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Jhoruk the Banaan

Brambleman's page

1,239 posts. Alias of Alexander Sommer.


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sounds like the naval world is ready for the fearsome mithral-clad destroyer.

The pathfinder version of a brain in a jar.

all the winds are blowing towards one location, from all directions. kinda hints thats where youre going too.

check old maps of the chinese empire at various eras. During ages of strife, the whole area broke into smaller states, and there is even some census data from the time. Chinese written records go back a long time, so finding some rough population estimates and territory sizes is simple enough.

Or, just look at your terrain to figure out natural borders, like mountains or rivers. The size of the kingdoms should develop from that.

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there are plenty of good monsters to introduce a mechanic at lower level before it becomes common.

lizardmen- aquatic rules
trolls- regeneration
kobolds- traps
goblins- ambush (they have a net +10 stealth out of the box)
wolves- trip
vermin- poison and disease
shadows- incorporeal, ability drain
zombies and skeletons- undead (channel, holy water, DR, ect.)
grick- DR (low attack, slow and DR 10/magic, a good learning experience)
ettercap- a good starter boss: traps, minions, affliction, and lair

be sure to issue the kits from the Equipment book, they give a decent set of tools for low level.

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dont forget terrain. water and swimming rules are good to know.

i like that the inate bonuses would free up magic item slots for the interesting or custom options.


Some suggestions:
Mix up some classes with clerics, juju oracles, and the like
Change who follows them around, monks, wizards, cultists, brainwashed townsfolk....
Change what undead minions they favor, if any

Also, try having them use animate object on a corpse and mix it in with the zombies. It is a construct that looks undead.

In places on earth where the dead returning was seen as a legitimate concern, steps were taken to keep these "revenants" from rising. The ones I know about are:
Burying a corpse of a criminal at a crossroads, so if they arise they will be lost/ paralyzed with indecision and not make it back to you.
Staking/nailing a copse down into its grave.
burying with a handful of beads, beans or flax seeds. When the revenant awoke at night it would be compelled to count the seeds until morning when it becomes a corpse again.
Beheading the body and burying the head by the feet.
Binding the body with cords.

As a note, the magic item crafting rules let you craft an item that uses a spell above your own abilities, if you make the spellcraft checks. Read carefully.

5th level spell: Apparent Master
7th Level spell: Control Construct

Or be creative and use a form of mundane or magical disguise like they have been doing.

Or forget control, and just toss it into the midst of the enemies and let it fight wildly.

The only time ive used disease so far, barring monster attacks, is during a jungle adveture. The party sloged through the river and damp and mud, and i used disease rolls to quickly instil a sense of foreboding and danger to the area. Once the mood was set, i backed off and let the PCs "acclimate."

I run with no change. I honestly don't see the problem, can you elaborate?

i have trouble keepin track of more than 8 or so monsters, so unless its a special occasion, i usually have that as a soft cap. Having a horde of extremely weak monsters isn't usually too deadly, as the damage ability of most low CR baddies wont keep up with PC defences. But there are exeptions, like shadows. Shadows stay dangerous for a long time.

I think you may want to look at a spell sundering barbarian.

Dabbler wrote:

Not only is the RPG explosive, but it directs a jet of plasma directly ahead of it when it detonates (that's how it takes out armoured vehicles). On a living creature, aside from the concussive force of the blast and the shrapnel damage, the jet will vaporise flesh to some depth. It may not kill a bebelith or dragon, but it will surely hurt it.

You forget that both those creatures have more defenses than an elephant. Red dragons would be immune to fire damage, so no searing plasma. And a Bebelith has DR10/good, so unless its a holy rpg, no shrapnel. Picking a faster maturing dragon like Brass gives both DR and Immune: fire for the same CR 10. Plus due to the way armor is abstracted, the natural armor of either might just absorb the hit.

Incidently, the Beblith's Dismantle Armor ability would be great against Daleks.

Ninja, alchemist or monk. In that order.

Personally I might even think it was a prestige class for monk/ninjas.

climb checks to enter or exit from a window, bypassing the stairs completely. Intimidate or diplomacy to calm panicking people enough to get them to move the right way.

don't explain it. Just have him show up and your players will do cartwheels to give you all sorts of ideas why it happened. If asked, just be ambiguous.

"How did you get here ahead of us?!"
"I walked."

The Tome of Horrors is 3rd party, but has Lilin it is a devil version of a succubus at cr 6, but has no shape change, being focused on at will charm and suggestion.

The Infernal Syndrome: Council of thieves 4 has the Cabal Devil, CR10 and closer to what you seem to be looking for.

there is a version of battle cleric called 'the bad-touch cleric' that focuses on debuffing and battlefield control. maybe thats you new schtick. a cleric of erastil can be a decent archer/ buffer. the guides can help.

While in the past rakshasa have been specifically vulnerable to "blessed bolts" in this edition the weakness is a little broader.

The beastiary rakshasa has DR15/ good and piercing. Meaning that every hit will be reduced by 15 points of damage unless you attack with a piercing weapon that is also good aligned. Blessed crossbow bolts are one example of such a weapon, but so is a holy lance.

Getting a weapon to be good aligned as a ranger can come from the align weapon spell, or getting bolts with the holy property.

Putting a few construction points on your luggage might help if you are willing to spring for the extra cost. This is needed if you are making it out of anything other than standard wood.

Use Floating Disc or Secret Chest spells

Ladies, Gentlemen, and World Cruching Monstrosities. The solution to this matter is quite simple. The key is, once the tarrasque has been killed, before it regenerates, cast animate dead on the corpse to turn it into a skeleton. This requires a caster level of 15, and a 750gp onyx gem. The skeleton template removes all defensive abilities, and all special qualities that are not Ex abilities that improve melee or ranged attacks. The tarrasque now is dead and no longer has regeneration.

if you dont want redundant electrical resistance, you can trade your sylph resistance for resist sonic 5 or +5 base speed

As a caster based druid, you are better of with the wind domain and + CL

That is correct. both caster and archer gain benefit from a fly speed. Druids, less so due to wildshape + natural spell being an option already. But a ranged weapon can let you plink foes in your off turns, as druids don't start with alot of spells. Wind subdomain would benefit from air affinity, but if you don't choose it, breeze kissed is a good trade to get a useful racial feature.

Trade Air affinity for breeze kissed unless you want air domain. Work airy step and wings of air into your build to get a fly speed and more air based resistances.

Archery builds will benefit.
Carved horn ivory, or sandstone would make for good holy symbols.
Birthmark makes your body a divine focus and it's a faith trait.

Not as sure on non-racial traits, but beast of the society is decent for a wildshaper if your dm will let it fly. Reactionary is a favorite for all builds, Birthmark gives a built in holy symbol. then i would recommend whatever gets you a new class skill you want.

Go sylph and get the racial flight feats.

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147 Anatomist Sketchbook
The pages of this artist's sketchbook are high quality rag paper, bound in soft leather, with the contents written and drawn by silver point stylus. The first section contains several artistic studies, including some tasteful nudes, and a few picturesque landscapes. The middle section is a set of highly accurate anatomical drawings and dissections of the humanoid form, annotated in detail. The end pages are filled with strange geometric diagrams, hieroglyphs and arcane formulas.

The book gives a +2 bonus to Heal checks if the reader takes 1d4 minutes to consult the diagrams. Furthermore, A mage who makes a sucessfull spellcraft check DC:28 can use the information in the book to construct a flesh golem of medium size as if he or she had the Craft Construct feat, and make it look like a living humanoid.

Anatomist Flesh Golem CR5:

N Medium Construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Natural Armor)
hp 53 (6d10+20)
Fort +2, Ref +1, Will +2
Defensive Abilities:
DR 5/Adameantine; Immune Construct traits, Magic
Speed 30 ft.
Melee 2 slams +10 (1d8+4)
Str 18, Dex 12, Con -, Int -, Wis 11, Cha 1
Base Atk +6; CMB +10; CMD 21
Special Attacks: Beserk
Special Abilities:

Berserk: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

Immunity to Magic: A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

Uncanny Likeness: An Anatomist flesh golem looks like a medium humanoid. It takes a DC 25 perception check to discern the golems nonliving nature by sight. The Anatomist Flesh Golem still cannot speak.

143 The Immaterial World
This rather hefty tome details at length the philosophical theories of an ancient illusionist. His "immaterialist" theory is that all of existence is an elaborate illusion projected directly to the non-corporeal mind. The work cites several magical examples such as the phantasm subschool and in particular the effect of phantasmal killer as proving that sensation is reality. The last chapters detail the workings of spells the author claims he has devised to further prove the illusory nature of existance. The spells detailed are the shadow illusion subschool, Shadow Conjuration, and Shadow Evocation.

concealment for 1 round should mean you are still in concealment for your next action. sneak attack?

Also, if they avoid the area, it becomes a battlefield shaping spell.

Ravingdork wrote:

I also made...


...or at least as he might appear in Pathfinder's Golarion setting. :P

Wow, this deserves the rest of Pathfinder Gotham in my opinion.

Grease actually makes grease on the floor. You need no spell knowledge at all to know walking on a floor covered in slippery oil is bad.

Well, if blackfire adept counts, i figured Riftwarden would too. Their two of a kind. Neither seems really worth it to me. Giving up spell progression on a pure caster build is just distasteful.

I missed that someone brought up the Arcanist, but i kind of like it.

Hemothurge isn't evil really.

I think what abjurers need is more spells in their school. And conjuration needs to give some back. Like all of the healing spells. Mae armor should be abjuration too. A new set of abjurations would be a good forum project.

You forgot about Riftwarden and Magaambyan Arcanist, both of witch can't be evil.

Or an Orca whale.

But you could just roll with ignoring that line in the template.

Dropping components of existing spells should warrant increasing the spell level.

If you just use the claws, Two attacks. You will never get more. If you mix with a weapon, add 1 claw attack at -5 to the usual one handed weapon routine.

If you use a glaive, no claw attacks at all. Your hands are occupied.

Goz mask

I always thought Eldrich Heritage: Aquatic gives a very Deep One transphormation.

But I feel like a proper Lovecraft dungeon could benefit from some classic Conan. Howard was a contemporary of Lovecraft, so they influenced each other. Try reading "The Scarlet Citadel" for a very Lovecraftian fantasy dungeon.

Furthermore: Demon summoning is a decent basis for any freaky cult. And you KNOW you want a freaky cult to populate your world. The Book of the Damned Vol 2 is a good resource for some twisted stuff. Try snagging some rituals or the Demon Body Part items.

Lastly, the Abbomination, Fungal Creatue and Beast of Chaos templates could help you make Monster quota.

What about an archer cleric of Erastil? Definitely something to do without giving tying you up in melee, so you can still drop spells or channels when called for.

only certain ones, its specified in their description. No metamagic rods are.

but would leave you without a free hand to cast with. The other hand has to hold a weapon.

Thank you, Ashiel
Also, I just noticed I said Erinyes summon barbed devils, I meant Bearded. My bad.

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If I might suggest a Devil based encounter similar to Ashiels Demon Horde
this one weighing in at CR 15 and designed to take the fight to the airship, and maybe even steal it.

CR15 Flying Devil Host 51,200 Xp:

1 Heresy Devil (Book of the Damned 1) (CR 12) 19,200 Xp
4 Erinyes (CR 8) 16,800 Xp
1 Barbed Devil (CR 11) 12,800 Xp

All the Devils open combat by spamming summons as a screen to the others, the Heresy Devil doubles summon chances for close allies, making it a sure thing that 8 Barbed Devils get dropped on the deck to mix it up with the party. In addition, The Heresy devil himself can possibly bring in a couple bone devils.

If they arrive, the bone devils arrive they can use at-will dim anchor and wall of ice to carve up the battlefield and separate allies. All the devils teleport at will, so they can escape with little trouble. They can remain invisible when doing so, or just wade into melee to assist the troops, using quickened invisibility for surprise attacks.

The Heresy Devil himself hangs back and uses his spell like abilities to make the parties life hell, leading with summons and then using telekinesis to steal weapons or hurl characters around, or off the railing.

The Barbed devil must teleport in, or be carried by the Erinyes onto the deck, but he uses the support of the summons to single out non-flying foes to impale and then toss them over the side. Even if falling damage does not hurt, they're effectively out of the fight unless they can teleport or the wizard hits them with a fly spell. With a bit of luck, or a moment with the Boss, he could bring in a second of is ilk.

Erinyes can shoot powerful ranged attacks, span Unholy Blight at will, or use ropes to entangle. The ropes could help drag people off the deck, but i forget the exact mechanic for that. Anyway, they act as superb harassment, staying out of reach of the deck and focusing down archers or the wizard if they cause trouble.

End game goal is that the party might lose control of the battle and be kicked out of their base. This doesn't even take into account the devil's gear allotment, which is considerable (and triple on the Erinyes).

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There is also "Clinical Lycanthropy" a mental disorder where the minds ability to perceive the body's shape is deficient. The sufferer will feel as if their body is changing into strange shapes. In japan, it is often reported that they feel they are turning into a fox, as cultural background shapes ones interpretation of the symptoms.

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