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I am trying to get an item that lets me teleport to a preset location and then return to where I left from later on. I can't seem to find anything like that in the books so I figured I would try creating either a single item or a matched set of items to do this. I seem to be drawing a blank on this short of just getting a wand of teleport...

The background situation is that we are in an evil campaign. I am playing a Hidden Priest of Asmodeus and we are currently in a town that is largely Lawful Neutral and has a large following of Abadar. I know that Abadar is a sometimes ally of Asmodeus but a few of the people here really ticked me off. I am taking Leadership and while my cohort will stay with me I am going to be making the vast majority of my followers bards and clerics of Asmodeus who are going to be starting an underground temple in the area, with a couple of fightery types for guards. I need a way to get to them often enough to retain control and quickly enough that I could answer a "bat call" if an emergency arises.

Any ideas that could help me out?

Oh, I am also a Fiendish Vessel and my Imp familiar has +19 in UMD so just about any wand is doable.

Thank you in advance for any help you can provide.


I was looking at the pathfinder expeditions that are listed in the back of What Lies in Dust, and I got to thinking about how to use these in the campaign. I have listed a possible use for Lady Ninahu's Doll below, if you can get through the wall of text that is. I was wondering if anyone else had come up with adventures to go with the other expeditions? Feel free to critique my work or use it in your campaign, although it is very bare bones at the moment.

My group has met the crazed head of Khazrae Kuelata from inside the Crux, and one of them has decided to take pity on her. Instead of asking if there was any magic that could be used to restore her body, he instead started asking around to see if he could find a golem-like replacement body for her head to sit on and control. He also plans on taking leadership after this is done and using her as his cohort.

I took a look at the items that the current pathfinders are looking for and saw that one of them was named Lady Ninahu's Doll. I don't know if there are stats for these items or not, but I haven't been able to find them if they do exist. I got to thinking that this would be a good side quest, to find this doll that can be used as a replacement for the fiend's body.

My group has already expressed a desire to leave Westcrown for a bit. I figured that a quick jaunt to Galt would be just the thing they are looking for. I know that the experience they get is going to mean a lot of extra work on my part when we get back to the AP, but it doesn't bother me that much.

So, what I have so far is that they hear about the doll through Ailyn Ghontasavos. She tells them that Mirima Marshaid is looking for it and that she was last seen at the Woodsedge Lodge in Galt. The Venture-Captain, Eliza Petulengro, is willing to help them track her down if they help with the unrest she feels is building against her in town. After a short bit of diplomacy/intimidation, they find out that Mirima went through the Maze of the Open Road. They find their way to the portal she used and enter it. They find themselves in a ruined Alzanti temple filled with golems and other automatons. About half way through they meet up with Mirima, who has locked herself into a safe room because she accidently set off the alarm that activated the automatons and she can't face them on her own. They get to the end and find that the doll is the one controlling the defenses of the temple. They defeat the doll and place the fiend's head on it's neck. This goes a long way to helping cure the insanity, but not fully, they will still need a greater restoration or wish/miracle to cure it completely. They return to westcrown just in time to see the mansion turn into a mushroom cloud.


I am about to start running CoT and one of my players has shown an interest in being a dex fighter working toward the Duelist prestige class and taking Performance Combat feats. I have only prepped through the first book and I was wondering if there were any good places to use these rules.

In the first book there aren't really many places that the group can enter combat with an audience around. Just from the descriptions I read it sounds like the second book might have a few places that would work. I know I can just add extra fights that fit those rules, but I don't want to give out too much extra exp. I was looking for fights already in the campaign that could be tweaked to add Performance.

I was also considering giving them a fame point after every four or five victories, but I am not sure if that would cause their total to balloon too high.

Any help or suggestions will be greatly appreciated.


If you use spell strike to deliver a disruptive spell, and the caster fails the concentration check associated with it during his round, would that count for the disruptive recall feat?

Here is my line of thought on this:
Disruptive Spell forces a concentration check to cast spells for one round after being hit by it.
Spell Strike turns a touch spell into a melee attack that can be delivered by a weapon.
Disruptive Recall says that it is triggered when you use a melee attack to disrupt an arcane spellcaster's spell.

It seems to me that this works, but I wanted to make sure by asking what everyone else here thought.


Hello everyone,
I am playing a cleric right now, and I got to thinking about where I want to take him. I finally settled on him being focused on his channeling, and I came up with two feats I would like to use. I know that the dm has the final say, but I was hoping the community here could look at them and let me know what you think before I bring the question up to him. Are they over powered, too weak, balance breaking, or not worth taking? Any help you could give me to polish or even completely redo these feats would be greatly appreciated.

Enlightened Channeling
Prerequisites: Channel Energy Class Feature
For the purposes of the Channel Energy save DC and number of uses per day, the character uses his Wisdom modifier in place of his Charisma modifier.

Natural Conduit
Prerequisites: Enlightened Channeling
The character now adds his Wisdom modifier to damage dealt or healed by his Channel Energy ability.

If they seem too much then I could see splitting the first feat into two, making one change the save dc while the other changes the number of uses. I can also see adding a limited number of times per day to Natural Conduit, I just don't know how many times if it does need it.