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Sir Holton

Berselius's page

Pathfinder Society Member. 907 posts. 2 reviews. No lists. No wishlists.



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I would have turned the rusty knife on the old woman as soon as she had unbound me. At least then if both Keir or Caleb where dead no matter what I did I would still get some small measure of justice.


Has Paizo Publishing given us an official list of age categories for the Aasimar race?


Quote:

Darvin: "You searched his body?"

Fife: "Yes."

Darvin: "I'm so proud of you!"

ROFLOL.


Quote:
"A detail I'll rectify later. I call it ‘flogging the halfling.'"

ROFLOL. This is pure GOLD. ^_^


Please forgive me if this is the wrong spot for this but can someone let me know if any gaming company has come out with a Pathfinder version of Legend of the Five Rings? To be honest I don't even know who currently holds the rights to the setting itself. I once had a book that seemed to use the 3.5 edition of Dungeons and Dragons that has core classes like Courtier and Shugenja but for the love of me I CANNOT REMEMBER whether it was titled Legend of the Five Rings or Oriental Adventures (basically Legend of the Five Rings set in Forgotten Realms in the continent of Kara-Tur). So, does anyone know if a Pathfinder version of this has come out (or if someone has done a conversion of this setting)?


Is this a better list of races for the Reincarnation spell?

If so or if not, please let me know kay?

Dwarf (1-4), Elf (5-8), Gnome (9-12), Halfling (13-16), Half-Elf (17-20), Half-Orc (21-24), Human (25-28), Catfolk (29-32), Dhampir (33-36), Ratfolk (37-40), Tengu (41-44), Changeling (45-48), Grippli (49-52), Kitsune (53-56), Meroflk (57-60), Nagaji (61-64), Samsaran (65-68), Strix (69-72), Vanara (73-76), Vishkanya (77-80), Wayang (81-84), Lashunta (85-88), Skinwalker (89-92), Triaxian (93-96), Other [GM's choice] (97-100)


Do these changes to the classes / levels of some of the iconic characters of Pathfinder look accurate?

Jendara Eriksdottir:

CG female human fighter (viking) 6

Lisette Demonde:

N female human gunslinger (musket master) 8

Radovan Virholt:

NG male tiefling (hellspawn) rogue (knife master) 5/monk (martial artist) 2

Count Varian Jeggare:

NG male half-elf wizard (scroll scholar) 6/monk (martial artist) 1

Torius Vin:

CG male human fighter (corsair) 6

Shensen:

CG female aquatic half-elf (shoreborn) bard (chelish diva) 8/fighter (dawnflower dervish) 4


Has the Ultimate Combat Manual be slotted yet for a 2nd Printing? Does anyone know if they'll fix / modify any archetypes that are featured in it that current errata has made impossible to play (example: Titan Mauler archetype).


Just some random stuff. This is by no means finished or complete.

Swarm Wild Shape
You may wild shape into a seething living swarm of small creatures.
Prerequisites: Wild shape class feature, caster level 11th.
Benefits: You may spend two uses of your wild shape in order to wild shape into a tiny or small sized swarm.

Giant Wild Shape
You may wild shape into a seething living swarm of small creatures.
Prerequisites: Wild shape class feature, caster level 11th.
Benefits: You may spend two uses of your wild shape in order to add the giant simple template to the the form you have taken with wild shape.

Magical Wild Shape
You may Wild Shape into Magical Beasts.
Prerequisites: Wild shape class feature, caster level 11th.
Benefits: You may spend two uses of your wild shape in order to wild shape into a tiny, small, medium, or large magical beast.

Extra Wild Shape
You may Wild Shape more often than others.
Prerequisites: Wild shape class feature
Benefits: You gain two extra daily uses of your wild shape. You may gain this feat multiple times. It's effects stack.

Boreal Companion
Your animal companion has become infused with the eternal cold of the land of Irrisen.
Prerequisites: Animal companion class feature
Benefits: Your animal companion gains the boreal template.


So I've got a female player who wants to be a crow themed Druid and now she's at 6th level she asked me if you can wild shape into a dire crow. I have no idea about this. Does Pathfinder even HAVE STATS for a Dire Crow? The player is also asking me about wild shaping into swarms (aka a swarm of crows or some sort of thing). Is that even possible. Please help as I'm puzzled and perplexed at this perilous plight of a predicament!


So did anyone make extensive changes to their own Carrion Crown game? I sorta did (aka from fighting Malyas in haunted Castle Kronquist to assaulting Gallowspire to stop a greatly bolstered Socorro from freeing the Whispering Tyrant)!

So, this thread is for anyone who wants to list anything they've changed from the base material of the Carrion Crown Adventure Path. I'll start:

Haunting of Harrowstone: Designed to take six 2nd Level PC's of 25 Point Build all the way to 5th Level. The final enemy in this chapter is Calgra, a female human (chelaxian) cleric of Orcus (CR 8).

Trial of the Beast: Designed to take six 5th Level PC's all the way to 8th Level. The final enemy in this chapter is Doctor Ivan Von Forgstein, a male half-golem (iron)/half-human (taldane) alchemist (vivisectionist) (CR 11).

Broken Moon: Designed to take six 8th Level PC's all the way to 11th Level. The final enemy in this chapter is Jamerson Howlet, a male human werewolf lord (CR 14).

Wake of the Watcher: Designed to take six 11th Level PC's all the way to 14th Level. The final enemy in this chapter is Gillian Hookhandle, a female human (ulfen) cleric of Cthulhu (CR 17).

Ashes at Dawn: Designed to take six 14th Level PC's all the way to 17th Level. The final enemy in this chapter is Malyas, a male human vampire general of the Whispering Tyrant (boosted up to CR 20).

Shadows of Gallowspire: Designed to take six 17th Level PC's all the way to 20th Level. The final enemy in this chapter and the whole adventure path is Socorro, the Butcher of Carrion Hill (boosted up to CR 23).


I've got an issue with the Titan Mauler. As far as I can figure out, at 12th level a Titan Mauler should have no penalties wielding a huge sized greatsword as a two-handed weapon. Am I right on this or am I missing something? Also, does anyone know how much a huge sized greatsword would weigh and cost? What about gargantuan and colossal sized greatswords?


Anyone have a clue what Monk archetype would best fit a Dwarf wrestler? Think "The Boulder" (from Avatar: The Last Airbender) but without the earth bending. Also, is there a specific magic item that would allow a character to temporarily become huge sized (or at the very least gain the benefits from the enlarge person spell)?


Can a aasimar with the scion of humanity alternate racial trait take the racial heritage feat?

Can a human with the racial heritage feat take levels in an prestige class that requires you to be of a specific race?

Can a aasimar with the scion of humanity alternate racial trait take the racial heritage feat and then take levels in an prestige class that requires you to be of a specific race?


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I keep getting redirected back to the Paizo Store whenever I click on Paizo Blog or Paizo Web Fiction? Is there a reason for this?


Great scenarios you guys and gals at Paizo but one minor question for you all: will we ever be able to raise our PC's beyond 11th level in these organized play adventures? I'm just asking as I'd like to be able to get my PC into some higher level/more challenging action (and while battling Krune was pretty epic perhaps even higher level CR's with the 11th level cap removed might make for more epic play).


Two home-brewed Mythic Feats and three Mythic Path abilities.

Please review them and give your opinions:

Here they are:

Contingent Channeling (Mythic)
Your ability to imbue others with your healing energy lasts longer than what is usually considered normal.
Prerequisites: Contingent Channeling
Benefit: Anytime you use contingent channeling the repository of positive energy lasts for 1 hour instead of just 1 minute. In addition, you may instead spend two uses of mythic power when using contingent channeling to to make the repository last for one hour per mythic tier you possess.

Ultimate Mercy (Mythic)
By using lay on hands, you can bring the dead back to life, even if their bodies are not fully intact!
Prerequisites: Ultimate Mercy
Benefit: When using the ultimate mercy feat you may instead spend 2 uses of mythic power to bring single dead creature you touch back to life as a resurrection spell with a caster level equal to your paladin level. You still must provide the material component for resurrection or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.

Widen Channel (6th Tier)
Prerequisites: Ability to channel energy, Mythic Path (Hierophant)
Benefit: You may increase the range of your channel energy to 60 feet by spending 2 daily uses of that ability. Additionally, you may spend 2 uses of your mythic power to increase the range of your channel energy to 100 feet.

Widen Aura of Courage (3rd Tier)
Prerequisites: Aura of Courage Class Feature, Mythic Path (Marshal)
Benefit: Your aura of courage expands to a 60-foot-radius emanation. Additionally, you may spend 2 uses of your mythic power to expand your aura of courage to a 100-foot-radius emanation for a period of 1 hour.

Aura of Fearlessness (6th Tier)
Prerequisites: Aura of Courage Class Feature, Mythic Path (Marshal)
Benefit: Allies within your aura of courage are immune to fear (magical or otherwise)


A Sword of Valor archetype for the Paladin class does not get to select additional mercies at 6th level. Does this mean he NEVER GETS access to those mercies or can he gain them at another level (aka such as 9th, 12th, etc etc)? What about taking the Extra Mercy feat at 6th level? Would that allow the Sword of Valor to take the Diseased Mercy? I'd appreciate it if someone from Paizo Publishing could clarify this for me.


Does anyone know of any official artwork that Paizo Publishing has had done for the ancient (or older) versions of the Metallic Dragons? I've scoured every manual and adventure I can find and still can't find any. I'm particularly upset that I can't find any artwork of an ancient (or older) Silver dragon. Yes I know there's one on the cover of the first part of the Wrath of the Righteous adventure path but I'm talking about a stand-alone artwork of an ancient Silver (and not one with it being vorpaled by a Balor Lord).


Does Paizo Publishing plan on adding additional spirits for selection by the Shaman class? I'm only asking as the current number of spirits seems somewhat, er, limited. Currently the ones that are missing are as follows (based on the Oracle Mysteries of the same names): Ancestor, Dark Tapestry, Juju, Lunar, Metal, Occult, Outer Rifts, Spellscar, Time, Winter, Wood.


Please give me an analysis of this monster and let me know if I made any mistakes kay?

Ape, Tyrant:

This immense dark furred ape stands up and pounds it's massive chest with it's mighty fists while unleashing a horrific roar.

TYRANT APE (MEGAPRIMATUS) CR 10
XP 9,600

N huge animal
Init +5; Senses low-light vision, scent; Perception +
Aura frightful presence (180 ft., DC 18)
DEFENSE
AC 27, touch 10, flat-footed 26; (+1 Dex, +18 natural, –2 size)
hp 210 (20d8+120); fast healing 2
Fort +18, Ref +13, Will +8
Defensive Abilities ferocity, rock catching ; DR 5/–
OFFENSE
Speed 50 ft., climb 30 ft.
Melee 2 slams + (2d8+15/19-20 plus grab), bite + (3d6+10)
Ranged rock +14 (2d6+10)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d8+10), powerful blows (slam), rock throwing (140 ft.), trample (2d8+10, DC 30)
STATISTICS
Str 30, Dex 12, Con 22,Int 2, Wis 12, Cha 6
Base Atk +15; CMB +27; CMD +38
Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (slam), Iron Will, Improved Sunder, Power Attack, Run, Snatch
Skills Acrobatics +9, Climb +17, Perception +9
ECOLOGY
Environment warm forests
Organization solitary, pair, or troop (3–6)
Treasure incidental

Feared throughout the jungle by explorers and worshiped as a god by the natives of some tropical islands, the tyrant ape is a far more dangerous primate than even the dire ape. Known to scholars as megaprimatus, an adult tyrant ape stands 45 feet tall and weighs about 25,000 pounds. The tyrant ape is extremely territorial (even more so than the dire ape) and can claim whole kilometers of jungle as it's domain. Intruders (which include anything not of the tyrant ape's own troop) are attacked without mercy until they are dead or have run off.

Unlike a gorilla or dire ape, a tyrant ape possesses a slight hint of intelligence when it comes to fighting a foe. It will often choose to throw rocks at it's foes from a higher vantage point when possible but it is certainly not afraid to enter melee combat. It's impressive physical strength enable it to stand toe-to-toe with most heavily armored foes. On a few occasions, tyrant apes have even been known to pull off the heads of long neck dinosaurs in order to fight opponents with a rather grisly reach capable weapon (though such weapons usually come apart after a minute or two).


Does anyone remember the old Paizo Publishing website (when they were doing Dragon/Dungeon magazine)? If so, does anyone remember the article on their bulletin which showed them unwrapping some huge packaging to reveal original artwork, scenarios, adventures, and other cool stuff (that someone had apparently sent them)? Does anyone know what happened to that material? Did Paizo ever make use of it? It would seem a god awful shame if it was just thrown away in the dumpster.


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This suggestion thread is a think tank for any mythic versions of celestials that have already been published in any bestiary or supplement. I've added the ones that don't go over CR 23 (with the highest possible one being the Cetaceal Agathion).

So, if anyone wants to make a mythic version of a celestial on this list, feel free too. Also, if I screwed up the CR/MR of any of the celestials, PLEASE LET ME KNOW. I'm still STRUGGLING to understand most of the mythic rules (as learning anything new is kinda hard for me ^_~).

Angels (Mythic)
Cassasian (CR 3/MR 1)
Choral (CR 9/MR 3)
Balisse (CR 12/MR 4)
Movanic Deva (CR 15/MR 5)
Monadic Deva (CR 18/MR 6)
Astral Deva (CR 21/MR 7)

Agathions (Mythic)
Silvanshee (CR 3/MR 1)
Cephalodal [aka Bishop] (CR 6/MR 2)
Vulpinal (CR 9/MR 3)
Avoral (CR 13/MR 4)
Leonal (CR 19/MR 6)
Cetaceal (CR 22/MR 7)

Archons (Mythic)
Lantern Archon (CR 3/MR 1)
Spyglass Archon (CR 4/MR 1)
Hound Archon (CR 6/MR 2)
Legion Archon (CR 10/MR 3)
Shield Archon (CR 15/MR 5)
Trumpet Archon (CR 21/MR 7)

Azatas (Mythic)
Lyrakien (CR 3/MR 1)
Yamah (CR 7/MR 2)
Bralani (CR 9/MR 3)
Lillend (CR 10/MR 3)
Raelis (CR 15/MR 5)
Ghaele (CR 19/MR 6)


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I made some slight changes to the Changeling race.

Opinions? Suggestions? Pie?

+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Changelings are humanoids with the changeling subtype.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: The changeling inherits one of the following racial traits, depending on her mother's hag type:
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
Burning Blood (Blood Hag): Each time you take bleed or blood drain damage, each creature that is currently adjacent to you also takes 1 point of fire damage.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Cold Casting (Ice Hag): The changeling casts all spells with the [cold] descriptor at +1 caster level.
Silent Voice (Mute Hag): The changeling gains a +2 racial bonus on saving throws against being silenced.
Haunted Heart (Night Hag): The changeling gains a +2 racial bonus on saving throws against fear.
Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.
Storm Scent (Storm Hag): The changeling can spend a full-round action to predict the weather in an area for the next 24 hours. The changeling's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.


I had a HUGE amount of free time with not a single soul to spend it with so I decided to spend it making a rather incomplete list of outsiders you can summon via the Summon Monster series of spells. I hope to god in heaven I got the challenge ratings right as according to levels. If not, well, I'm just to plain tired to care. If anyone wants to add, change, or modify this feel free too. I'm gonna go fall unconscious for the next 8 hours.

Summon Monster III (CR 1 - CR 2)
Cassisian (Any Good)
Harbinger Archon (Lawful Good)
Lantern Archon (Lawful Good)
Silvanshee (Neutral Good)
Lyrakien (Chaotic Good)
Arbiter (Lawful Neutral)
Paracletus (Neutral)
Voidworm (Chaotic Neutral)
Augur (Lawful Evil)
Slime Devil [Lemure] (Lawful Evil)
Spined Devil [Imp] (Lawful Evil)
Tripurasura (Lawful Evil)
Cacodaemon (Neutral Evil)
Doru (Neutral Evil)
Dretch (Chaotic Evil)
Quasit (Chaotic Evil)
Cythnigot (Chaotic Evil)

Summon Monster IV (CR 3 - CR 4)
Hound Archon (Lawful Good)
Spyglass Archon (Lawful Good)
Cephalodal (Neutral Good)
Accuser Devil [Zebub] (Lawful Evil)
Host Devil [Gaau] (Lawful Evil)
Tinder Devil [Ukobach] (Lawful Evil)
Aghash (Neutral Evil)
Lacridaemon (Neutral Evil)
Vulnudaemon (Neutral Evil)
Abrikandilu (Chaotic Evil)
Hala (Chaotic Evil)
Schir (Chaotic Evil)
Vermlek (Chaotic Evil)

Summon Monster V (CR 5 - CR 6)
Choral (Any Good)
Vulpinal (Lawful Good)
Bralani (Chaotic Good)
Yamah (Chaotic Good)
Bearded Devil [Barbazu] (Lawful Evil)
Ostiarius (Lawful Evil)
Possession Devil [Gidim] (Lawful Evil)
Ceustodaemon (Neutral Evil)
Genthodaemon (Neutral Evil)
Venedaemon (Neutral Evil)
Andrazku (Chaotic Evil)
Babau (Chaotic Evil)
Brimorak (Chaotic Evil)
Incubus (Chaotic Evil)
Thoxel (Chaotic Evil)
Yaenit (Chaotic Evil)

Summon Monster VI (CR 7 - CR 8)
Balisse (Any Good)
Legion Archon (Lawful Good)
Lillend (Chaotic Good)
Theletos (Lawful Neutral)
Naunet (Chaotic Neutral)
Adhukait (Lawful Evil)
Assassin Devil [Salikotal] (Lawful Evil)
Drowning Devil [Sarglagon] (Lawful Evil)
Fury Devil [Erinyes] (Lawful Evil)
Warmonger Devil [Levaloch] (Lawful Evil)
Hydrodaemon (Neutral Evil)
Pairaka (Neutral Evil)
Suspiridaemon (Neutral Evil),
Invidiak (Chaotic Evil)
Nabasu (Chaotic Evil)
Shoggti (Chaotic Evil)
Succubus (Chaotic Evil)

Summon Monster VII (CR 9 - CR 10)
Movanic Deva (Any Good)
Shield Archon (Lawful Good)
Avoral (Neutral Good)
Raelis (Chaotic Good)
Zelekhut (Lawful Neutral)
Imentesh (Chaotic Neutral)
Bone Devil [Osyluth] (Lawful Evil)
Cabal Devil [Uniila] (Lawful Evil)
Contract Devil [Phistophilus] (Lawful Evil)
Wrath Devil [Chortov] (Lawful Evil)
Upasunda (Lawful Evil)
Ghawwas (Neutral Evil)
Leukodaemon (Neutral Evil)
Sangudaemon (Neutral Evil)
Piscodaemon (Neutral Evil)
Derakni (Chaotic Evil)
Kalavakus (Chaotic Evil)
Kithangian (Chaotic Evil)
Nyogoth (Chaotic Evil)
Vrock (Chaotic Evil)

Summon Monster VIII (CR 11 - CR 12)
Monadic Deva (Any Good)
Leonal (Neutral Good)
Kolyarut (Lawful Neutral)
Akhana (Neutral)
Aghasura (Lawful Evil)
Barbed Devil (Hamatula] (Lawful Evil)
Heresy Devil [Ayngauhaul] (Lawful Evil)
Interlocutor (Lawful Evil)
Derghodaemon (Neutral Evil)
Erodaemon (Neutral Evil)
Meladaemon (Neutral Evil)
Shira (Neutral Evil)
Chernobue (Chaotic Evil)
Coloxus (Chaotic Evil)
Gibrileth (Chaotic Evil)
Gongorinan (Chaotic Evil)
Hezrou (Chaotic Evil)
Omox (Chaotic Evil)

Summon Monster IX (CR 13 - CR 14)
Astral Deva (Any Good)
Trumpet Archon (Lawful Good)
Ghaele (Chaotic Good)
Handmaiden Devil [Gylou] (Lawful Evil)
Ice Devil [Gelugon] (Lawful Evil)
Sepid (Neutral Evil)
Thanadaemon (Neutral Evil)
Temerdaemon (Neutral Evil)
Augnagar (Chaotic Evil)
Glabrezu (Chaotic Evil)
Nalfeshnee (Chaotic Evil)
Oolioddroo (Chaotic Evil)
Tarry Demodand (Chaotic Evil)


Any fans planning on making some changes to this adventure path once it comes out in full? I'm planning on making the following changes for my players when we take up this adventure path:

Changes to Wrath of the Righteous Adventure Path:
25 points for ability scores
May NOT be True Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil in alignment
4 traits from the Basic (Combat), Basic (Faith), Basic (Magic), Basic (Social), Campaign (Wrath of the Righteous only), Race, Region, or Religion trait lists

Changes to the Worldwound Incursion:
The six players will start out at 2nd Level and will reach 5th Level (and their 1st Mythic Tier) by the end of the adventure. Also, the boss fight will be changed to a Male Half-Fiend (Balor)/Half-Human Antipaladin 5 named Khorne (the accursed half-spawn of the Storm King)!

Changes to the Sword of Valor:
The six players will start out at 5th Level (with their 1st Mythic Tier) and will reach 8th Level (and their 3rd Mythic Tier) by the end of the adventure. Also, the boss fight will be changed to a Male Dwarf Antipaladin 10/Champion 2 of Baphomet named Crageel Blackhammer!

Of course that's just a basic rundown of the most basic changes I'll be making (I'll of course be making a hell of a lot more but I don't wanna list them all here). What about you guys and gals? Any changes you think you'll be making? If so, feel free to list them here kay?


Does anyone know if anyone has converted the following spells to Pathfinder format/rules:

Acid Breath (3.5 Spell Compendium)

Acid Rain (Dungeons and Dragons Online)

Avalanche (3.5 Spell Compendium)

Chain Contingency (3.0 Tome and Blood)

Force Missiles (3.5 Spell Compendium)

Frost Breath (3.5 Spell Compendium)

Icelance (Dungeons and Dragons Online)

Niac's Cold Ray (Dungeons and Dragons Online)

Protection from Elements (Dungeons and Dragons Online)

Sound Lance (3.5 Spell Compendium)


Does anyone else think the listed methods to permanently destroy vampires are way to much of a pain in the butt? I mean, having to reach it's coffin before it can bring itself back to above 0 HP can be a real pain (both for the PC's and the campaign's DM if the DM isn't careful and doesn't have maps planned ahead of time).

Am I wrong to think it wouldn't be unreasonable to simply house rule that if you bring a vampire to 0 HP via fire, silver, wood, and holy weapons or spells that the vampire would simply be reduced to burnt ash (aka like the vampires in the Blade movies) and would be otherwise destroyed?

I'm not saying that their couldn't be some Vampiric Bloodlines that could rise again (like if the ashes were touched by moonlight or some sort of necromantic blood ritual was conducted on them) but as it stands I just think it's kinda hard to simply add a vampire into a campaign on the spur of the moment (especially when permanently destroying it involves finding it's coffin within a limited amount of time).


I basically took the half-machine template from dungeon magazine and tweaked it a bit. Please note this template is FAR FROM FINISHED but if anyone wants to add something to it before me then please feel free too. I'll try and keep up on this as best I can (my work schedule is so tight right now I feel like I'm begin hung by a tree limb).

Special Attacks: A half-robot gains one half-robot special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be arm mount).

Arm Mount (Ex): The half-robot has had one of it's arms replaced with an apparatus capable of mounting a early or advanced firearm (this includes the advanced firearms listed below).

Biochemical Grenade (Ex): The half-robot can fire a grenade loaded with an artificially created biological poison. The half-robot must possess the Grenade extraordinary ability to select this special attack.

Breath Weapon (Ex): A half-robot can belch forth a gas-based breath weapon that either mimics the effects of the sleep spell or the slow spell (choose one when applying this template; the choice cannot be changed later on) as a standard action once per day.

Chain Gun (Ex): The half-robot has a chain gun attached to one of it's arm mounts.

Electrocute (Ex): The half-robot can cover it's body with a powerful electrostatic field as a standard action once per day.

Freeze Ray (Ex): The half-robot has a freeze ray attached to one of it's arm mounts.

Flamethrower (Ex): The half-robot has a flamethrower attached to one of it's arm mounts.

Extra Limbs (Ex): The half-robot has an pair of limbs.

Grease Spray (Ex): As a standard action, the half-robot may spray cone of oil and grease.

Grenades (Ex): The half-robot has a grenade launcher attached to one of it's arm mounts.

Mechanical Tail (Ex): The half-robot has a scorpion-like metallic tail attached to it's back.

Metallic Claws (Ex): The half-robot has had the hands of two of it's limbs replaced with metallic claws.

Metallic Jaws (Ex): The half-robot has had it's teeth replaced with metallic jaws.

Special Qualities (Ex): A half-robot gains one half-robot special quality from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be metallic body).

Metallic Body (Ex): The unusual construction of the half-robot leaves them gives them certain advantages as well as certain vulnerabilities that normally do not apply to living creatures. The half-robot gains a +2 racial bonus to it's natural armor (or has it's current natural armor improved by +2). Furthermore, due to the structural reinforcement of it's body, the half-robot ignores critical hits and sneak attacks 25% of the time. Finally, due to the half-organic/half-mechanical nature of the half-robot, spells and channeled energy that restore hit points only restore half the usual amount (minimum of 1). However, the half-robot can benefit from the mending and make whole spells (though the later only has half the normal effect).

Ability Boost (Ex): Cybernetic technology allows the half-robot to enhance or replace muscles and organs , enhancing its innate physical abilities.

Climbing Claws (Ex): The half-robot's claws are specifically designed for climbing in mind. The half-robot must possess the Metallic Claws extraordinary ability to select this special quality.

Damage Reduction (Ex): The half-robot gains damage reduction based on its Hit Dice.

Enhanced Scent (Ex): The half-robot gains the Scent ability.

Flight (Ex): The half-robot gains rocket jets on specific parts of it's body which give it the ability to fly for a number of rounds equal to it's hit dice. This ability may be only used once per day.

Forcefield (Ex): The half-robot is equipped with a generator that enables it to wrap itself in a protective forcefield for a number of rounds equal to its Hit Dice. The forcefield absorbs a total amount of damage equal to 10 points of damage per hit dice of the half-machine. If the forcefield goes beyond this theshold of damage reaches the end of it's duration, it immediately dissipates. This ability may be only used once per day.

Haste (Ex): The half-robot can activate special adrenaline injectors, essentially granting the half-machine the effects of a haste spell for a number of rounds equal to its Hit Dice. This ability may be only used once per day.

Cloaking Field (Ex): The half-machine is equipped with high-tech stealth technology which gives the half-machine the ability to duplicate the effects of an improved invisibility spell for a number of rounds equal to it's hit dice. This ability may be only used once per day.

Leg Servos (Ex): The half-robot's legs are equipped with powerful leg servos.

Nano-Regeneration (Ex): The half-robot carries a package of nanites which it can release into it's circulatory system to repair itself of damage.

Optic Sensors (Ex): The half-robot has had it's eyes replaced with advanced optic sensors.

Rust Protection (Ex): The half-robot gains immunity to rusting attacks.

Telescopic Limbs (Ex): The half-robot is able to extend two of it's limbs thus increasing it's reach with those specific limbs by 5 feet.

Abilities: A half-robot’s Strength, Dexterity, and Constitution scores increase by +2 however it's Charisma score decreases by -4.

Challenge Rating: Same as base creature +3.


Some stuff I came up with.

Please rate kindly and honestly.

Enjoy:

New Alternate Racial Traits for Dwarves:

Cast-Iron Stomach
You gain a +2 racial bonus on saving throws against any effect causing the sickened condition and against all ingested poisons (but not other poisons). This racial trait replaces defensive training

Bullheaded
You receive a +2 racial bonus to Will saves and against any effect causing the shaken condition. This racial trait replaces hatred.

Ironskin
You gain a +1 natural armor bonus due to your unusually tough skin. This racial trait replaces greed.

New Feat:

Primal Spell (Metamagic)
Your spells that deal energy damage are so potent that they can partially bypass a creatures immunity or resistance to them.

Benefit: Choose one energy type: acid, cold, electricity, or fire. All spells of the chosen energy type that are modified by this feat deal half damage (rounded down, minimum 1) to creatures normally immune to the chosen energy type. Creatures resistant to the chosen energy type have their resistance treated as 10 less than normal.

Level Increase: +1 (an primal spell uses up a spell slot one level higher than the spell's actual level.)

Special:You can gain this feat multiple times. Each time you must choose a different energy type.


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So with Dragons Unleashed, we got some ideas for Dragon NPC's (and some stat blocks as well).

I don't feel it went far enough however.

So, let's brainstorm some basic ideas for Dragons in Golarion!

Here's some ideas for ya to start off:

Synnathrax , an half-fiend great wyrm red dragon who plots to overthrow House Thrune and conquer Cheliax.

Zelgadiandros, an ancient green dragon who seeks some way to topple Treerazer and conquer the Tanglebriar.

Siljiganksross, an great wyrm white dragon who harbors a special hatred for the white witches of Irrisen.

Serivantothrex, an great wyrm black dragon ravener wanting nothing more than to be left alone and master magic.

Deyrunbrujia, an female ancient blue dragon who wishes complete control over the nation of Katapesh.

Berselius, an half-celestial wyrm silver dragon lairing in the Menador Mountains and a constant threat to Nidal's clergy.

Gellabrethia, an ancient gold dragon who administers a house of healing near Abaslom for those in need.

Sorthanoxrus, an very old bronze dragon who patrols the Sodden Lands for evil to slay and innocents to rescue.

Magondrilnor: A old copper dragon seeking to guide the followers of Sarenrae away from their conquering tendencies.

Zathermandexus: A great wyrm brass dragon who has become the absolute terror of all Katapesh slavers.

Fulkrulor, an old umbral dragon who seeks revenge against the clergy of Zon-Kuthon for an assault against him by that faith.

Rezlanntix, an very old brine dragon currently waging a small-scale war against an alliance of three sea monsters in it's domain.

Mottoxenbraksis, an great wyrm magma dragon dwelling in the Valashmai Jungle who is obsessed with awakening a slumbering Kaiju.

Eranthexisus, an wyrm crystal dragon forever tirelessly fighting off the threat of assaults by the drow.

Bendonkindrel, an ancient cloud dragon seeking to unlock the secrets of one of the last of the sky citadels.

Kyoshidonmaru, an mature adult forest dragon who seeks to avenge a robbery from it's hoard by a legendary bandit.

Yoshimartoru, an very old sovereign dragon displaced into the Inner Sea seeking to bring balance in an unbalanced land.

Sanjineko, an great wyrm sky dragon that wages a campaign of constant assaults against the Oni of Chu Ye.

Janshoyoshin, an wyrm sea dragon whose personal mission is the liberation of the people of Wanshou.

Hoshengakushi, an old underworld dragon with terrible intentions towards the nation of Jinin.

Silver Crusade

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber

Valeros: I'LL CUT YOUR MOUTH LIKE CAPTAIN CRUNCH, #%^&*€#%^*€#!

Seoni: Azerath, Met- wait, what?

Kyra: He's been saying the strangest things ever since Reign of Winter.


I definitely like Tantaerra! She's got plenty of spunk! I hope she gets her freedom!


How can a PC give his or her animal companion a template (such as Advanced, Boreal, Celestial, Giant, etc etc) or multiple templates? Are their specific rules for this? If not, until there are specific rules for this ability would you just advise GM's to treat each template as lowering the animal companion's effective druid level by -1? Please give some info on this.


Is there a feat that allows the combining of the progression of the animal companion feature of the Barbarian (Mad Dog Barbarian) and Druid (Arctic Druid) classes for one specific animal companion?


Am I right on the fact that as long as both Archetypes don't replace the same class-based ability then it's okay to have a Class with two Archetypes? If so, has anyone made a PDF of NPC's with levels in just a single-Class but with two Archetypes of that Class instead of just one? Like a Alchemist (Chirurgeon/Crypt Breaker) or a Paladin (Sword of Valor/Warrior of the Holy Light)?


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Sometimes, a Solar will be elevated even further through the divine hierarchy and achieve a level of power one step below that of the Empyreal Lords themselves. Such ultimate forces of good are almost always busy combating the forces of evil in one way or another (such ways could include stemming an infernal invasion on the material plane, rescuing captured Azata in the Abyss, or leading a crusade against the daemons of Abaddon). In either case, they rarely involve themselves with the affairs of mortals unless the cause truly merits their attention (let alone their efforts). Some may see this as arrogance yet others recognize this for what is truly is (and that is that small hands do the deeds that they must while the eyes of the great are elsewhere).

An archangel solar is always a CR 25 monster (the range of CR 26 and above being the domain of the Empyreal Lords themselves). The majority of archangel solars almost always have two levels in a particular class (with levels of cleric, fighter, paladin, and ranger being the usual norm but a rare few sometimes choose levels of bard or barbarian). In addition to any benefits a archangel solar might gain from its class levels, all archangel solar possess one additional unique ability over and above those granted by its race and class. Listed here are three sample archangel solar abilities, but these samples are by no means the entirety of the divine powers a archangel solar might wield:

Angelfire Breath: The Archangel Solar gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of heavenly fire dealing 20d6 points of damage. This damage is divine and not subject to energy resistance or immunity. Furthermore, creatures of good alignment or possessing the good subtype take no damage if caught in the area of effect.

Deathless: The Archangel Solar can defy the powers of death itself and gains negative energy resistance 30 as well as immunity to death effects and energy drain.

Heavenly Crusader: The Archangel Solar has fought countless battles against the fiends of the lower planes and gains resistance to electricity 30 and fire 30 as well as immunity to fear effects.

Greater Slaying Arrow: The bow that the Archangel Solar possesses automatically creates a greater slaying arrow of the solar's choice when drawn instead of a regular slaying arrow.


I thought I'd give it a shot and make Primal Angels (aka angels of the four elemental planes and one for the plane of shadow as well). I'd like some ideas though for abilities and such before I complete a working draft so if anyone has any suggestions I'd appreciate them immensely:

Angel [Primal], Ariel (Earth)

Angel [Primal], Cherub (Air)

Angel [Primal], Tharsis (Water)

Angel [Primal], Seraph (Fire)

Angel [Primal], Azrael (Shadow)


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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).

Enjoy:

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:

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.


Can anyone give me a list of the various Metropolises of the Inner Sea (as well as the nations they belong too)? If so, that would be very helpful.


Has anyone fully converted the 3.0 Forgotten Realms Module "City of the Spider Queen" to the Pathfinder Roleplaying Game?


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
Divine Bond.

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.


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Valeros: Ezren I'm gonna take back some of the things I've said about you. You...you deserve this...(hands Ezren a snickers bar)


My GM says my Paladin (Warrior of the Holy Light archetype) can't take Fearless Aura because according to him my Paladin (due to my archetype) doesn't have a caster level and thus doesn't meet the prerequisites for the Feat. Is he wrong? Can we get an official ruling on this?


Is there a spell on the Witch's spell list which can shrink a treasure horde or store it in another small object?


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Good idea or bad?

Celestial Totem
Prerequisites: Barbarian 6, lesser celestial totem rage power, cannot be evil.
Benefit: While raging, the barbarian is surrounded by a shinning white light. Each round, any enemy with the evil subtype that is adjacent to the barbarian must make a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Charisma modifier) or be blinded for 1 round (a successful save negates this effect).

Celestial Totem, Greater
Prerequisites: Barbarian 10, celestial totem rage power, cannot be evil.
Benefit: While raging, any enemy adjacent to the barbarian with the evil subtype takes 1d8 points of holy damage. In addition, the shinning white light can now blind foes with the evil subtype that is up to 15 feet away from the barbarian. Furthermore, evil dragons, undead, and outsiders with the evil subtype are blinded for 1d2 rounds upon a failed save instead of 1 round.

Celestial Totem, Lesser
Prerequisites: Barbarian 4, cannot be evil.
Benefit: While raging, the barbarian gains resistance to negative energy equal to ½ the barbarian’s level (minimum 1).


I'm trying to develop five new chromatic dragons and five new metallic dragons (well, as NEW as I can MAKE THEM). Here is what I've got so far. Lemme know what ya'll think:

Dragon [Chromatic], Brown (Line of Fire): Feral dragons of sand and the desert who seek to destroy caravans, take their treasure, and feast upon any beasts of burden (or sentient beings) that accompany them.

Dragon [Chromatic], Grey (Line of Cold): Firm believers in their own sheer strength, these dragons dwell near frigid mountains or in frigid tundra and seek to kill and devour any they come across during their hunts.

Dragon [Chromatic], Orange (Line of Sonic): Dragons that often dwell in cities of humanoids, they believe in gaining power through subtly and corruption of others and can worm their way into the hearts of even the most steadfast society.

Dragon [Chromatic], Purple (Cone of Sonic): Dragons that often dwell in the mid to lower levels of the Darklands, these enigmatic beings value their privacy and do not tolerate intrusion into their maze-like lairs at all.

Dragon [Chromatic], Yellow (Cone of Electricity): Yellows dwell in jungles and despise everything and everyone other than other yellow dragons (they are completely untrustworthy and will inflict betrayal at the most opportune moment).

Dragon [Metallic], Adamantine (Cone of Sonic or Confusion Breath): Even more fascinated with humanoids that than the Silvers; they seek to promote the spark of virtue in metropolises often all too overrun with greed and corruption.

Dragon [Metallic], Cobalt (Line of Cold or Fear Breath): Believers in might makes right who dwell in the frozen north and protect good-aligned folk that dwell in the frostfell from harm and guide them down the path of righteousness.

Dragon [Metallic], Iron (Cone of Electricity or Stupefying Breath [Int dmg]): Hunters of monsters, avengers of wrongs, and assassins of villains, they fancy themselves the ultimate predators of all beings who forsake good in favor of vile evil.

Dragon [Metallic], Mithral Dragon (Line of Sonic or Will-Sapping Breath [Wis dmg]): Servants of the gods of virtue who either dwell near temples or hidden among the clergy and seek to guide the followers of righteousness down the right path.

Dragon [Metallic], Orium (Cone of Acid or Sickening Breath): Dwellers in jungles and ancient ruins, they seek to secure the future by protecting the past and often hold back ancient imprisoned evils from running amok in the world.

Hopefully I'll be able to stat them soon. ^_^

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