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Brian McDaniel's page

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Random Kobold wrote:
... send me a word file, if you please.

I think I've replied to everyone in this thread who requested the nicely formatted word file. Let me know if I've missed you.


BryonD wrote:


One question: Your approach obviously required a completely different town population equation. How does your formula compare to the AP version? Does it track slower or faster or is it pretty close to the same?

For the non-town hexes, it is exactly the same.

For the town hexes, its a little hard to compare because the default rule bases the town population on districts. Each district can be wholly or partially filled with buildings. Because the number of buildings in a district can vary and the amount of modifiers for each building can also vary substantially, its very hard to do an apples-to-apples comparison.

However, I can say that my design goal goal was to give each modifier in my system about 25% more population than in the original system (except for special buildings which give about 50% more population). Given the very substantial variation in the original rules, I think it would be hard to spot the difference in population for towns with equal modifiers in my alternative rules vs the original rules.

Having said that, the alternative rules definitely prioritize settling more hexes instead of expanding towns. So I would expect kingdoms built using my alternative rules to have smaller towns (and thus smaller town populations) as compared to the original rules.

In part to compensate, I made it easier to increase the magic item buy/sell limits.


Cintra Bristol wrote:

With improvements like the mines ("exotic" or "precious"), was the intent that they can roll a % chance to be able to establish such a mine in a given hex, or were you going with the specified resource hexes from the adventures?

I pre-selected locations for one precious metals mine and one exotic metals mine (the gold mine in Stolen Lands and a mountain hex from Varnhold Vanishing). All other hexes, the PCs can roll, or (since nobody yet has the right skills in my group), they might hire a surveyor to survey claimed hexes or travel with them. The % chance is mostly just to let them know that not every hill hex can be a mine>

-Brian


1 person marked this as a favorite.

Just to be clear, I'm looking for something suitable for a huge sized miniature. I've already got a couple large sized owlbears.


Any one have any ideas about where to source a mini for the

Monster Description:
huge owlbear
which appears at the end of Rivers Run Red?


Erik Mona wrote:

Can you guys be a little more specific about what is underwhelming you about the line? We still have a little time to change the mix of cards for the Essentials box, and I'd love to hear your suggestions for the product.

--Erik

My least favorite part is the profusion of potions, wands and rings. In our campaign, using cards to track every magic item is too difficult, so we only use the cards for special items. And this usually translates to one-of-a-kind weapons/armor, or miscellaneous weird stuff. So I'd like to see more figurine, hourglass, necklaces, gemstones, abacus, book, sextant, drum, bell, panpipe, lantern, (tobacco) pipe, scrollcase, orb, box, skull, chest, bag, quill, sandals, etc. In other words, more weirdness, less potions.

BMM


I haven't implemented this yet, but my plan is to prepare a bunch of index cards with pictures and brief descriptions of possible crew and passengers. The players will get to interview and select who they want to take with them, which could affect which encounters occur in SWW. Also, I'm hoping it will make them resent Avner being forced on them all the more.

BMM


Before SWW, my players want to investigate Vanthus' history, and in particular have latched on to the plantation estate where he was sent while Lavinnia went off to finishing school.

I remember reading about how he summoned a demon from his uncle's book, but now I can't find where that background information is. Can anyone point me in the right direction?

BMM


As I mentioned in my post about TINH (see http://paizo.com/dungeon/messageboards/savageTide/archives/tINHAdditionalLo tusDragons&page=1#216791&source=search), I like to flesh out NPCs so that they have a few more options and personalities to work with. In that spirit, below are my new/upgraded NPCs for Bullywug Gambit. If anyone wants, I also have these (and the other npcs and monsters) in a nicely formatted Word file suitable for printing on card stock that can be cut into index cards. A few notes:

1. I've added a thug, harpoon hunter and alternate chief lorpth for the Trub Glorp tribe.

2. Diamondback and the stiltwalkers will not be used before the Bullywug attack; instead the attack will occur a few days after Lavinnia's rescue and serve as the introduction to the War of the Wielded. Because it will be a stand-alone encounter, I've made it considerable tougher.

3. I've also statted out some members of a lizardfolk tribe as a random encounter if the party travels to Kraken's Cove overland.

Trub Glorp Thug CR 2
Male bullywug warrior 2
CE Medium humanoid (aquatic) [MoF 25]
Init +2; Senses Listen -1, Spot -1
Languages Common
AC 20, touch 12, flat-footed 18 (+2 Dex, +3 natural armor, +5 armor)
Hp 21 (-1d6) (2 HD)
Fort +7, Ref +4, Will -1
Spd 20 ft. (4 squares), swim 30 ft.; marsh move
Melee spear +5 (1d6+3)
Ranged throwing axe +4 (1d6+2)
Base Atk +2; Grp +4
Abilities Str 14, Dex 15, Con 19, Int 6, Wis 8, Cha 4
SQ amphibious
Feats Weapon Focus (spear)
Skills ...
Possessions breastplate, spear, 3 throwing axes
Amphibious (Ex) Can survive indefinitely out of water.
Marsh Move (Ex) No movement penalties for moving in marshes or mud.

Trub Glorp Harpoon Hunter CR 2
Male bullywug bbn1/scout1
CE Medium humanoid (aquatic) [MoF 25]
Init +3; Senses Listen +3, Spot +3
Languages Common
AC 16 touch 11, flat-footed 13 (+3 Dex, +3 natural armor, +2 armor, -2 rage)
Hp 27 (2 HD)
Fort +7, Ref +5, Will +3
Spd 30 ft. (6 squares), swim 40 ft.; marsh move
Melee greatclub +6 (1d10+7)
Ranged mwk harpoon +5 (1d10+5)
Ranged throwing ax +4 (1d6+5)
Atk Options Skirmish +1d6, Rage 1/day for 8 rounds
Base Atk +1; Grp +6
Combat Gear 2 mwk harpoon, throwing ax
Abilities Str 20, Dex 16, Con 20, Int 7, Wis 9, Cha 7
SQ amphibious
Feats Exotic Wpn Prof (Harpoon)
Skills Hide -1 (+5 in swamps), Survival +2, Tumble +8
Skirmish (Ex): With 10 ft move, +1d6 skirmish damage.
Harpoon When harpoon deals damage, target makes Reflex save (DC 10+damage) or stuck. Stuck target moves half, cannot run or charge. Target can move outside rope (30 ft.) only after winning opposed Str check. Spellcaster must make DC 15 Conc. check to cast. Harpoon removal is a full round action (takes two hands), but it deals initial damage again.
Amphibious (Ex) Can survive indefinitely out of water;
Marsh Move (Ex) No movement penalties for moving in marshes or mud.
When not raging, a Harpoon Hunter has the following statistics: AC 18, touch 13, flat-footed 15; Hp 23; Fort +5, Will -1; Melee greatclub +4 (1d10+4), Ranged mwk harpoon +5 (1d10+3) Grp +4; Abilities Str 16, Con 16
After raging, a Harpoon Hunter is exhausted: AC 17, touch 12, flat-footed 15; Ref +4; Melee greatclub +3 (1d10+2), Ranged mwk harpoon +4 (1d10+2) Grp +3; Abilities Str 14, Dex 14

Chief Lorpth (Alternate) CR 5
Male bullywug fighter 5
CE Medium humanoid (aquatic) [MoF 25]
Init +1; Senses Listen -1, Spot-1
Languages Common
AC 21 touch 11, flat-footed 21 (+1 Dex, +3 natural armor, +2 armor, +2 deflection, +2 shield)
Hp 57 (5 HD)
Fort +9, Ref +2, Will +2
Spd 20 ft. (5 squares), swim 30 ft.; marsh move
Melee +1 scimitar +10 (1d6+6, 15-20x2) or
Melee +1 scimitar +7 (1d6+9, 15-20x2) [3 point Power Attack]
Base Atk +5; Grp +8
Atk Options Improved Bull Rush, Power Attack
Combat Gear potion of shield of faith +2 (already used), oil of keen weapon (already used), potion of cure moderate wounds, salve of slipperiness
Abilities Str 16, Dex 12, Con 20, Int 6, Wis 8, Cha 11
SQ amphibious
Feats Improved Bull Rush, Iron Will, Power Attack, Wpn Focus (scimitar), Wpn Spec (scimitar)
Skills Hide -1 (+5 in swamps), Intimidate +8
Possessions combat gear plus +1 hide armor, hide shield, +1 scimitar, wood crown w. 7 stones (700 gp)
Amphibious (Ex) Can survive indefinitely out of water.
Marsh Move (Ex) No movement penalties for moving in marshes or mud.

Diamondback (Advanced) CR 7
Female human battle dancer 7
CN Medium humanoid [Drag Comp 26]
Init +5; Senses Listen -1, Spot-1
Languages Common
AC 24, touch 23, flat-footed 17 (+5 Dex; +4 Cha; +1 armor; +1 deflection; +2 dodge; +1 unnamed); mobility
Hp 47 (7 HD)
Fort +4, Ref +10, Will +1
Spd 40 ft. (8 squares)
Melee unarmed strike +12/+7 (1d8+1)
Base Atk +7; Grp +8
Special Actions dance of reckless bravery , dance of the vesting snake, dancer’s strike
Combat Gear potion of cat's grace, potion of eagle's splendor (both already used)
Abilities Str 12, Dex 20, Con 14, Int 10, Wis 8, Cha 18
SQ AC bonus
Feats Dodge, Mobility, Improved Unarmed Strike, Weapon Finesse
Skills Balance +15, Escape Artist +10, Jump +22, Perform (dance) +14, Tumble +15
Possessions combat gear plus ring of protection +1, ring of jumping, black skeletal leotard +1 armor, slippers of spider climbing, jade serpent earrings worth 500 gp
AC Bonus (Ex) Charisma bonus to her Armor Class unless immobilized or helpless.
Dance of Reckless Bravery (Su) Inspire bravery in allies by taking a move action while threatened. No Aoo. Allies within 30 feet gain a +4 bonus on saves against fear effects for 9 rounds.
Dance of the Vexing Snake (Su) Can Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.
Dancer's Strike (Su) At will, can manifest an aura that makes her unarmed damage count as magic damage. This lasts for 9 rounds.

Stiltwalkers (Advanced) CR 3
Male and female human rogue 3
CN Medium humanoid
Init +6; Senses Listen +7, Spot +7
Languages Common
AC 13, touch 12, flat-footed 11 (+2 Dex; +1 armor)
Hp 20 (3 HD)
Fort +1, Ref +5, Will +1
Spd 30 ft. (6 squares)
Melee dagger +3 (1d4+1/19-20)
Ranged dagger +4 (1d4+1/19-20) or
Ranged alchemist's fire +4 touch (1d6 fire)
Base Atk +2; Grp +3
Atk Options sneak attack +2d6
Combat Gear 2 flasks of alchemist's fire
Abilities Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
SQ trapfinding
Feats Agile, Improved Initiative, Skill Focus (Balance)
Skills Balance +13, Bluff +3, Escape Artist +10, Jump +7, Listen +7, Perform (juggling) +5, Sleight of Hand +6, Spot +7, Tumble +8
Possessions combat gear plus padded armor, stilts, 4 daggers

Lizardfolk Warrior CR 1
Male and female lizardfolk
N Medium humanoid (reptilian)
Init +0; Senses Listen +0, Spot +0
Languages Draconic
AC 17, touch 10, flat-footed 17 (+5 natural, +2 heavy shield)
Hp 11 (2 HD)
Fort +1, Ref +3, Will +0
Spd 30 ft. (6 squares)
Melee club +2 (1d6+1) or
Melee club +2 (1d6+1) and bite +0 (1d4+1)
Base Atk +1; Grp +2
Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Feats Multiattack
Skills Balance +4, Jump+5, Swim +2
Posessions Club, Heavy Shield
Hold Breath Can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Lizardfolk Shaman CR 4
Male lizardfolk Druid3
N Medium humanoid (reptilian)
Init +1; Senses Listen +6, Spot +6
Languages Common, Draconic
AC 19, touch 10, flat-footed 18 (+3 armor, +5 natural, +1 Dex)
Hp 48 (5 HD)
Fort +4, Ref +5, Will +6
Spd 30 ft. (6 squares)
Melee claw +3 (1d6)
Base Atk +3; Grp +5
Combat Gear potion of expeditious retreat, potion of cure light wounds
Spells Prepared (CL 3rd, +4 ranged touch), may spontaneously convert to Summon Nature's Ally
2nd - cure moderate wounds, heat metal (DC 15 Will negates)
1st – charm animal, entangle (DC 14 Ref partial), obscuring mist
0 - cure minor wounds, guidance, light
Abilities Str 10, Dex 12, Con 12, Int 12, Wis 16, Cha 14
Feats Improved Toughness, Natural Bond
Skills Jump+13, Survival +6, Swim +10
Hold Breath Can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Possessions combat gear plus leather armor, gemstones worth 50 gp, large viper animal companion

Lizardfolk Warparty Barbarian (Raging) CR 4
Male lizardfolk bbn2
N Medium humanoid (reptilian)
Init +1; Senses Listen -1, Spot -1
Languages Draconic
AC 17, touch 9, flat-footed 17 (+5 natural, +3 armor, +1 Dex, -2 raging)
Hp 51 (4 HD)
Fort +9, Ref +4, Will +3
Spd 40 ft. (8 squares)
Melee mwk greataxe +11 (1d12+9) and
bite +7 (1d4+4) or
Melee mwk greataxe +7 (1d12+17) [Power Attack 4]
bite +3 (1d4+8) or
Ranged javelin +4 (1d6+6)
Base Atk +3; Grp +9
Atk Options Power Attack
Abilities Str 22, Dex 12, Con 22, Int 8, Wis 8, Cha 10
Feats Power Attack, Wpn Focus (Greataxe)
Skills Jump +13, Survival +6, Swim +11
Hold Breath Can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
When not raging, following statistics: AC 19, touch 11, flat-footed 19; Hp 43; Fort +7, Will -1; Melee mwk greataxe +8 (1d12+6), Grp +7; Abilities Str 18, Con 18; Skills Jump +11, Swim +9


Luke, you're the best. Me too paizo (at) bmcdaniel.fastmail.fm

Thanks so much.

BMM


Does anyone have conversion notes for running C1 in 3.5 edition? I'm going to run my party through (part of) it, and any headstart would be appreciated.

Thanks,

BMM

(paizo (at) bmcdaniel.fastmail.fm)


Character: Deece, Human Sorceror 2
Adventure: There is No Honor
Location: Lotus Dragon Lair
Catalyst: Gut-tugger

After clearing out many, many mooks with his infernal howl, a rush of Lotus Dragon rogues and Gut-tugger wiped out Deece. He was later reincarnated as a dwarf.


So I decided that I wanted a few more Lotus Dragon personalities to play with for interactions outside their tunnels, and I thought I'd share them with the forum.

Note these characters incorporate a house rule designed to encourage swashbuckling characters. The Dodge feat gives a constant dodge bonus to AC equal to 1.5 times the character's Dex mod. Furthermore, Swashbucklers get the Dodge feat as a bonus feat and any character can take the Dodge feat in lieu of Heavy Armor Proficiency.

Without further ado, here they are:

Lotus Dragon Thug CR 1
Human fighter 1
NE Medium humanoid
Init +1; Senses Listen +0, Spot +0
Languages Common
AC 14 (+1 Dex, +3 armor), touch 11, flat-footed 13
Hp 12 (1 HD)
Fort +2, Ref +4, Will +0
Spd 30 ft. (6 squares)
Melee greatclub +3 (1d8+5/20)
* Power Attack for 1
Base Atk +1; Grp +3
Combat Gear potion of cure light wounds, acid flask
Abilities Str 14, Dex 12, Con 14, Int 11, Wis 10, Cha 10
Feats Weapon Focus (greatclub), Power Attack, Skill Focus (intimidate)
Skills Intimidate +7
Possessions combat gear, studded leather armor, greatclub, 10 gp.

Lotus Dragon Trapsmith and Poisoncrafter CR 2
Male Human rogue 2
NE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Oeridian, Draconic
AC 14 (+2 Dex, +2 armor), touch 12, flat-footed 12
Hp 12 (2 HD)
Fort +1, Ref +5, Will +0
Spd 30 ft. (6 squares)
Melee short sword +1 (1d6/19-20) + poison
Ranged hand crossbow +2 (1d4/19-20) + poison
Base Atk +1; Grp +1; evasion
Atk Options sneak attack +1d6
Combat Gear 2 flasks acid, 4 doses of urchin venom [Fort DC 11 nausea/1 Str], 2 doses black adder venom [Fort DC 11, 1d6/1d6 Con]
Abilities Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 8
SQ Trapfinding
Feats Nimble Fingers, Skill Focus (Disable Device)
Skills Climb +5 Craft (Poison) +9 Craft (Traps) +9 Disable Device +15* Forgery +8 Know (arch & eng) +5 Listen +5 Open Lock +11* Search +8 Sleight of Hand +7 Spot +5
* includes mwk thieves’ tools
Possessions combat gear, leather armor, short sword, mwk thieves' tools, longspoon thieves’ tools, 2 lockslip grease [+1 alchemical bonus to Open Lock checks], trap parts, 30 gp.
Poison urchin venom [Fort DC 11 nausea/1 Str]; black adder venom [Fort DC 11, 1d6/1d6 Con]

Lula Esperian, aka Dragon’s Claw CR 3
Male human rogue 1/swashbuckler 2
NE Medium humanoid
Init +2 [+4]; Senses Listen +4, Spot +4
Languages Common
AC 19 [22] (+3 [+5] Dex, +4 armor, +1 [+2] dodge, +1 two-wpn defense),
touch 15, flat-footed 14
Hp 21 (3 HD)
Fort +4, Ref +7 [+9], Will +2
Spd 30 ft. (6 squares)
Melee +6 [+8] mwk rapier 1d6+1 or +5 [+7] dagger 1d4+1 or
+4 [+6] mwk rapier 1d6+1 and +3 [+6] dagger 1d4
Base Atk +2; Grp +3
Atk Options sneak attack +1d6,
Abilities Str 12, Dex 16 [20], Con 12, Int 12, Wis 10, Cha 10
SQ Trapfinding, Sneak Attack, Grace +1
Feats Two-Weapon Fighting, Two-Weapon Defense, Iron Will, Dodge, Wpn Finesse
Skills Balance +10 [+12], Disguise +5, Hide +7 [+9], Jump +6 [+8], Listen +4, Move Silently +7 [+9], Open Lock +7, Sense Motive +6, Spot +4, Tumble +8 [+10]
Possessions mwk chain shirt, mwk rapier, dagger, potion of cat’s grace [indicated by brackets]

Cybil Ornsby, aka Lotus Lullaby CR 2
Female human beguiler 2
LE Medium humanoid
Init +1; Senses Listen +1, Spot +0
Languages Common
AC 14 (+2 Dex, +3 armor), touch 11, flat-footed 13
Hp 10 (2 HD)
Fort +0, Ref +2, Will +3
Spd 30 ft. (6 squares)
Melee mwk rapier +2 (1d6/18-20)
Ranged light crossbow +2 (1d6/19-20) plus sleep poison [(Fort DC 12, sleep)])
Base Atk +1; Grp +1
Spells Known (CL 2nd)
1st (4/day) – charm person (DC 15), color spray (DC 14), comprehend languages, detect secret doors, disguise self (DC 14), expeditious retreat, hypnotism (DC 15), mage armor, obscuring mist, rouse, silent image (DC 14), sleep (DC 15), undetectable alignment, whelm
0 (5/day) – dancing lights, daze (DC 14), detect magic, ghost sound, message, open/close, read magic.
Combat Gear potion of cure light wounds, 2 doses sleep poison, scroll color spray (CL1)
Abilities Str 10, Dex 13, Con 10, Int 16, Wis 10, Cha 12
SQ Trapfinding, Armored Mage, Cloaked Casting +1, Surprise Casting
Feats Spell Focus (Enchantment), Stealthy
Skills Bluff +6 Concentration +5 Escape Artist +6 Forgery +8 Gather Information +8 Hide +8 Know (arcana) +4 Know (local) +8 Listen +1 Move Silently +8 Sense Motive +3 Tumble +6
Possessions combat gear, mwk studded leather, dagger, 25 gp.
Cloaked Casting +1 (Ex): +1 bonus to spell DC when targeting a foe denied Dex bonus to AC.
Surprise Casting (Ex): Upon successful combat feint, target is denied Dex bonus to AC for next melee attack or spell. Must remain in melee with the target and the attack/spell must be made/cast on or before next turn.


I figure I'm going to require an even dozen crewmembers. They will man the ship in 3 watches, so at all times the ship will have 4 crew on active duty, 4 on reserve and 4 sleeping.

Four active duty crew breaks down as one on the helm, one in the crow's nest and two making minor adjustments.

Four reserve duty crew members will be called on deck to execute any change of direction, raising/lowering sails or other major maneuvers. i.e. during these times there wil be a helmsman, a man in the crow's nest and 6 crew on the rigging. At other times, reserve duty crewmembers will be undertaking minor ship maintenance or left to their own activities.

Four sleeping crewmembers will only be called on deck during storms or battles. i.e. during these times there will be a helmsman, man in the crow's nest and 10 on the rigging.


I would like to have several of the PDF maps for Savage Tide printed at a battle-map scale by Gamer Printshop (http://www.gamer-printshop.com/), a commercial print shop that specializes in jobs for gamers.

They respect the rights of copyright holders and will only print copyrighted materials if they have permission from the copyright holders.

Accordingly, I am asking someone from the Dungeon staff to grant permission for Gamer Printshop to print certain maps for me, subject to the following conditions. The maps would be for my own personal use, not for resale or distribution, and limited to one printing of each map from the electronic supplement to Dungeon issues 139 to 150. As part of this permission, I represent that I am a current subscriber to Dungeon and that I currently own (or will own) copies of the relevant Dungeon magazines.

If you could respond in this thread, I would appreciate it.

Thanks,

Brian McDaniel


Anyone out there got a recommendation for brand/model of plastic dinos to use on the IoD?


I'm just getting ready to start STAP and helping steer my players towards characters that I think will be the most fun. One thing I can't figure out is how a wizard can be played in this Adventure Path. Once the party leaves Sasserine, it seems like a wizard is going to have serious problems finding spells to scribe into his spellbook. Am I missing something? How did you you handle this in your game? (I searched the archives but didn't find much of use)

Putting arcane spellbooks/scrolls on the Isle of Dread just seems pretty far out-of-place for the native and ancient cultures.

-Brian


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