploration. Because of this, I have made the Hidden Beast and Ice Demon significantly tougher given that the party got to approach these fights at full strength with all their resources.

So they will be heading to Ghlorofaex next and I'd like to give him some allies that would compliment his abilities. Additionally, the party would arrive fully buffed and ready to fight a blue dragon.


Sorcerer (preferred tactic is a quickened persistent empowered dazing fireball of any energy type of his choosing)

They regularly have stone skin, bardic performance, good hope among their buffs activated.

Any help would be appreciated. I just want to make the encounter appropriately difficult since we are not doing random encounters leading up to these fights and the party is at their peak health.

Thanks for your help!

Hi all,

the sorcerer in the party is built to exploit this mechanic. I'm down for supporting that if you built to optimize a spell, then it should work, and it should be glorious.

The sorcerer has feats to up the DC, feats to minimize the cost of meta magic, and so on, for Fireball.

The kicker is that it is almost always a Dazing Fireball, which ends most combats at little cost to the party.

Again I'm fine with this for filler encounters, and even the odd boss, but the party is creeping in on the villain who has scryed on them their whole adventure. How does he and his troops prepare against being dazed?

Hi everyone, I just wanted to share my new favorite combo. My unchained barbarian just hit level 12 and got access to taunting stance.

When someone charges him or arrives into a square he threatens, even if it would not provoke an attack of opportunity such as 5ft step, I get an AOO granted through Unexpected Strike.

Then my Fortuitous weapon triggers and I get an immediate extra AOO (which I believe does not count against my max AOO count) at a -5 penalty.

Then because the enemy attacks me, my Taunting Stance grants me another AOO before the enemie's attack resolves.

  • So to recap, the enemy charges me,
  • I get an AOO for them arriving in a square I threaten,
  • a second extra free AOO because of my fortuitous weapon,
  • and a third AOO before their attack resolves.

All three are triggered from different sources, and only two count against my AOO per round limit!

Just thought I'd share. Feel free to correct me if I'm wrong or if you have ways to exploit this even further :)

1 person marked this as FAQ candidate.

Steadfast Grapple

Steadfast Grapple wrote:
This iron grappling hook is attached to a 50-foot length of silk rope. When a steadfast grapple is thrown, it automatically hits and attaches to any targeted object or structure within range of its rope. Against creatures, the wielder must make attack rolls as normal. Once attached, a steadfast grapple can only be removed with a DC 30 Strength check, the command word, or magic such as dispel magic.

First off, please forgive my ignorance in regards to Occult adventures.

A player in my group would potentially like to build an Occult class for their PC in the Rise of the Runelords adventure path. My knowledge of Occult Adventures is extremely limited.

Are the classes in Occult Adventures meant to work out of the box with any campaign, or do they require campaign tweaking, such as Mythic Adventures requires Mythic Levels, Mythic Monsters and so on?

If these are just new classes like the Hybrids or Alternate classes, I'm fine with that. But if they require tweaking to the campaign because they are meant to be played in a campaign specifically built for that type of class, I'd rather know up front.

  • Does the "Pathfinder Roleplaying Game x Adventure" books (Occult, Mythic, Horror) require campaign tweaking?
  • Are the classes in these books meant to work in any campaign out of the box?
  • Given my extremely low understanding of Occult Adventures, what main points should I be made aware of?

Thanks for your insight.

Hi, I need advice on running this creature and understanding all of it's abilities. I'd like to list a few of them and prompt you to clarify how it's used and why to use it and how to use it. Thanks!

  • Blizzard (Su): Does this only hinder on the ground movement, or does this hinder flight as well? Does this make it more difficult to get struct with ranged ammunition? Does this hinder sight as per fog? Can you please clarify what this does?
  • Ice Shape (Su): This only shapes 31 cubic feet of ice. What combat uses would this have? Would you make use of this ability?
  • Is 41 AC (37AC + Shield (4AC)) unreasonable for a CR 15 creature?
  • Frightful Presence (Ex): How long does the shaken condition stick around for? Is it for the encounter and the PC has to reroll a save again for another encounter if it is within 24 hours of the first or is the same failed save appropriate for the following encounter if it's still within 24 hours of the first?

Thank you everyone for your insight!

I've been trying to figure out if there is a mathematical way to price incremental Belt upgrades for Physical stats. In our group, we allow upgrades for items by paying the difference in cost.

Example: A Belt of Incredible Dex +2 to a Belt of Physical Might +2 is a 6000 upgrade cost. A Belt of Physical Might +2 to a Belt of Physical Perfection +2 is a 6000 upgrade cost.

What I am wondering is how can we figure out how to price a Belt with Dex +4 and Con +2, such as having a Belt of Physical Might +2 and adding another +2 to Dex. It doesn't matter if the rules don't allow this, I am strictly wondering how to price that.


Full disclaimer, I added this question to my previous thread and it is getting skipped. I feel that it merits it's own thread since the context is different.

If you fight a Projected Image with the actual spell Mirror Image on top of it, do you only get a save when you avoid the mirror images and land a hit on the Projected Image? or do you get a save regardless just for being near it and fighting it even though you may not have landed hits?


So context:

Our group fought a spellcaster who created a Permanent Image of himself buffed with all the swirling magical effects he was actually buffed with. Among these was very obviously Mirror Image.

So here appears an Permanent Image of an NPC who is buffed with 8 Mirror Images.

When a PC interacts with the Permanent Image, does he immediately get a will save to determine that it is a Permanent Image, or does the PC just think "Oh shucks, my weapon didn't hit anything because I probably missed and hit an image instead"?

We played it as follows:

  • PC attacks, it's a hit against creature AC, roll percent to determine if the PC hit an image or the monster, the PC hits an image, Permanent Image modified to drop one fake Mirror Image as if the attack had missed.
  • PC attacks, it's a hit against creature AC, roll percent to determine if the PC hit an image or the monster, the PC hits the monster, roll a will save behind the DM screen, succeed "Now you know the whole thing is an illusion" or fail and the Permanent Image modified to drop one fake Mirror Image as if the attack had missed.

I'm interested in RAW, but also RAI answers. How would you have played this, and if there is already a precedent for this, I'd like to know.

Amendment to my question: What if it was a Projected Image with the actual spell Mirror Image on top of it? Do you only get a save when you avoid the mirror images? or do you get a save regardless just for being near it and fighting it even though you may not have landed hits?


1 person marked this as FAQ candidate.

It seems that we are not agreeing on the interpretation of judgments.

Activating a judgment costs a judgment per day. It lasts for the entire encounter.

You can change your judgment as a swift.

Does swapping use up another charge of judgment? Or can you get the benefits of any judgment you desire on a per round basis?

Can this be clarified or re-worded so that it is less ambiguous if activating the judgment class ability on a per day, per encounter basis is different than swapping between individual judgments?

Some people have told me that there is no significant benefit in having more than 5 or 7 levels of Gunslinger, arguing that the remaining levels of Gunslinger are better spent on multiclassing.

Is it worth sticking with Gunslinger for a full 20 levels?

As the title.

It's said a lot that dragons are masters of disguise, and it may be that anyone you know could be a dragon in disguise.

So I was wondering, if I were a dragon, what steps would I take to disguise myself as a human?

I'm having trouble keeping things interesting for my group of experienced players.

Context: Group will be preparing to attack a dragon whom is red-ish in color at quick glance. They know where it resides (in a cave on the side of a mountain), and will likely significantly buff in preparation. Fire resistance, Stoneskin, Mirror Image, Bane, Fly or Air Walk for everyone ... among other things.

This party fears nothing. They crushed a CR 16 encounter with the chapter end boss. They are a very well rounded party, mature experienced players, I am a learning DM still (2 years, but still learning, and still with flaws).

Party Composition (5 Characters, level 12 each):

- Halfling Bard
- Half Elf Inquisitor
- Halfling Slayer
- Elven Cleric
- Gnome Sorcerer

My thoughts: They only saw the dragon at quick glance. I have flexibility over chromatic, metallic, outer, imperial, primal ... if need be, as long as it is vaguely the right colour. I initially thought I could use the mountain side terrain to other disadvantage ... but they will likely fly. I was also thinking not to allow the dragon a chance to sense that they are coming for him, so that they do not catch him off guard and cornered in his lair. I also thought maybe I can give it the Ravener Template.

I need help. As much as I think heroes should be heroic, and feel heroic, they've already laid waste to a dragon before this one with a well placed dazing spell and 2 full attacks. This new dragon is related to the one they slaughtered and is near the end of the chapter and should rightfully feel more difficult. Maybe I should have sibling dragons to the one they killed.

  • Do you have any ideas what kind of encounter I can prepare?
  • How do I properly play a dragon so that it is appropriately terrifying?
  • Is action economy going to be an issue?
  • How do I use the air to the dragons advantage?

Edit: I understand and appreciate the validity of being well prepared against something you are aware of. I think what I need help with most is a surprise element they have not considered (battlefield, additional enemies, maybe a gimmick if the dragon himself is prepared), and proper tactics for playing a dragon the way they were meant to be played.

The 3 prestige classes Evangelist, Exalted and Sentinel are packed full of flavor. Depending on your deity you get appropriate boons and the obediences you perform are great for roleplay.

However I don't see many people or anybody at all willing to give up class abilities for prestige class abilities.

These prestige classes cannot be made into archetypes unless someone went through the trouble of creating an archetype for every possible class since the archetype would have to replace class abilities in order to be appropriate. However Archetypes are widely used in many builds and this would fit well if it were possible.

Would there be another way to make these more viable options?

It's all in the title. My party claims that you can stand up from prone with a move action and then take a 5ft step before using a standard action to attack.

I was under the impression that as soon as a move action was used to move, you would not be able to take a 5ft step.

Is there a ruling that validates what they are doing?


Buffering Cap wrote:
Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.
Invulnerability (Ex) wrote:
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

How do these work together?

Assume a level 8 Barbarian, DR 4/- and DR 8/lethal. The buffering cap activates. Does the barbarian take 4 off the regular damage and 8 off the non-lethal damage?

Thanks for your help.

RotRL Chapter 4 potential spoilers:

The Stone Giants raided Sandpoint and captured 8 NPCs. The PCs chased the Stone Giants back to Jorgenfist where they defeated Lokansir and rescued the NPCs. However, to make the chase more meaningful and give the PCs a sense of urgence, I made some of the NPCs already dead/sacrficed when the PCs finally arrived (determined randomly by dice rolls (1 of the Scarnettis died as well as Kaye (owner of the pixies kitten)). Each of these people had the Sihedron Rune burned in them prior to their sacrifice or death.

The PCs want to resurrect, reincarnate or raise dead an NPC who has been marked with a Sihedron Rune. Can they do this and if yes (I'd like to try and make this work somehow) does it work as intended?

Possible reason why it wouldn't work:
I think the souls of people marked go fuel the Runewells ... Can this still work?

One of the NPCs in question is very meaningful to one of the PCs, can I make this work somehow without playing down the seriousness of being marked by a Sihedron Rune and dying?

There are two skill checks: Stealth Create a Diversion and Bluff Feint

Create a Diversion to Hide and Feint in Combat

Create a Diversion to Hide wrote:
You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.
Feint in Combat wrote:

You can also use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. For more information on feinting in combat, see Combat.

Action: Feinting in combat is a standard action.

Retry? Yes. You can attempt to feint against someone again if you fail.

Couldn't you just create a diversion as a free action (cause the skill doesn't state that it takes a move or a standard) and 5ft step and sneak attack cause the enemy doesn't know where you are anymore? Or you can feint which takes a standard action so you can't attack until next round. Both use Bluff. they seem very similar.

What are your thoughts?

Weapon Blanch description

Weapon Blanch wrote:
The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition.

Seems to me like you only get one attack with a melee weapon vs 10 with a ranged weapon. Is that fair? or am I missing something?

Question is in the title. Thanks for your help :)

Alchemists look fun; they can throw bombs, they get something called mutagens which I'm not 100% sure what they do.

They seem overly complicated though.

What's so great about Alchemists?

If Gwendolyn, Evelyn, Desna, Mir, Axhy and Peregrin mean anything to you, stop reading here.

My group is currently going through a side quest related to one of the characters. The character in question is an Elven Archer / Cleric of Shelyn, who is actually more archer than cleric.

In the side quest, she will undergo trials and be rewarded with a gift, custom made by Shelyn herself. She will find that her bow has been replaced with "Shelyn's Defibrillator".

Bow keeps same enchantments it currently has, but gains the following ability:

Healing Arrows (su): As a free action, the owner of Shelyn’s Defibrillator can lose a prepared spell to imbue her arrows with a Cure spell of equal level or lower. This benefit can be applied to all attacks made in a full round action, at the cost of a prepared spell for each attack. Attack rolls for these arrows are resolved as ranged touch attacks. Arrows shot in this way inflict no damage, but instead apply the benefits of the Cure spell applied. If used while in emergencies or urgent times (read:in battle), regular damage dice and modifiers are added as extra healing and are subject to critical hit multipliers. If used in non-urgent times (read: outside of battle), only healing applied by the spell will take place (no extra dice or modifiers). The spell slot lost must be declared prior to the attack being made. Critical misses may result in healing an adjacent enemy.

I made this item in part to give the cleric more options and encourage more healing (hopefully while making it relatively balanced and not OP).


I was reading over the rules for Squeezing

Squeezing wrote:

In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

To squeeze through or into a space less than half your space's width, you must use the Escape Artist skill. You can't attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

Now I'm unsure how these rules apply to creatures larger than Large. The only part that references them is

>For a bigger creature, center the creature likewise in the area it squeezes into.

, so I'm left to assume that a Huge creature does not get any worse a penalty than a large creature would. is this right? A Large Creature squeezing into a 5ft square gets -4 to attack and -4 to AC, and a Huge creature gets the same penalties, no worse?

If I have posted this in the wrong place, please let me know and I'll ask in another forum.

One of my players is a cleric of Shelyn. I've made a side quest based on her backstory that will lead her through the Trials of Shelyn. These trials should test her devotion to Shelyn and will reward her with an item that will help her in her quest. It seems I would have had quite a bit more ease coming up with Trials for most any other deity, but I'm hard pressed to find adequate trials related to Shelyn.

I ask for your help. I need help fixing my trial described below, as well as coming up with more related to Shelyn or her virtues of love, beauty, music, art, forgiveness and loss.

She will face these trials alone, but the rest of the party will be present and be able to help think through puzzles. They are there via a deity level casting of illusion magic similar to the dream spell. They cannot interact with the world she is in, but they can offer advice and roleplay conversations.

Can you please help me come up with some trials?

So far I have one and I am not sure it is that great. It is kinda lacking a lot of what makes a trial a trial. I read somewhere that good puzzles should not be dead ends. So they need to challenge a player while still not being impossible. My idea below can potentially turn to impossible depending on the actions chosen by the player. So thats not good. Here is what I have so far:

Art: A white room with no discernible walls or doors or source of light although it is very bright. The entrance behind her seals up and the door frame fades away to leave no trace. There is three paintings on easels and a single fireplace with a mantle on top. One painting shows Shelyn looking down from Nirvana on the people of Cheliax, another painting shows an inspiring utopic landscape reminiscent of Nirvana, the last one shows Zon Kuthon torturing mortals in painful ways and behind him a sea of mortals in pain, bleeding, chained up and being mutilated. There is no indication of what to do, no exits. This is the test of art. She is not supposed to destroy,deface or put any art in the fireplace, because followers of shelyn regard any art with respect and destroying art is a huge sin for them. The answer is all art is beautiful and all expression is beautiful. A follower of shelyn should see beauty in all art forms and appreciate it, respect it and never destroy it.

Stone Familiar

Stone Familiar wrote:
This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the stone familiar to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a stone familiar immediately knows what spells are stored inside it. A stone familiar is never found as randomly generated treasure with spells already stored in it.

What does it mean to "store" 500 levels of spells"? Does it mean for example, that I can use it as a bank of 100 level 5 spell slots? I am just unfamiliar ( no pun intended, ... no wait, now yes pun intended :p ) with what spell storing means.

and their accomplishments, stories and how they rose to godhood?

I'm a big fan of reading the lore and interactions between the various deities, such as how Aroden supposedly last spoke to Pharasma before his death, how the orginal gods fought back Rovagug, how Shelyn stole the Whisperer of Souls from Zon-Kuthon, etc ...

I've been looking for a Pathfinder Campaign setting book this whole time that lists out these exploits, but someone told me I'd be more likely to find them in the novels. Having never purchased a Pathfinder Novel before, I figured I'd ask you fine folk for help narrowing down the scope of the novels to find what I'm looking for.


How does the Glamered armor enchantment work with the Disguise Hex, the Disguise Self spell, the Alter Self spell and a Hat of Disguise? Do they all stack?

Side question: In general bonuses are described as enchantment, insight, competence, morale, deflection, natural, etc ... But some spells do not say what type of bonus it is such as the case with the spell Disguise Self. In those cases what type of bonus does this default to?

I believe invisibility is ended when you do something to a hostile target that affects their saves. Ventriloquism is an illusion and they get a will save. Would this end the invisibility? I'm looking for RAW, not RAI.

EDIT: For clarity, I am an Invisible witch, using Ventriloquism to Cackle away from me so the enemy thinks I'm flying around over there in stead of over here.

Self explanatory title. I am currently running RotRL and I am curious what you would have done differently if you ran through it a second or more times. Any regrets, any advice, what would you have done better, what would you do differently, what mistakes did you make?

1 person marked this as a favorite.

Hi all,

I'm practicing interpreting the Harrow Deck cards and I'd like for you to ask me questions (one at a time/one each) pertaining to your character or the quest your character is on.

As an unbiased, unknowing party in your campaign, I will attempt to divine the answers to your questions by performing a harrow reading.

Please state your question and include a number between 1 and 9 for me to draw your Role Card necessary for the reading. And as per the Harrow Handbook, although questions about Wealth and Revenge are taboo, they are not forbidden. Questions about the details of your death however, are forbidden.

Optionally, include the deity you worship so that I may channel them in the reading.

And, lastly, thank you for letting me practice :)

3 people marked this as a favorite.

Hi everyone, I am a person who favors structure and I have difficulty being creative and improvising on the fly, so I have made up these tips to help anyone else who is like me. Please feel free to offer me advice or your own tips from your own experience performing Harrow Readings and Harrowings.

For my, and possibly your convenience, I have made a spreadsheet with the card interpretations, as per the Deluxe Harrow Deck manual PDF available as a free download on the Deluxe Harrow Deck product page, and a Pathfinder Wiki page with summarized interpretations. If I have infringed on any copyrights, please let me know (via private message to make sure I get it) and I will remove the link below immediately, and please forgive my ignorance as I meant no harm and mean to gain no profit from this.

The spreadsheet is available here if you would like to use it:

Google Drive shared Harrowing Spreadsheet

The spreadsheet highlights the cards revealed with a trump order of importance.

  • First: Role Card Match
  • Second: True Alignment Match
  • Third: Opposed Alignment Match
  • Forth: Misaligned/Partial Match
  • Fifth: No Match

For ease of readings, I interpret only the most important card of each column. If there is a tie, I interpret a card with the same attribute (Intelligence, Charisma, Strength, etc) as the Role Card of the character. If there is still a tie, I use the card with the closest alignment (1 Step away, 2 Steps away, etc) to the character getting the reading. Finally, if there is still a tie, I make an arbitrary call on what may be most relevant card to the question/harrow reading.

I also add a few more tweaks for flair:

  • If while shuffling, cards fall out of the deck, I say that the Gods have rejected those fates and I keep them out of the deck.
  • I regularly alternate shuffling my cards face down and then face up to keep my cards from bending a certain way. When I do this in front of a character, I role play that it is to maintain balance of the fates.
  • I also like involving the characters deity in the reading, saying "Shelyn is telling you that ..." or "Pharasma wishes to warn you of ..."
  • When I reveal each column (past, present, future), I have gotten better at recognizing matches quickly, so when a card is a non-match, I flip face down to make it easier for me to read the correct cards, which are face up, back to the character.
  • Finally, when an entire column (past, present, future) reveals all non-matches, I flip them all face down, and continue to draw on top of them an entirely new column, until I have at least one match.

Thanks for reading my little blurb. Hope to hear your feedback.

I have seen quite a few Harrower threads pop up recently. Either that or I'm just noticing them more because I am trying to build one. I am having trouble deciding what class to multiclass into Harrower, so I need help deciding. Here are some of the pros and cons I have for a few choices, but the more I read them the less I can make a choice. Help please!!

  • Bard: Charisma based like Harrower, 3/4 BAB, arcane magic, buffer, flavor of a performer works well with flavor of a fortune teller, no known archetype that goes with Harrower, Harrower at level 7
  • Magus: Inteligence based unlike Harrower, 3/4 BAB, arcane magic, melee and spellcasting, flavor doesn't work extremely well with fortune telling and divination, card caster archetype is a pretty cool and unique mechanic, Harrower at level 7
  • Oracle: Charisma based like Harrower, 3/4 BAB, divine magic, spellcasting class, flavor of oracle works very well with that of a fortune teller, no known archetype suitable for Harrower, Harrower at level 6
  • Sorcerer: Charisma based like Harrower, 1/2 BAB, arcane magic, spellcasting class, flavor works well enough although a typical or generic choice IMHO, Harrow Bloodline available for transitioning to Harrower, Harrower at level 6
  • Witch: Intelligence based unlike Harrower, 1/2 BAB, arcane magic, debuffer, flavor of quirky witch works well with that of a fortune teller, Cartomancer archetype available for throwing cards for ranged touch attacks, Harrower at level 5
  • Wizard: Intelligence based unlike Harrower, 1/2 BAB, arcane magic, spellcasting class, flavor works well enough although a typical or generic choice IMHO, Divination school of magic closest available for something Harrowing related, Harrower at level 5

there are of course other options not mentioned above ...

So say you are a Harrower and you have the Deadly Dealer feat. You enchant a deck of cards with +2 magic for 8000gp.

Then you run through all of your cards and you have to buy a new deck ... Is it right that you have to pay another 8000gp to enchant it again? Meanwhile the ranger with the +2 longbow just has to buy regular ammunition and his attacks are still considered magical and +2.

Am I missing something?


I'm not sure if this is the right forum for this question, but I figured it was a campaign setting question in general, not specifically related to any one module.

In Varisia, who are the Named NPCs capable of a lvl 7 Cleric Spell Resurrection?

Who created the image of the Priestess of Pharasma that is in the Faiths of Balance, page 17?

The same image is shared by my avatar.

By power of deduction, looking at the artists credited in Faiths of Balance, it is either Michele Chang, Francesco Graziani or Allison Theus.

By further process of elimination, if I look at the credited artists on the NPC Codex Pawns box, which has the same image on pawn "261 Acolyte", only Michele Chang and Allison Theus are credited on the box.

Does anyone know with certainty which artist drew this artwork?

Thanks :)

Hi all,

The Black Magga has DR 15/cold iron and magic.

Does this mean you need both cold iron AND magic to overcome the DR, or does it mean you need cold iron OR magic to overcome it?

In the Damage Reduction rules, it says you need at least a +3 magical weapon to be considered appropriate for overcoming cold iron, so that leads me to believe it is you either need a +3 magical weapon OR you need cold iron AND either a +1 or a +2 magical weapon to overcome it's DR.

So I ask you all, can you please clarify?


In Rise of the Runelords Anniversary Edition, in the back where it details the area of Hook Mountain region, it hints at the potential of an unexpected ally called Razmus, a CR 10 Hill Giant Fighter 2/Ranger 1.

I thought it would be a neat idea at the very least to roleplay his encounter and see if the party convinces him to lend his earth breaker to their cause, or if they would just fight him.

  • Has anyone else dealt with an encounter with Razmus?
  • If so, how did it go?
  • And how did you plan for his dialog and attitude?

:) Thanks.

I looked in the forums and the two posts I found said something different.
This one only covered specifically for a lvl 6 bear:
This Forum post
While this one said it followed the monster template 2 + int dice roll method:
This other Forum post

The problem is, they are both conflicting answers, and neither one says what to do upon level up.
So to make my question simple, how many skill points would a bear of level 1 and int 2 get at lvl 1, and then again how many more would it get at lvl 2, and then at lvl 3 again?

Also, does an animal companion take the class skill bonuses from the PC?

Thanks for your help, I promise I looked before I asked.

I'm not usually bad with understanding how multiple attacks work ... but I just can't figure out how many attacks this character is supposed to get.

There is a character from Rise of the Runelords who's stats look as follows:

human fighter 4/ranger 2
NG Medium humanoid (human)
Init +1; Senses Perception +10


AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
HP 53 (6d10+16)
Fort +11, Ref +5, Will +2; +1 vs. fear
Defensive Abilities bravery +1


Speed 30 ft.
Melee +1 battleaxe +10/+5 (1d8+7/x3), +1 handaxe +10/+5 (1d6+5/x3)
Ranged composite longbow +7/+2 (1d8+4/x3)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (giants +2)


Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB 10; CMD 22
Feats Dodge, Double Slice, Great Fortitude, Power Attack, Two-Weapon Fighting, Weapon Focus (battleaxe), Weapon Focus (handaxe), Weapon Specialization (battleaxe)
Skills Climb +9, Craft (stonemasonry) +7, Knowledge (engineering) +5, Perception +10, Profession (siege engineer) +6, Survival +10
Languages Common, Osiriani
SQ armor training 1, track +1, wild empathy +1
Gear chainmail, +1 battleaxe, +1 handaxe, composite longbow with 20 arrows

Could you please explain to me how many attacks he gets when two weapon fighting?


edit: I started searching the forums for related posts about this adventure path and wealth, and most if not all go off on tangents and off course topics about spoilers and ideas to convince GMs to buy back loot at full cost. I'd like to continue to ask this question despite it being asked before, if only to get a straight answers about how other GMs have handled wealth in their Rise of the Runelords campaigns.

Disclaimer: I am fully aware that each party and experience is different and where one game might have an abundance of wealth and items, another might get by just fine without flashy fancy treasure. I also concede that the DM is in charge of making the experience work regardless of treasure given.

**Disregarding** these two facts, by the core book Character Wealth by Level, players should get a certain number of wealth by each level, to purchase goods, upgrade gear, etc ... And it seems like Rise of the Runelords has been a bit behind on treasure.

For Rise of the Runelords:

  • Do you compensate by adding more treasure in your group?
  • Do you leave it as is?
  • Do you compensate if your group is composed of 5 or 6 players?
  • Have you found a need to provide loot/gold/treasure outside of what is detailed in each module?

Context: If it helps, my group has 5 players, each level 8, and they just started the Hook Mountain Massacre. I have calculated the total expected wealth gained, as per the module, at around 29000gp by the time they should hit level 9, short of the standard 4 man group amount of wealth expected of 52000gp and much shorter of the expected wealth of our 5 man group which would be 65000gp. Up until now, the treasure has been pretty sparse as well, giving an overall impression that the campaign is stingy wealth wise. Intentional?

I'm pretty sure they don't but I wanted to confirm.

In the following example Wizard Arcane School Conjuration Teleportation Supernatural Ability Shift,

Shift (Su) wrote:
... you can teleport to a nearby space as a swift action as if using dimension door.

Dimension door has a V component.

If Supernatural Abilities such as shift do not have components, then you could Shift out of a magically Silenced area, but if it uses components as per the spells, then you cannot.

This is just one example.

Please advise.

My group is beginning the Hook Mountain Massacre and something seems odd: At the end of the Skinsaw Murders, the PCs found a letter to Xanesha from an anonymous source (not signed). It doesn't say who the letter is from, but it does call Xanesha a sister. The PCs have assumed they are looking for a brother because it is not specified.

My question: There are a lot of strong hints at the beginning of the Hook Mountain Massacre, that point to the Paradise and Lucrecia, but the PCs aren't picking up on them,

  • How should I handle this?
  • and also, did we miss something that would have been a more obvious hint that they should be looking for Lucrecia, or does that unfold later?

Thanks for your help!

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Hi all,

I have been DMing for about a year now and have tweaked my overland travel every so often to what it is now.

But I was wondering how other people do it: (I know lots of questions. These are mostly enumerated here to inspire answers and see what other people do for overland travel. Please feel free to answer as little or many of the questions as you want, or to just simply describe anything relevant to handling overland travel in your campaign.)

  • How does your DM/GM handle overland travel?
  • If you are the DM, how do you make it appropriately time consuming (so it's not pointless and easy) but not take 4 sessions to travel 7 days?
  • Do you prepare encounters ahead of time, or do you roll from a chart?
  • Do you have multiple encounters a day?
  • What percentage do you roll for to see if an encounter is triggered?
  • If you do one encounter a day, how do you handle the fact that for each of those encounters, the part has their full list of spells and buffs and leads to the encounter being a cakewalk?
  • Do you have charts you can share that you use in your campaign?
  • What are some of the problems you have run into DMing travel time and how did you go about it to make it better or fix it?
  • Do you use Weather in your Campaign?


Hi all,

I promise you I have Googled and searched the forums. I believe this is a simple question since because I have not found any threads about this, I am assuming it's general knowledge that I just missed.

If your Strength Score is 8, and your modifier is -1, does -1 apply to your combat maneuver rolls and DC?

I already know that it applies to damage, to a minimum damage of 1, I just didn't know if it applied to combat maneuvers.

Bonus Question: Are there any circumstances where negative strength modifiers are NOT considered but positive strength modifiers are?


I apologize in advance, I'm sure these have been asked before but I still can't find the answer to them.

  • While using Animate Dead, can you only create Skeletons and Zombies (and Beheaded), along with their respective variants, or can you also create ghouls, ghasts or other?
  • Also can you Animate whatever is nearby, if hypothetically a Gorgon died nearby, could you Animate Dead the Gorgon and create an Gorgon Skeleton so long as it is within your HD budget for the spell, using the Skeleton template?

Final optional question: Purely for Semantics, can you only Animate Dead what is nearby? or in the middle of nowhere could you create an undead skeleton or other from the carbon in the materials nearby, etc, even if there are no bones nearby?



Certain spells have the tag "evil" (without quotes) right next to the school of magic.

Three examples are Animate Dead, Blood Transcription and Nightmare.

Please note not all Evil aligns spells are from the school of magic Necromancy, however, it seems the majority are, just not all of them. It has been ruled at our table that the consistent use of such spells will result in an alignment shift.

My question to you is, should it?

Thanks for your time.

Wizard BAB isn't great and Strength for wizards is typically a dump stat, how to successfully and consistently use spells requiring melee touch attacks? I have been avoiding them for the most part.

Are there ways to boost BAB? Are there ways to sub Strength with another ability score for melee touch attacks?

Thanks for your help!

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