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Fire Giant Forgepriest

DLandonCole's page

RPG Superstar 2013 Top 16. RPG Superstar 2013 Dedicated Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 135 posts (155 including aliases). 6 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 2 aliases.



Shadow Lodge RPG Superstar 2013 Top 16

I have a witch at level 8 who now has enough moolah for a corset of dire witchcraft. I'd be grateful if someone could confirm that my reading of how it works is correct.

From the PRD:

A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours.

The DC to resist one of her hexes is 18, so for something like the misfortune hex, the DC simply increases from 18 to 20 with the corset. For the slumber hex (and other hexes that have a DC and a time attached to them), am I right in assuming that the DC increases from 18 to 20 and the duration increases from 8 rounds to 10?

Many thanks in advance for any help!

Shadow Lodge RPG Superstar 2013 Top 16 , Dedicated Voter 2013, Dedicated Voter 2014 aka DLandonCole

2 people marked this as a favorite.

A bush, covered with thorns and hinged leaves, twists itself at your approach into a vaguely humanoid form, ready to defend its marshy home.

Thunderer of Gozreh CR 3
XP 1000
N Medium Plant
Init +2; Senses low-light vision; Perception +7

----- Defense -----
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 28 (4d8+8)
Fort +4, Ref +8, Will +2
Defensive Abilities thorns, thicket; Immune plant traits

----- Offense -----
Speed 20 ft., climb 10ft
Melee slam +4 (1d4+1), thorns
Special Attacks disgorge, thunder

----- Statistics -----
Str 13, Dex 15, Con 14, Int 6, Wis 10, Cha 11
Base Atk +3; CMB +4; CMD 15
Feats Combat Reflexes, Power Attack
Skills Climb +15, Perception +7, Stealth +9 (+15 in swamps); Racial Modifiers +11 Stealth in swamps
Languages Sylvan

----- Ecology -----
Environment warm swamps and marshes
Organisation solitary, pair or clump (3-6)
Treasure incidental

----- Special Abilities -----
Disgorge (Ex) A Thunderer of Gozreh can open its leaves and disgorge insects and arachnids trapped inside. This functions as a spider swarm, without the poison ability, appearing next to the Thunderer of Gozreh; it has no control over the swarm. It takes 1d4 days for a Thunderer of Gozreh to trap enough insects to be able to use this ability again.
Thunder (Ex) Snapping its mouth-like leaves open and shut, a Thunderer of Gozreh can make a cacophony as great as a peal of thunder. All creatures within a 30-foot burst must make a DC 14 Fortitude save or take 1d6 points of sonic damage and be deafened for 1d4 rounds. Using this ability does 1d4 points of Constitution damage to the Thunderer of Gozreh and cannot be used again for 1d4 rounds. Disgorge and thunder do not affect each other.
Thorns (Ex) Sharp thorns cover a Thunderer of Gozreh. Anything touching it must make a DC 10 Reflex save or take 1d3 points of piercing damage. Creatures striking a Thunderer of Gozreh with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not.
Thicket (Ex) A Thunderer of Gozreh can revert to a bush-like form, its thorns facing out, as a standard action. Its size decreases to small and its movement decreases to 5 ft. It gains a -2 penalty to Dex, a +2 bonus to AC (including the +1 for small size), a +5 bonus to stealth. The DC to avoid damage from its Thorns increases to 12. While hunkered down, it cannot use its slam attacks but gains +4 to its CMD. The Thunderer of Gozreh can reverse this effect as a standard action.

A Thunderer of Gozreh traps insects and spiders with the pollen it produces in tiny flowers at the base of its snapping leaves, either digesting them, releasing them to reproduce or as a defense.

What appears to be a mundane plant gives a noise when threatened that seems as if it should come from a far larger creature, aided by the buzzing of newly released and angry insects. Forming itself into a biped mass of stems and stalks, it will release its insect prey and move quickly to escape danger.

Druids and devotees of Gozreh will travel great distances to harvest its leaves at dawn on Firstbloom for use as offerings to their deity; to plant a Thunderer of Gozreh on their grave is to accord them a high honour. As a plant living where the water meets the land, whose shout seems to come from the heavens, it is thought to be favoured by the Sky Father.

Shadow Lodge RPG Superstar 2013 Top 32 , Dedicated Voter 2013, Dedicated Voter 2014 aka DLandonCole

2 people marked this as a favorite.

Water Snake (Ranger)
In lake-edge reeds, beneath a lily-pad, hidden and ready to strike, some rangers imitate water snakes, hoping to match their abilities to hunt, to kill and to survive. Usually the masters of marsh and swamp, water snakes are also often found along rivers and coastlines, or even in sewers.

Class Skills: A water snake gains Acrobatics as a class skill and does not gain Knowledge (Dungeoneering) as a class skill.

Slither (Ex): At 1st level, a water snake becomes adept at moving silently through the water and hiding amongst aquatic flora, gaining +10 to Stealth while in the water. This replaces wild empathy.

Death from the Shallows (Ex): At 2nd level, a water snake is accustomed to using currents and tides to his advantage and gains the ability to make sneak attacks, as the rogue’s ability, as long as he is in the water. This extra precision damage is 1d6 at second level and increases by 1d6 at 6th, 10th, 14th and 18th levels. If the character already has sneak attack from another class, his effective rogue level is half his water snake level for stacking. This replaces all combat style feats.

Dive Down (Ex): At 3rd level, a water snake can hold his breath for longer, adding twice his water snake level to the number of rounds before making Constitution checks to avoid drowning. This replaces endurance.

Swim (Ex): At 4th level, a water snake gains a swim speed equal to half his normal movement. This replaces favoured terrain.

King Snake (Su): At 7th level, the water snake can summon a swarm of snakes; this otherwise functions as Summon Swarm. This replaces Summon Nature's Ally II as a spell he can prepare.

Breach (Ex): At 7th level, the water snake may charge through water, even though it is difficult terrain, so long as the charge starts in water. Each square of water still counts as 2 squares of movement. This replaces woodland stride.

Hold Under (Ex): At 9th level, a water snake can hold an enemy under the water until they fall unconscious or drown, squeezing the air from their lungs. While in control of a grapple when both he and his enemy are in water, a water snake can pull himself and his enemy underwater. The water snake can maintain the grapple without incurring the usual penalty for taking a standard action while holding breath; the penalty is doubled for any standard action his opponent takes. The water snake does not gain the +5 bonus to maintain his grapple. This has no effect beyond a standard grapple on creatures that do not breathe or can breathe underwater. This replaces evasion.

Shadow Lodge ** RPG Superstar 2013 Top 16

The title pretty much says it all - would it be worth Paizo thinking about having a Venture Captain to do PFS online? I'm not talking about Pathfinder Online, but people who play Pathfinder Society online, using the various virtual tabletops that are out there. For instance, there is a Pathfinder Society Online Collective Google Group, the online AetherCon and I'm sure there are others I don't know about.

It seems there's an opportunity to get more people playing PFS, and to get the people who already play PFS to play it more often. The Guide to Pathfinder Society Organised Play encourages it, too.

Shadow Lodge RPG Superstar 2013 Top 16 , Dedicated Voter 2013, Dedicated Voter 2014 aka DLandonCole

3 people marked this as a favorite.

Ghost Ship Binnacle
Aura moderate necromancy, illusion and evocation; CL 9th
Slot none; Price 20,000 gp; Weight 25 lb

Description
This three foot tall, ironwood pillar has a slot at the top to hold a compass or wayfinder (Inner Sea World Guide p299) and is usually fixed to a ship's deck near the steering device, ready for a ship's navigator or helmswoman to read. It is covered in carvings of ghostly figures attacking sinking ships.

Upon a command word being spoken, the binnacle causes the the entire crew to be affected as if by ghostly disguise and the ship appears to be a rotting hulk. This effect lasts for 9 hours each day; this duration does not need to be consecutive, but it must be spent in 1-hour increments.

If a wayfinder is placed in the binnacle, its light effect is replaced with a corpse lantern (Pathfinder Society Field Guide p57) appearing every ten feet around the edge of the ship's rail. This effect lasts for 9 minutes each day; this duration does not need to be consecutive, but it must be spent in 1-minute increments. If an ioun stone is set in the wayfinder, any AC, spell absorption, or regeneration effects apply to the ship; any other effects are lost while the wayfinder is in the binnacle.

Once per day as a swift action, the binnacle can be made, with a command word, to generate a gust of wind behind a ship's sails as a standard action, giving the ship a +10 bonus on its next upper hand check.

Construction
Requirements Craft wondrous item, corpse lanterns, ghostly disguise, gust of wind, widen spell, extend spell; Cost 10,000gp

Shadow Lodge RPG Superstar 2013 Top 16

Are there any rules or guidelines on when metamagic feats should be included in the construction requirements for a wondrous item?

For instance, the Major Cloak of Displacement lists extend spell, presumably to allow the displacement spell to last for fifteen rounds regardless of the wearer's level. However, the Robe of Scintillating Colours doesn't have that, but allows its effect to run for ten rounds per day, regardless of caster level.

Any advice greatly appreciated!

Shadow Lodge RPG Superstar 2013 Top 16

I picked up the boon that lets me play a kitsune, a nagaji or a wayang over the weekend (at the excellent CrispyCon near Peterborough, UK). I've seen kitsune and nagaji played, but never a wayang; if I'm honest, I'd never even heard of a wayang before, on Golarion or IRL*. I'm intrigued by them and I love the flavour, so I'm going to have a go.

Only problem is... I have no idea what to do with it. Or rather, I have too many ideas as to what to do. So, has anyone else seen a Wayang in PFS (or regular PF, for that matter)? What class were they, what did they do?

My thoughts at the moment are, as it is (I believe) the only small creature that doesn't take a -2 to strength, to go for a rogue that runs around the battlefield or to go for a rogue, ranger or fighter that uses stealth to snipe. As an aside, a +18 to stealth at level one is possible with a wayang.

What say you?

*Various types of Indonesian puppet. The PF Wayangs are based on wayang kulit, or shadow puppets, which are on the UNESCO Masterpiece of Oral and Intangible Heritage of Humanity list. I've been watching them on YouTube and they are fascinating.

Shadow Lodge ** RPG Superstar 2013 Top 16

Do my eyes deceive me, or is that a new Pathfinder Society logo? I rather like it.

Shadow Lodge **

I've heard, on the grapevine, that some of the factions we know exist in the Society are, shall we say, having difficulties in properly motivating their members. I do hope that enough people realise that someone has to keep an eye on the Decemvirate and that Grandmaster Torch's associates won't feel the need to restablish themselves outside the Society.

In the meantime, perhaps we should be extending hands of greeting to some of the factions? It's an awfully long way from Tian-Xia and I'm sure that some of the Lantern Lodge would welcome more allies around the Inner Sea.

Apteryx, Dowager Countess Mantelli.

Shadow Lodge RPG Superstar 2013 Top 16

Quick question - the rules for ray of sickening say

"This spell functions as ray of exhaustion, except the target is sickened if it fails its save and unaffected if it makes its save."

Ray of exhaustion reads

Ray of exhaustion:
"A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires."

Does that mean that if the target succeeds on the save, they are totally unaffected, or does it mean that they are exhausted but not sickened? I'm assuming that if they fail the save, they are both fatigued and sickened.

Shadow Lodge RPG Superstar 2013 Top 16

Sooo... one of my players has come up with the idea of putting a swan boat feather token in a slingshot, firing it at BBEG and saying the command word at the last minute.

Unless I'm missing something, this doesn't seem to be against the rules... any ideas about how to handle it?


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