For the Author of Queen of Thorns. Here is partial stats for Varian Jeggare and Radovan Virholt from the end of the novel (which I've not yet reached yet).
Sorry these stat blocks are incomplete but I'm super pressed for time and if anyone wants to finish these their more than welcome too (I'd have never made it in time for the contest).
Count Varian Jeggare:
Count Varian Jeggare (at the end of Queen of Thorns)
LN Male Half-Elf Wizard (Scroll Scholar) 9/Monk (Martial Artist) 3/Noble Scion 1
Abilities STR 12; DEX 14; CON 12; INT 18; WIS 14; CHA 14
Feats Combat Reflexes (B), Dodge (B), Combat Expertise, Empower Spell, Extend Spell, Feint Partner, Improved Feint, Improved Unarmed Strike (B), Martial Weapon Proficiency (longsword) (B), Noble Scion (Scion of Magic), Scribe Scroll (B), Silent Spell, Stunning Fist (B)
Wizard Spells Prepared:
5th Level—fireball (empowered) (DC), hold monster
4th Level—charm monster, fly (extended), wall of ice
3rd Level—dispel magic, magic missile (empowered) (2), suggestion
2nd Level—scorching ray (2), hideous laughter, protection from evil (extended), see invisibility
1st Level—burning hands (2), comprehend languages, identify, shield
Cantips (at will)—detect magic, light, prestidigitation, read magic
Spellbook Varian's compact spellbook possesses 64 total spells written onto it's pages so far (this includes all Cantips as well as all spells he has prepared currently). The DM is encouraged to pick out the remaining spells written into Varian's spellbook according to what he or she feels appropriate.
Special Due to his Ancestral Arms alternate racial trait, Varian receives the Martial Weapon Proficiency (Longsword) feat as a bonus feat at 1st level (this replaces his adaptability racial trait). Varian gains a +1 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces. Also, any wizard enchantment spells Varian casts are treated as having a caster level of 12 (but only to determine the spell's duration).
Radovan Virholt (at the end of Queen of Thorns)
LN Male Tiefling (Hellspawn) Fighter (Unbreakable) 1/Rogue (Knife Master) 9/Monk (Martial Artist) 3
Abilities STR 14; DEX 16; CON 14; INT 14; WIS 14; CHA 14
Feats Combat Reflexes (B), Deflect Arrows (B), Diehard (B), Dodge, Endurance (B), Feint Partner, Improved Grapple, Improved Initiative, Improved Unarmed Strike (B), Monastic Legacy, Quick Draw, Snatch Arrows, Stunning Fist (B)
Rogue Talents Bleeding Attack, Charmer, Offensive Defense, Survivalist
Special Due to his Maw or Claw alternate racial trait, Radovan receives a bite attack which functions as a primary natural attack dealing 1d6 damage plus Radovan's strength modifier (this replaces Radovan's spell-like ability). In addition, due to Radovan's Fiendish Heritage feat, Radovan gains the Hellspawn alternate fiendish heritage and possesses the Spines variant tiefling ability (this enables Radovan to grow spine-like spikes from his body at will enabling him to deal piercing damage with his unarmed attacks). Finally, Radovan's sneak attacks deal +3 damage to creatures with the outsider type.
In fact, I'd think most such folks would consider a timeline advance as a turn-off.
It was certainly a TURN OFF for me via 4th edition and Forgotten Realms. (grumble grumble SPELL PLAGUE grumble grumble SUN ELVES ARE NOW ELADRIN grumble grumble DISREGARDING ALL PREVIOUS MATERIAL grumble grumble NEVER GOT A DAMNED GUIDE TO DAMARA AND VASSA grumble grumble)
When you see British you should assume that a sizeable proportion of the force is not from Britain but from all over the Empire - Australians, Canadians, Carribeans, Indians, Nepaleese (not part of the empire but supplied Gurkhas), New Zealanders, Pacific Islanders, South Africans, Rhodesians and so on.
I pretty much figured that out already. Considering that most of Britain's forces in the North American Revolutionary War were made up of German mercenaries and considering the relatively small size of Britain itself (at least compared to a country like the United States).
So, I tried to improve the Holy Gun archetype found in Ultimate Combat.
I hope I succeeded but please let me know if I did something wrong kay?
Please also let me know if I should change anything.
Here it is:
Have Gun: At 1st level, the Holy Gun gains Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. She also gains a battered gun identical to the one gained by the Gunslinger. This ability replaces the Shield Proficiency and Divine Grace.
Holy Grit (Ex): At 1st level, the Holy Gun gains a number of grit points equal to her Charisma modifier (minimum 1). This otherwise functions as the the Gunslinger's Grit class ability. This ability replaces Divine Health and Aura of Justice.
Divine Deeds: At 1st level, the Holy Gun gains the Smiting Shot deed (see below). At 5th level, the Holy Gun gains the use of a single gunslinger deed. The selected deed can only be one that a Gunslinger of her paladin level –4 could use. At 8th level, and at every 3 levels beyond 8th, the holy gun can select and use any deed that a Gunslinger of her paladin level –4 could use. This ability replaces Aura of Faith and Aura of Righteousness.
Smiting Shot (Su): A Holy Gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smiting shot attacks automatically bypass any DR the creature might possess. If the Holy Gun targets a creature that is not evil, the smite is wasted with no effect.[/i]
Divine Bond: At 5th level, a holy gun forms a bond with her deity. This functions as the paladin ’s divine bond ability, except the bond must always take the form of a firearm. In addition to the listed abilities, a holy gun can add the distance, reliable, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. This ability replaces the standard paladin's
Holy Slinger (Ex):This ability functions like the holy champion paladin class feature, but the banishment occurs when she hits an evil outsider with the smiting shot deed. This ability replaces Holy Champion.
They did their job.
So, if I'm understanding this correctly, basically (in a nutshell), 41 Canadian soldiers were assigned to hold a city for as long as they could against an entire army of thousands of Koran spouting Ottoman Empire invaders? Okay, yeah, I take back what I said. They were definitely brave and courageous. Most of them probably didn't live very long but I'll still say they were brave.
I would be giddy as hell if Shadow of the Colossus-style encounter support was worked into the Kaiju line of creatures. Or in an appendix!
These AREN'T the Colossi from that video game (Kaiju DON'T LET mortals climb on them and poke them in their orifices with a tiny pointy stick and they CERTAINLY don't have weak points). They are titanic living engines of destruction capable of LEVELING cities and if a adventurer tries climbing onto one that Kaiju is going to get very Very VERY ANNOYED.
TRULY the Baku Canadian Regiment was a force to be reckoned with.
(breaks up snickering)
Are the kaiju going to be a template of some kind we can use to make our own (like in the Dragon article), or are they just going to be a number of specific, rare/unique monsters?
Gojira, Mosura, Radon, Gidora should absolutely positively NOT BE REDUCED to a mere TEMPLATE. Kaiju are supposed to be as rare as the Spawn of Rovagug, Behemoths, and Tane (or perhaps even RARER as they can not only level cities but entire NATIONS all by themselves).
I don't wanna mix the Lovecraft and the Godzilla too much though. Not everything is as good together as peanut butter and chocolate.
BINGO. You win the prize James. They are two separate Genres and they DON'T mix well together. Granted I certainly wouldn't mind pitting Gojira against Chthulu.
I agree with Icyshadow, you better name this Bestiary Chthulu & Godzilla, those are like the only creatures people really want...
Speak for yourself, I'm looking forward to new Celestials, the Outer Dragons, and pretty much anything else this book can give to us.
I also would like to know if Grendel's mother is in there as well. if she is I hope she and Grendel are monstrous humanoids.
Did Grendel's mother ever have a name? I always thought her name was Lilith for some reason; but yeah, I hope she's in this too.
I do own it but you'll have to forgive me if I don't have the time or the energy to look through or remember EVERY SINGLE MONSTER ENTRY throughout all three bestiaries. Working at 3 jobs will sorta do that to ya.
Yup; Modrons are off limits.
Aren't Inevitables in the Pathfinder setting sort of like the Modrons of AD&D Planescape?
Kinda makes me wonder if their are Inevitables on the same level of power as Archdevils and Demon Lords?
Can anyone say Primus?
No Modron, I can live with. They were an interesting idea, but a bit goofy. Like the idea of Formians, though.
Speaking of Insectoid (or Arachnian) species, has Paizo done Scorpion Folk yet? Just wondering.
It's also assuming magical items (even CURSED ones) work on beings like the Great Old Ones as well as other beings of deific power (such as Archdevils, Demon Lords, Empyreal Lords, Elemental Lords, etc etc)
Are you referring to the Burners of Hulrun? While I wouldn't mind smiting a few of those sadists I was under the impression the primary villains where going to be the demons and cultists of Deskari. Though I certainly wouldn't mind a few Numerian-based foes as well (can anyone say Annihilators)? ^_~
Azaelas Fayth wrote:
In the American Godzilla movie, where Godzilla is in New York, Godzilla dies. Though She does have Whelplings...
James Jacobs wrote:
Not the REAL Godzilla, but still a kaiju.
BINGO! That WASN'T GODZILLA! That was IGUANASAURUS and Emmerich should feel TERRIBLE for making such a GOD AWFUL mockery of the big G'ster. I mean, COME ON, Godzilla being KILLED by Jet Fighters? Jebus, how stupid can you get?
I honestly don't think they should ever add them into the game of only for the rule "If you stat it they will kill it" and I don't like the idea of mortals going toe to toe with Godzilla
In all fairness dude, mythic 20th level adventurers can't really be considered mortals anymore now can they? Their more like flapping DEMIGODS (akin to Hercules and Thor)! So, yeah, mortals can't very well go up against Godzilla but Thor and Hercules sure as hell can!
James Jacobs wrote:
This was the RIGHT CHOICE! Kaiju are LEGENDARY BEASTS akin to the Spawn of Rovagug. Doing Kaiju like Gojira, Radon, Mosura, and Gidora imply by applying Kaiju templates to them just ISN'T RIGHT! They DESERVE their own UNIQUE stat blocks with their OWN unique abilities.
Anyone think that if the following stuff had been added this book wouldn't have been so limited (?):
New Vampire Strain (Strigoi):
Also called "Lunar Vampires"; these vampires are less physically strong than most other vampire strains and lack the negative energy drain ability that the Moroi strain possesses with their slam attack. In return however, they gain several potent abilities such as being able to use their dominate ability on any being they manage to use their blood drain on (this domination is particularly potent and lasts until the Strigoi is destroyed or the effect is dispelled via break enchantment or similar magic). Furthermore, they possess a particularly powerful form of regeneration that functions only when they (or their remains) are exposed to moonlight. Even if the a Strigoi is reduced to nothing but ash, if those ashes are exposed to moonlight the Strigoi can return to unlife. While they lack the sheer physical prowess of the Moroi they ironically are far more physical attractive (with the oldest Strigoi having flesh the color of perfect porcelain. Furthermore, a Strigoi's flesh becomes flushed after feeding and can easily pass for human in such a state.
New Monster Template: Vampire Lord:
Vampires of any strain who persist for centuries or even millennia eventually undergo a state of vampiric apotheosis, becoming a far more powerful (and malevolent) form of undead. These "Vampire Lords" each gain a set of general abilities (such as increased resistance to channeled energy) as well as a unique ability allowed only for vampires of their particular vampiric strain).
Racial Feats (Dhampir):
Lesser Bestial Transformation
The Dhampir gains the ability to transform into a specific animal form for a limited amount of time.
Lesser Swarm Form
Lesser Gaseous Form
Revised Inquisitor Archetype (Vampire Hunter):
Undead Lore (Ex): A vampire hunter adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of undead creatures. Furthermore, she may always take 10 on Knowledge checks regarding the undead, even when rushed or threatened. This ability replaces monster lore.
Hunter of the Dead (Ex): A vampire hunter receives a bonus equal to 1/2 her inquisitor class level on all Perception, Intimidate, and Sense Motive checks against undead creatures. This ability replaces stern gaze.
Detect Undead (Sp): At 2nd level, a vampire hunter can use detect undead at will. This ability replaces detect alignment.
Sun Strike (Su): At 5th level, a vampire hunter can infuse a single weapon she wields with the searing light of the sun as a swift action for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. While a weapon is infused with the sun, it deals +3d6 points of damage to any creature that is susceptible or vulnerable to sunlight, including many types of undead (particularly spectres, vampires, and wraiths). This additional damage also applies to oozes and fungus-based monsters. A weapon infused with sun strike sheds illumination as if it were a sunrod. This ability replaces discern lies.
Death Dodger (Ex):At 6th level, a Vampire Hunter dodge bonus equal to 1/3 her Inquisitor class level (minimum 1) against undead. This ability replaces the bonus inquisitor teamwork feat gained at 6th level.
Sealed Life (Su): At 9th level, a vampire hunter gains a bonus equal to 1/3 her Inquisitor class level (minimum 1) on saves against all death effects (both magical and mundane). This ability replaces the bonus inquisitor teamwork feat gained at 9th level.
Positive Energy Burst (Su): At 14th level, once per day a vampire hunter can unleash a 60-foot burst of positive energy as a standard action. Any undead within the burst must make a Reflex save (10 + ½ the Vampire Hunter’s level + the vampire hunter’s charisma modifier) or take 1d6 points of damage per two levels of the Vampire Hunter. A Reflex save halves this damage and negates the blindness. This ability replaces exploit weakness.
Spurn Death’s Embrace (Su): At 17th level, a vampire hunter becomes immune to an undead’s create spawn ability (she instead treats her death as normal and can be raised or resurrected via regular means). Furthermore, this ability even prevents the vampire hunter’s corpse from being animated as an undead (via arcane or divine magic). This ability replaces slayer.
True Death (Su): At 20th level, any undead with the rejuvenation supernatural ability that is slain by the vampire hunter is reduced to burnt ash and is truly destroyed (it will never return to haunt the world or the Planes again). In the case of a Lich, the phylactery itself is automatically destroyed (no matter what spells are upon it). This ability replaces true judgment.
New Vampire Hunting Tools:
Ammunition (Firearms): Pellets, Silver
These pellets are fashioned from alchemical silver and allow gunslingers to take out entire groups of lycanthropes or vampires.
Ammunition (Firearms): Bullet, Hardwood
Sample Vampire Hunters (Arcane Slayers):
Male Dhampir Magus (Myrmidarch) 12
Sample Vampire Hunters (Cunning Slayers):
Female Human (Mwangi) Rogue (Investigator) 3/Bard (Detective) 9
Sample Vampire Hunters (Divine Slayers):
Female Dhampir Inquisitor (Kinslayer) 12 of Pharasma
Sample Vampire Hunters (Martial Slayers):
Male Human (Taldan) Fighter (Mobile Fighter) 6/Cavalier (Strategist) 6
I apologize in advance if this is bumping a thread that's already well dead.
Here is my custom made Boreal Sorcerer Bloodline.
Hope it helps you out:
The fury of a winter storm dwells deep inside you and all the rage and power of a blizzard are yours to command. Your ancient ancestors may have been frost giants, cold hearted fey, or perhaps a distant and remote descendant of one of the dreaded daughters of Baba Yaga (aka the infamous White Witches of Irrisen).
Class Skill: Survival
Bonus Spells: icicle dagger (3rd), frost breath† (5th), ice lance† (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), ice claw† (15th), polar ray (17th), obedient avalanche† (19th)
Bonus Feats: Diehard, Elemental Focus (cold only), Great Fortitude, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness
Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus stacks with other bonuses to spell’s save DC.
Bloodline Powers: Your connection to the ancient and primeval winters grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell.
Icewalker (Sp): At 1st level, you ignore the effects of a cold climate as if using [i]endure elements and can move across snow and icy surfaces without penalty and without leaving tracks.
Arctic Adaptation (Ex): At 3rd level, you gain cold resistance 5 and you ignore concealment and Perception penalties in natural or magical snow and ice. At 9th level, your cold resistance increases to 10 and you can climb icy surfaces as if using [i]spider climb. At 15th level, you gain a +2 natural armor bonus.
Primal Cold (Su): At 9th level, any creature immune to cold damage still takes half damage (round down, minimum 1) from any cold damage you deal unless it makes a Fort save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal.
Blizzard (Sp): At 15th level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.
Child of the Frostfell (Su): At 20th level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.
†: You can find these spells in the Dungeons and Dragons (3.5 Edition) Spell Compendium. They are easily convertible into Pathfinder RPG spell stat blocks.
Nope. This book doesn't change or add anything regarding that archetype.
Might I ask from the Developer of this book the reason for that decision. I only ask as I feel as it stands the current Vampire Hunter archetype lacks a GREAT DEAL OF APPEAL for those wishing to fight the hungry dead (as cool as Sun Strike is I don't feel an extra +1d6 dmg dealt merits a good Vampire Hunter or a Hunter of the Undead for that matter).
Good idea or bad?
Celestial Totem, Greater
Celestial Totem, Lesser