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Aubrey the Demented/Malformed's page

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About Aubrey the Demented/Malformed

HOUSE RULES FOR THE AUBREY CAMPAIGNS

Minimum hit points

If you roll less than half the maximum on a die while rolling hp, you instead get half the maximum. So, if rolling hp on a d8 and you get 3 or less, you actual roll is considered to be 4.

Action point basics

You can use an action point to improve a d20 roll by an additional 1d6. The 1d6 is rolled when the d20 is rolled. At level 8 (I think), this increases to 2d6 and, at level 15, to 3d6.

In addition, a /day character ability (e.g. barbarian rage, bardic music and so on) can get an extra use per day by the sacrifice of 2 action points.

You can also use an action point to stabilise while at negative hp. As a house rule, I also allow the use of half that level's allocation of action points (rounding down) to deflect certain death (e.g. huge damage, disintegration) and convert it to being stable at -9hp.

You get action points equal to 5 plus half your character level, rounded down (i.e. 5 at level 1, 6 at level 2 and 3, and so on). Any unused action points are lost at levelling up - i.e. you cannot have more than that level's allocation (normally - there are feats which can impact on this). Use 'em or lose 'em.

The details are in the ECS. These rules differ from the ones in the SRD (they are much more limted in scope in the ECS).

You can use action points only once per round.

Energy drain

You may save to negate the level drain at the moment of the attack. You also get a save at the end of the day if you have suffered a lost level to negate it.

Conversion to PFRPG

Beguiler

Add to the Beguiler spell list the following:

4th level: Shadow Conjuration
5th level: Shadow Evocation
7th level: Greater Shadow Conjuration
8th level: Greater Shadow Evocation
9th level: Shades

Also, for Advanced Learning, take the additional spells from the Illusion, Enchantment, Transmutation and Divination Sorcerer/Wizard spell lists.

Cleric

Exorcism domain powers:

Turn Possessing Spirit (Su): At 1st level, you may expel a possessing fiend from the creature it controls. This works like the Turn Undead feat from the PFRPG book, except is affects a spirit or other entity possessing a subject. The spirit is forced out of the subject and becomes ethereal if it fails a Will save DC of 10 +1/2 cleric level + CHA bonus. If the possession is the result of a Magic Jar spell, the spirit is instead forced back into the receptacle. The spirit may not possess the same subject for 24 hours. Using this power uses up a Channel Energy attempt.

Spirit-slayer (Su): At 8th level, you can see creatures in the Ethereal plane and your attacks (melee, ranged or spells) can affect them. You can use this ability for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. For the purposes of this ability, levels in the Exorcist of the Silver Flame prestige class stack with your cleric levels.

Cleric levels stack with levels from the Exorcist of the Silver Flame PrC in respect of these domain powers.

Exorcist of the Silver Flame

Replace Flame of Censure with the Alignment Channel (Evil subtype) feat from PFRPG.

AUBREY'S EBERRON CAMPAIGN

Statistics for the Alphabet Brothers

Arek, Half-Orc Warrior 3/Ranger 1

STR 15 (+2)
DEX 10 (+0)
CON 12 (+1)
INT 7 (-2)
WIS 12 (+1)
CHA 6 (-2)

HP 30
AC 14
Initiative +4
Move 30
Fort +6, Ref + 3, Will +2

Feats: Improved Initiative, Toughness, Track (B)
Skills: Climb +2, Handle Animal -1, Sense Motive +3, Swim +3, Survival +4, Wild Empathy (-1)

Languages: Orcish, Common
Alignment: NG

Greataxe / +7 to hit / 1d12+3 / x3
Long Bow / +5 to hit / 1d8+3 / x3

Special: Darkvision 60’, Favoured Enemy (Aberrations +2)

Equipment: MW Greataxe, MW Chain Shirt, Composite Longbow Bow +1 (+2 STR), Quiver with 20 Arrows, Potion of Cure Moderate Wounds, Backpack, Bedroll, Waterskin

Arek is thoughtful and quiet, often insightful, calm and kind. He is nevertheless a brutal warrior in the best tradition of the orcs of the Shadow Marches. He is a follower of the Gatekeeper traditions, and carries a few charms and fetishes in his backpack which he uses in his nightly prayers.

Bool, Half-Orc Warrior 3/Barbarian 1

STR 16 (+3)
DEX 11 (+0)
CON 12 (+1)
INT 6 (-2)
WIS 8 (-1)
CHA 9 (-1)

HP 32
AC 14
Initiative +0
Move 40
Fort +6, Ref + 1, Will +0

Feats: Toughness, Weapon Focus (Greataxe)
Skills: Climb +2, Intimidate +3, Swim +5

Languages: Orcish, Common
Alignment: CN

Greataxe / +10 to hit / 1d12+5 / x3
Javelin / +4 to hit / 1d6+2 / x2

Special: Darkvision 60’, Fast Movement, Rage 1/day

Stats while raging

STR 20 (+5)
DEX 11 (+0)
CON 16 (+3)
INT 6 (-2)
WIS 8 (-1)
CHA 9 (-1)

HP 40
AC 12
Initiative +0
Move 40
Fort +8, Ref + 1, Will +2

Greataxe / +12 to hit / 1d12+8 / x3
Javelin / +4 to hit / 1d6+5 / x2

Equipment: Greataxe +1, MW Chain Shirt, 8 Javelins, Potion of Haste, Backpack, Bedroll, Waterskin

Bool is dark and brooding and inclined to surliness, especially since the death of his cousin Drim as he feels responsibility for allowing her to go to her death. Perversely, he sees it as his duty to protect Rodergo in memory of his cousin despite partly blaming the priest for not protecting Drim properly. He is a reckless warrior and has got more so since Drim’s demise.

Statistics for Gnarly, Dwarf Ranger 2/Rogue 3

STR 15 (+2)
DEX 15 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 13 (+1)
CHA 6 (-2)

HP 23
AC 17
Initiative +6
Move 20
Fort +4, Ref + 8, Will +2

Feats: Improved Initiative, Exotic Weapon Proficiency (Repeating Crossbow), Rapid Shot (B)
Skills: Bluff +3, Climb +10, Hide +5, Jump +11, Listen +9, Move Silently +5, Search +8, Spot +9, Survival +7 (+9 while tracking), Swim +6, Tumble +10, Use Rope +10, Wild Empathy +0

Languages: Dwarvish, Common, Goblin, Orcish
Alignment: NG

Dwarven Waraxe / +6 to hit / 1d10+2 / x3
Repeating Crossbow / +7 or +5/+5 to hit / 1d10+1 / 19-20/x2

Special: Darkvision 60’, Stonecunning, Steady (+4 vs bull rush and trip), +2 save vs poison, spells and spell-like abilities, +1 to hit vs goblinoids and orcs, +4 AC vs giants, Sneak Attack +2d6, Trap-Finding, Evasion, Trap Sense +1, Favoured Enemy +2 vs giants

Equipment: +1 Heavy Repeating Crossbow, 30 Bolts, Dwarven Waraxe, Mithril Shirt, Masterwork Buckler, Explorer's Outfit, 50' Silk Rope, Climber's Kit, 3 Potions of CLW, Antitoxin, Flint & Steel, Flask

Gnarly is a former scout in the Last War, serving as a mercenary for most sides at some point. No longer young, but still clinging to a rootless life of adventure, he currently works for Breland on the border with Droaam. He has a grey beard matted with old food and a permanent lascivious leer, but his equipment is well-kept, especially his crossbow, Bess.

Jalana, Female Valenar Elf Ranger 2/Bard 5
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +8
------------------------------------------------------------
Defenses
------------------------------------------------------------
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 armor, +1 deflection)
hp 39 (2d10+2 plus 5d6+5 plus 2)
Fort +5, Ref +9, Will +4; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. enchantments
Immune sleep
------------------------------------------------------------
Offense
------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Valenar double scimitar +7 (1d6+2/18-20)
Melee +1 Valenar double scimitar +5 (1d6+2/18-20) and +1 Valenar double scimitar +5 (1d6+1/18-20)
Ranged masterwork composite longbow [+1 Str] +8 (1d8+1/x3)
Special Attacks bardic performance (21 rounds/day), countersong, distraction, fascinate, favored enemy (humanoid [human] +2), inspire competence +2, inspire courage +2
Bard Spells Known (CL 5th; 1d20+7 to overcome SR)
2nd (3/day)–cat’s grace, cure moderate wounds, heroism
1st (5/day)–expeditious retreat, grease, hideous laughter, remove fear
0 (at will)–daze, detect magic, know direction, light, mending, read magic
------------------------------------------------------------
Tactics
------------------------------------------------------------
Before Combat Jalana casts cat’s grace on herself and begins bardic performance to inspire courage. If about to face a difficult battle she drinks her potion of bear’s endurance and may use silversheen against opponents with damage reduction.
During Combat Jalana uses her bow against opponents out of reach and turns to her Valenar double scimitar once she or they have closed the distance. She’ll disarm opponents if able to. If she is being hit often or has lost more than half her hit points, she uses Combat Expertise to its full ability (-2 to attacks, +2 dodge) and either drink one of her potions or cast cure moderate wounds to heal herself.
Morale Jalana continues fighting so long as Runzyl is present.
------------------------------------------------------------
Statistics
------------------------------------------------------------
Abilities Str 12, Dex 14, Con 12, Int 15, Wis 10, Cha 15 (17)
Base Atk +5; CMB +6 (+8 to disarm); CMD 18 (20 vs. disarm)
Feats Combat Casting, Combat Expertise, Extra Performance, Improved Disarm, Two-Weapon FightingB
Skills Acrobatics +12 {7cr}, Bluff +11 {5cr}, Diplomacy +8 {2cr}, Knowledge (arcana) +7 {2cr}, Knowledge (history) +7 {2cr}, Knowledge (nature) +7 {2cr}, Knowledge (religion) +7 {2cr}, Perception +10 {5cr}, Perform (dance) +11 {5cr}, Perform (sing) +11 {5cr}, Ride +10 {5cr}, Spellcraft +7 [+9 to identify magic items] {2cr}, Stealth +12 {7cr}, Survival +8 {5cr}
Languages Common, Elf, Goblin, Halfling
SQ bardic knowledge +2, elven magic, lore master (1/day), track +1, versatile performance (oratory), well-versed, wild empathy +5
Combat Gear potion of bear’s endurance, 2 potions of cure serious wounds, 2 potions of invisibility, silversheen Other Gear +1 studded leather, +1/+1 Valenar double scimitar, masterwork composite longbow [+1 Str], quiver w/40 arrows, cloak of charisma +2, ring of protection +1
------------------------------------------------------------
Notes
------------------------------------------------------------
Hook “Nesh coremar quen Shelon!” [For the glory of our Ancestors!]
Description Jalana is one of Caerlyn's Blade, a Valenar warband based in the Bazaar in Dura, and Runzyl's on-off lover. She has long blonde hair, sparkling green eyes and a ready smile. While she favours more subtle tactics to problems than Runzyl (preferring to attack from ambush) she is still a Valenar warrior and so believes in direct action over long cogitation, the glory of battle in the name of the ancestors, and has a relatively casual attitude to homicide.

King Choom of the Redscales, Kobold Rogue 3

STR 6 (-2)
DEX 17 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 13 (+1)
CHA 8 (-1)

HP 16
AC 21
Initiative +3
Move 30
Fort +2, Ref + 6, Will +2

Feats: Dodge, Negotiator
Skills: Appraise +6, Bluff +5, Climb +0, Diplomacy + 5, Hide +7, Jump +1, Listen +6, Move Silently +7, Search +6, Sense Motive +5, Spot +6, Tumble +7

Languages: Common, Draconic
Alignment: N (formerly NE)

Rapier / +1 to hit / 1d4-2 / 18-20/x2
Light Crossbow / +6 to hit / 1d6 / 19-20/x2

Special: Darkvision 60’, Sneak Attack +2d6, Trap-Finding, Trap Sense +1, Evasion

Equipment: Chain Shirt +1, Rapier, Light Crossbow, 10 Bolts, Ring of Protection +1

Formerly one of the town drunks in the garrison town of Orcbone, Choom is the last in the line of kings exterminated by the Triune in their coup to take over the Redscale kobold tribe. Something of a little sniveller, he nevertheless accompanied the band of adventurers in their bid to overthrow the Triune and rescue the Cannith artificer so he can reclaim his throne. And begin some serious pay-back..... He is scrawny even for a kobold, with patches on his skin where his scales have flaked off. He also has a somewhat withered leg, but it doesn't seem to hinder him in times of crisis. He is generally terrified of combat, but as he braved the risks of the venture, he grew in kingly stature day-by-day, and the talkings-to by Lightbringer also seem to be changing his attitude. He has now adapted to the intial trials of kingship quite well.

Statistics for the crew of the Crimson Eagle (streamlined version)

Gusto Marrius, Human Swashbuckler 7

HP 50
AC 23
Initiative +5
BAB +7
Grapple +7
Move 30
Fort +6, Ref +6, Will +1

Action Points 3

Feats: Dodge, Combat Expertise
Skills: Balance +12, Climb +10, Jump +7, Tumble +17

Alignment: CG

Rapier / +14/+9 to hit / 1d6+3 / 18-20/x2
Composite Longbow / +13/+8 to hit / 1d8+1 / x3

Special: Acrobatic Charge (doesn't have to be a straight line), extra +1 Dodge bonus (can be applied to same or different enemy)
Special Equipment: Oil of Keen Edge

Valentis, Human Fighter 4/Barbarian 2 (raging)

HP 88
AC 16
Initiative +1
BAB +6
Grapple +12
Move 30

Fort +10, Ref +5, Will +5
Feats: Power Attack, Cleave
Skills: Climb +13, Jump +13

Alignment: CN

Greatsword / +14/+9 to hit / 2d6+12 / 19-20/x2
Composite Longbow / +7/+2 to hit / 1d8+3 / x3

Special: -

Barkhad, Dwarf Fighter 4/Knight 2

HP 80
AC 25
Initiative +0
BAB +6
Grapple +8
Move 20
Fort +9, Ref +2, Will +7

Feats: -
Skills: Intimidate +7

Alignment: LG

Dwarven Waraxe / +9/+4 to hit / 1d10+4 / x3
Thrown Axe / +6 to hit / 1d6+2 / x2

Special: Fighting Challenge (+1 to Will saves, to hit and to damage v a single foe, 3 rounds), Shield Block (+1 Shield bonus v a single foe), Knight's Code (cannot get flanking bonus, cannot strike flat-footed opponent, cannot use lethal damage on helpless foe)
Special equipment: Potion of Fly

Ferez, Shifter Rogue 6

HP 40
AC 22
Initiative +3
BAB +4
Grapple +6
Move 40
Fort +3, Ref +9, Will +2

Feats: Quick Draw, Two-Weapon Fighting
Skills: Balance +20, Climb +13, Escape Artist+12, Hide +15, Jump+15, Move Silently +15, Tumble +18

Alignment: N

Dagger / +12 or +10/+10 to hit / 1d4+2 / 19-20/x2
Thrown Dagger / +12 to hit / 1d4+2 / 19-20/x2

Special: Sneak Attack +3d6, Evasion, Uncanny Dodge
Special equipment: Potion of Fly, Potion of Invisibility

Salvorazo, Gnome Sorcerer 7

HP 40
AC 15
Initiative +2
BAB +3
Grapple -3
Move 20
Fort +5, Ref +4, Will +5

Feats: -
Skills: Concentration +13, Spellcraft +11

Alignment: CN

Dagger / +2 to hit / 1d3-2 / 19-20/x2
Light Crossbow / +6 to hit / 1d6 / 19-20/x2

Spells: DC 13 + spell level (DC 14 + spell level for Illusion and Enchantment spells)
0th (6): Acid Splash, Detect Magic, Daze, Light, Read Magic, Mending, Resistance
1st (7): Shield, Colour Spray, Magic Missile, Grease, Charm Person
2nd (7): Invisibility, See Invisibility, Hypnotic Pattern, Resist Energy
3rd (5): Displacement, Hold Person

Special: +2 save v Illusions
Special Equipment: Scroll of Fireball x2, Scroll of Dispel Magic X2, Scroll of Fly

Trinkis, Half-elf Rogue 6

HP 40
AC 20
Initiative +3
BAB +4
Grapple +6
Move 30
Fort +3, Ref +9, Will +2

Feats: Point Blank Shot, Precise Shot
Skills: Balance +6, Climb +4, Hide +12, Move Silently +12, Profession (Sailor) +11, Use Magic Device +9

Alignment: N

Rapier / +5 to hit / 1d6+1 / 18-20/x2
Composite Short Bow / +8 to hit / 1d6+1 / x3

Special: Sneak Attack +3d6, Evasion, Uncanny Dodge, Immune to Sleep, Gust of Wind (caster level 1, DC 12)
Special equipment: Potion of Invisibility, 3 Arrows of Silence (DC 12), Arrow of Dispel Magic (caster level 5)

Standard "Red Shirt" crewman

HP 10
AC 12
Initiative +1
BAB +1
Grapple +2
Move 30
Fort +1, Ref +1, Will +3

Feats: -
Skills: Balance +7, Climb +7, Jump +7

Alignment: N

Club / +2 to hit / 1d6+1 / x2

Basher, Male Personality Charger Warforged Barbarian 1

LN Large Construct (Living Construct)
Init +1; Senses Perception -1
------------------------------------------------------------
Defenses
------------------------------------------------------------
AC 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +8 armor)
hp 73 (4d10+28 plus 1d12+7 plus 4)
Fort +10, Ref +2, Will +0
DR 2/adamantine; Immune living construct traits; Resist moderate fortification
------------------------------------------------------------
Offense
------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 slams +13 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rage 9 rounds/day
------------------------------------------------------------
Tactics
------------------------------------------------------------
Before Combat Basher rages at the first opportunity before combat.
During Combat Basher charges if possible at the first opponent he sees to take advantage of his Powerful Charge feat.
Morale Basher continues fighting until disabled or there are no more creatures to fight.
------------------------------------------------------------
Statistics
------------------------------------------------------------
Abilities Str 26, Dex 13, Con 24, Int 4, Wis 8, Cha 1
Base Atk +5; CMB +14; CMD 25
Feats Adamantine Body {B}, Improved Bull Rush, Power Attack, Powerful Charge {B}, Toughness
Skills Acrobatics +4* {5cr}, Perception -1 {0cr}
*armor check penalty
Combat gear Amulet of Mighty Fists +1
Languages Common
SQ adamantine fists
------------------------------------------------------------
Special Abilities
------------------------------------------------------------
Adamantine Fists (Ex) Basher’s hammer-like fists are forged of adamantine, allowing it to overcome the damage reduction of other constructs and to ignore the hardness of objects.
------------------------------------------------------------
Notes
------------------------------------------------------------
Hook “Basher bash!”
Description Basher looks like an ogre-sized gorilla, walking on both its short legs and its hammerlike hands. Its body is heavily plated and weighs some 2,400 lbs.

When raging, Basher has the following changed statistics
hp 83 (4d10+36 plus 1d12+9 plus 4)
AC 16, touch 8, flat-footed 15 (-1 size, -2 rage, +1 Dex, +8 armor)
Fort +12, Will +2
Melee 2 slams +13 (1d8+10)
Abilities Str 30, Con 28
CMB +16; CMD 27

Wings-of-Silver, Justice Archon CR 6

Always LG Medium outsider (archon, extraplanar, good,
lawful)
Init +1; Senses darkvision 60 ft., low-light vision; Listen +10,
Spot +10
Aura magic circle against evil (10 ft.), menace (20 ft., DC 17)
Languages Celestial, Draconic, Infernal, tongues

_______________________________________________________________
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 armor)
hp 63 (6 HD); DR 10/evil
Immune electricity and petrification
SR 16
Fort +10 (+14 against poison), Ref +8, Will +8
_______________________________________________________________
Speed 20 ft. (4 squares) in full plate, base
speed 30 ft.; fly 40 ft. (good) in full plate,
base fly speed 60 ft.
Melee +1 greatsword +10/+5 (2d6+5/19–20)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +9

Atk Options aligned strike (good, lawful),
justice strike

Special Actions teleport (self plus 50 lb. of
objects only)

Spell-Like Abilities (CL 6th):
At will—aid, continual flame, detect evil

Abilities Str 16, Dex 12, Con 21, Int 10, Wis 13,
Cha 14

SQ archon traits
Feats Iron Will, Improved Toughness (Complete
Warrior 101), Lightning Reflexes

Skills Concentration +14, Diplomacy +13, Intimidate
+11, Knowledge (the planes) +9, Listen +10, Move
Silently +4, Sense Motive +10, Spot +10, Survival +1
(+3 on other planes)
Advancement by character class; Favored Class paladin;
see text

Possessions full plate armor, +1 greatsword
Tongues (Su) As the tongues spell; continuous; caster
level 14th.
Magic Circle against Evil (Su) As the magic circle against evil
spell; continuous; caster level 14th.
Aura of Menace (Su) –2 penalty on attack rolls, AC, and
saves for 24 hours; Will save negates.
Justice Strike (Su) A justice archon that hits with a melee
attack can choose to use this special ability instead of
dealing normal weapon damage. Justice strike deals the
damage of the struck opponent’s primary melee attack.
This damage includes effects that apply automatically on
a hit, such as energy damage or poison, but not those
from optional effects or feats, such as Power Attack.
Teleport (Su) As the teleport spell; at will; caster level 14th.
Justice archons consider themselves the purest champions
of justice in Celestia. Decisive and self-righteous, their
desire to act swiftly on behalf of justice sometimes leads
them astray.

Strategies and Tactics
A justice archon does not attack without provocation, but its
highly tuned sense of justice and retribution often causes
it to become incensed at the mere sight of an evil being or
even the suspicion of an evil act. If it is unsure of who was
responsible for the wrongdoing, a justice archon uses its detect
evil ability to locate evil creatures and charges headlong into
battle with dreadful cries of vengeance, laying into the nearest
opponent with its greatsword. It uses the weapon’s normal
damage until it can discover the nature of its opponent’s
melee attack (generally as a result of being hit), then uses its
justice strike if that is more effective. If the opponent provides
a serious challenge, the justice archon teleports away
to bring reinforcements or to strike again when it has some
other advantage.



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