Free Resources on Roll For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields.
To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most Classes are automatically proficient with the armors that work best for them. Cost : The cost in gold pieces of the armor for Small or Medium Humanoid creatures. See Table: Armor for Unusual Creatures for armor prices for other creatures. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus.
Similarly, the Shield bonus from a Shield doesn't stack with other effects that grant a Shield bonus.
Dexterity bonuses in excess of this number are reduced to this number for the purposes of determining the wearer's AC. Heavier armors limit Mobilityreducing the wearer's ability to dodge blows. This restriction doesn't affect any other Dexterity-related abilities. Even if a character's Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing his Dexterity bonus to AC.
A character's encumbrance the amount of gear carried, including armor may also restrict the maximum Dexterity bonus that can be applied to his Armor Class. Shields : Shields do not affect a character's maximum Dexterity bonus, except for tower shields. Armor Check Penalty : Any armor heavier than Leatheras well as any Shieldhurts a character's ability to use Dexterity- and Strength-based Skills. A character's encumbrance may also incur an armor check Penalty.
Shields : If a character is wearing armor and using a Shieldboth armor check penalties apply. The Penalty for nonproficiency with armor stacks with the Penalty for shields. Sleeping in Armor : A character who sleeps in medium or heavy armor is automatically fatigued the next day.
He takes a —2 Penalty on Strength and Dexterity and can't Charge or run. Sleeping in light armor does not cause fatigue. Arcane Spell Failure Chance : Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component.
Arcane spellcasters face the possibility of arcane Spell Failure if they're wearing armor. Bards can wear light armor and use shields without incurring any arcane Spell Failure chance for their bard Spells.
Casting an Arcane Spell in Armor : A character who casts an arcane spell while wearing armor must usually make an arcane Spell Failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined.
If the spell lacks a somatic component, however, it can be cast with no chance of arcane Spell Failure. Shields : If a character is wearing armor and using a Shieldadd the two numbers together to get a single arcane Spell Failure chance. Speed : Medium or heavy armor slows the wearer down.
The number on Table: Armor and Shields is the character's speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet.
They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet.You are viewing the legacy Pathfinder Reference Document website. Paizo Inc. Learn more. The magic armor that intrepid heroes don in the face of danger is often the only thing that stands between a brave adventurer and a blade to the chest. The following section includes armors with unusual powers and magical abilities. Magic armors may have abilities that need to be activated to function or powers that work passively and constantly.
Price 10, gp; Aura no aura nonmagical ; CL —; Weight 30 lbs. Price 16, gp; Aura moderate enchantment; CL 7th; Weight 20 lbs. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer.
Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk moving through a threatened square, charging into a pit, and so on it can act normally that turn.
This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language. Craft Magic Arms and Armor, confusion. Price 18, gp; Aura strong enchantment; CL 12th; Weight 35 lbs.
Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll.
The wearer's player must decide whether to have the attack roll rerolled before damage is rolled. Craft Magic Arms and Armor, bless. Price 12, gp; Aura faint transmutation; CL 3rd; Weight 15 lbs. Price 25, gp; Aura strong enchantment; CL 15th; Weight 30 lbs. It bestows a commanding aura upon its wearer. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.
Craft Magic Arms and Armor, mass charm monster. Price 15, gp; Aura faint conjuration; CL 5th; Weight 15 lbs.Toggle Theme. When the wearer speaks a command word, the armor flows on or off the wearer, allowing it to be donned or removed with a single move action from up to 10 feet away. A suit of flowing fortress armor has 3 charges, which refresh automatically every day at sunrise.
By spending 1 charge as a standard action, the wearer transforms into water for one of two effects. Gush : The wearer transforms into water and bursts forward like a geyser up to 40 feet in any direction, then returns to her normal form, allowing her to cross chasms or vault obstacles.
The wearer may attempt bull rush combat maneuvers against any creatures and moveable objects along her path, regardless of size. The wearer rolls a single combat maneuver check and applies the result to each creature within the area.
This bull rush does not provoke an attack of opportunity. If the wearer encounters an immovable object, she may attempt a Strength check to destroy that object as a free action. This transformation lasts up to 10 minutes, but may be dismissed as a free action.Join VIP to remove all ads and videos.
When you arrive, a friendly troll named Jazon will approach you. You can learn the information of trolls and kobolds here from him. Or you you can ask Jazon to bring you to the troll king for peace talks. However if you chose the peach path you can let Jazon live.
However, if you chose the violent approach, you need to fight your way to the entrance of the ruins. Hargulka, the king of the trolls is waiting for you inside the ruins. You can learn some information from him, but no matter what you chose, eventually you need to fight.
Hargulka will leave the hall and destroyed the passage, and let the rest of trolls to flank you. Defeat them and further explore this level. Kargadd, the arch-enemy of Ekundayo, is at the first chamber on the southwestern side of the level. Ekundayo also tells you that Kargadd is allergic to the sun, like all rock trolls.
There's a dying dwarf in a storage room near Kargadd's chamber, if you attempt to save him, he will bestow curse on your team. You can also end his pain just leave him be. Near the Kobold you can find a hidden panel Perception 20it reveals a secret treasure room. There are two rotatable dwarven device on this level, you need to find the correct pattern on the lower level of the ruins, in its classroom.
Jazon, the pacifist troll can be found at the lower level of the ruins, you can persuade him to leave, or strike him down with the rest of the trolls. Jazon is slightly stronger than other troll, but acid can still kill him.\\Pathfinder/ Min-Maxing For Fun And Profit VI - AC Optimization - Heavy Armor Tank VS No Armor Tank
To the north of the lower level, you can find troll's storage room and throne room. However, you can also give the whip to Octavia. In the throne room, you will meed Hargulka and Tartuk. This fight is unavoidable so buff your characters beforehand and summon some minions.
If you try to heal the dying dwarf a second time [ alignment required ] then he will give you a blessing instead of a curse before dying. Sign In Help Sign Out. Toggle navigation. Search Results. Jazon is slightly stronger than other troll, but acid can still kill him To the north of the lower level, you can find troll's storage room and throne room. General Information Location:?? Recommended Level:?? Notable NPCs:?? Join the page discussion Tired of anon posting? Submit Submit Close.
Load more.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Pathfinder: Kingmaker Store Page. Global Achievements. I get that on a wall on the North side of the second floor is a glowing rune. You're supposed turn the Moon and Sun till the rune matches the one on the wall downstairs. Then you check in teh center room, I suppose. However, every time I check the center room on the second floor, it's a different rune than the glowing one and the rune I set upstairs.
When I go upstair to correct it, I see either one or the other of the Moon or Sun rotating back into position for the glowing rune.
And so far, nothing. What am I missing here? Showing 1 - 12 of 12 comments. Lane View Profile View Posts. Clue is supposed to be in the journal you find there, although I found it inaccurate.
You need to turn it so that Sun is facing towards the entrance to the dungeon. And although journal says the moon should be facing forge, I think the right direction was actually it facing sun. Zaltys View Profile View Posts. Originally posted by dadorulez :.
Last edited by Zaltys ; 11 Oct, am. Originally posted by Zaltys :. Last edited by Top Dogger ; 11 Oct, am. Originally posted by Space :.
On the floor by the Sun and Moon statue there's two symbols One is like a Z, the other is like a W or a V iirc, they are pretty small. When you back-track to the entrances back up to the floor you came from there's two there's a stone disc at each entrance in the room just infront of you embedded in to the floor, they should both be marked by red banners on map. They're hard to see I guess. One at each entrance down. I've gotten the symbols and statues to line up.
Nothing happened. Are there any other conditions I need to know about? A specific companion I have to have with me, or a key or something? Sorry to belabor the point, guys. I'm usually smarter than this.
Well, at least my momma says so :. Antinous View Profile View Posts. As far as I remember, the Moon needs to be in Waning Crescent, and the Sun needs to face right for the treasure to appear.This article might have further canon details available on StarfinderWiki.
Strix used as both the singular and plural term are a race of dark-winged humanoids who live in only a single region in all Avistan : the forsaken rocky spires on Cheliax's west coast known as the Devil's Perch. Strix resemble humans in size and build, but are distinguished by their jet black skin, their foot, raven -like wingspan, and their strange facial features.
Strix have pointed ears, slitted nostrils, and eyes without pupils which, due to their large size, appear to glow in the half-light of the evening.
Their eyes are fixed within their head, so to look around they have to move their entire head making them look either slow and sombre or jerky and skittish depending on how fast they move.
Strix stand just over six feet tall, but considering their size, are quite light, weighing around pounds. Devil's Perch is the only place in all of Avistan that the strange strix can be found. Their presence has given the area a dark reputation with surrounding human communities. The strix consider all the land they can see from their largest settlement at Ciricskree the so-called Shrieking Spire as their own, and they are fiercely territorial.
Strix are not particularly fecund creatures, leading them to value every member of their society. Strix normally live to around 40 years old, though if they are lucky, they can reach Strix are also nocturnal creatures, their large eyes helping them to see better in the dark, while their black colouring makes them virtually invisible against the night sky.
At least one hidden settlement of strix is rumored to be located in the Napsune Mountains of Rahadoum.
Specific Magic Armor
This has, however, never been corroborated by confirmed sightings or by the strix of Cheliax. Strix society is small and isolationist, and as a result is very tight knit. While the strix would like nothing more than to dwell peacefully amongst the rocky heights of Devil's Perch, centuries of bloodshed and superstitious hatred from the neighbors in Cheliax have created a species-wide siege mentality.
Strix have developed a deep hatred of humans; the precise origin of this hate is uncertain, but it is known that they deeply resent human intrusions and besiegement. Due to their limited numbers, strix have a very close-knit family structure, effectively all belonging to a single extended tribe.
Within this tribe all work together to ensure the species' survival. Murder is unknown except when committed by outsiders. The strix respond to these occasional murders in kind, but as humans outnumber them so greatly, they do not hesitate to take dozens, even hundreds of lives in revenge for the death of one of their own. Their isolationist nature has led them to assume that human society is as tight-knit as their own, so they assume that the deeds of one human represent those of all others and take vengeance indiscriminately.
Perhaps the most feared of all Devil's Perch rebels are the strix witches who make pacts with dark forces. Their hexes and arcane magic allow them to infiltrate their enemies and pick them off one by one in darkness and silence. The Strix language is a strange creole of Azlanti and Infernaland can be understood by those who speak both languages, adding further to the mystery of their origin and the possibility of some sort of supernatural punishment.
According to their own legends ones never told to outsidersthe strix do not believe Devil's Perch to be their homeland. Legends claim the strix were delivered to their current home in a terrible green storm that sent the vicious and undeserving far from their original home. Here they were to suffer until the end of the sun. The sun did seem to end with the coming of the Age of Darknessand the creatures thought that this freed them from their previous punishment.
During the Age of Darkness, the strix lived more as beasts than people. This lasted until they found a fortress of stone next to the fish-filled ocean which was tall enough to be safe from the beasts of the land.The quest will begin after you have your share of fun ruling the Kingdom a bit.
Visit the throne room and learn from Kesten about the unusually high troll activity in the region. By the way, do not forget to add the nearest region to your kingdom. To advance the quest, read the walkthrough of The Nature of the Beast main quest.
You will find out why trolls are not afraid of fire. Next, you will have to return to Bartholomew to help him in the battle against trolls go to the Lone House location. You learned everything you could about trolls.
Their lair is located at the Dwarven Ruins location. It will be called Troll Lair afterwards. The most interesting thing here is that you can complete several quests at the same time: take Harrim companion quest called Unwanted LegacyEkundayo A Score to Settle quest and Jubilost Renowned Explorer quest with you and go there.
Defeat the leader and decide what do you want to do — kill him or spare him. Here is a secret: On the upper level, you can find two plates with images of the Sun and the Moon. Now, if you look at the map, there will be two red flags indicating their location. You can rotate the plates and select certain symbols. But which ones? Go down to the lower level again and look for the Sun and the Moon statues in the central chamber — they will have the right symbols. Memorize them, set the plates right on the upper level, then go back and enjoy your chest with some gold and excellent armor.
Exit the throne room when interacting with the map inside, you return to the kingdom management screen and walk around the city until you see the Guardian of the Bloom. She will thank you for killing the Stag Lord and will promise a valuable reward. And so the quest begins. You need a location called Verdant Chambers. It is located in the west of the region. You must go there alone! At the destination, go forward and look around the big tree on the right. A nymph will appear and then sic the monster on the main character.
You can either escape or kill them. Look for another way out — you can climb the wall to the right of the tree, but only if you pass the athletics test.
You will finish the quest by leaving the location. The quest will begin after you meet Jenna in the throne room you will have to receive some visitors. Talk to her and learn about the missing son. The woman claims that the witch from Narlmaches is to blame. Talk to the witch Old Beldame and learn that, apparently, she did not do anything wrong.
It means that Jenna slandered her. Go back to your fortress and enter the tavern either select it when you go to the fortress or exit the throne room and go all the way to the right to see the marker leading to it. Talk to Jenna in the upper left corner.