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DM_aka_Dudemeister's page

Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber. Pathfinder Society Member. 6,223 posts (6,333 including aliases). 9 reviews. 1 list. 4 wishlists. 2 Pathfinder Society characters. 17 aliases.

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Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

What if there was a specific number of outsiders. Like not even a large amount.

What if there were exactly 777 Angels?
What if there were exactly 666 Devils?
What if there were exactly 333 Demons?
What if there were exactly 496 Inevitables?
What if there are between Mobs/Many/Lots of Proteans?

What would that cosmology look like?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I have an idea for a version of the Occultist, but it has access to psionics, which it casts from inventions that are charged with battery but have limited capacity before recharge.

They could even give these items to their allies, since they would need to be recharged via the power source that only the Scientist knows how to activate.

It's just an inkling for now, but I think it'd make a nice companion Engineer/Physicist to the Alchemist's Chemist/Biologist.

Silver Crusade

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The Psychokinetic

Some kineticists channel elemental energy through their bodies, others resist the elemental flow with their overwhelming souls. Then there are those that have experienced the trauma of a fractured psyche, either through circumstance or experimentation. The fracture opens a channel in their mind for truly spectacular power directed by thought alone. More fragile than their classic counterparts, Psychokinetics are mental giants.

The Psychokinetic swaps the values for their Fortitude saves and Will Saves. This alters the saves.

Class Skills
A Psychokinetic loses Acrobatics, and does not gain additional skills for their element. In exchange they gain all Knowledge skills as class skills. This alters the Kineticist class skills.

Mental Might (Ex)
A psychokinetic uses her Intelligence modifier instead of her Dexterity modifier to determine the accuracy of her blasts, the DC of Dexterity based wild talents, the duration of wild talents with a Dexterity based duration, any spell-like abilities from the Psychic spell list, and any other dexterity based effects of all her wild talents.

A psychokinetic uses her Wisdom modifier instead of her Constitution modifier to determine the damage of her Constitution based wild talents, the DC of Constitution based wild talents, the duration of wild talents with a Constitution based duration, her bonus on concentration checks for wild talents, and all other Constitution based effects of her talents.

A psychokinetic loses Acrobatics, and does not gain additional skills for their element, and gains all Knowledge skills as class skills.

This alters the kineticist's class skills and the key ability scores of wild talents.

Brain Strain (Su)
A Psychokinetic gains a pool of Burn points equal to 3 + Intelligence, Wisdom and Charisma bonuses. When this pool is reduced by 1/3rd the Psychokinetic is fatigued. When reduced by 2/3rds the Psychokinetic is Exhausted. When reduced to 0 the Psychokinetic is unconscious for 8 hours. The Psychokinetic loses points from their Burn Pool every time they would otherwise take burn. This ability replaces burn.

Psychokinetic Focus (Su)
A Psychokinetic can only choose Aether or Fire as their element.
This ability alters Elemental Focus.

Psychic Talent
A Psychokinetic can select a spell from the psychic spell list, with a burn cost equal to the level of the spell which they can cast as a spell-like ability using their psychokineticist level instead of a utility talent. The psychokineticist may only select spells of equal to half their level or less, a psychokinetic may undercast this spell as a psychic, paying less burn for doing so.
This ability alters Wild Talent.

Mental Overflow (Su)
A psychokineticist can alter their own brain chemistry, but does not improve her physical body.

At 6th level when they have taken at least 3 points of burn, the psychokinetic gains a +2 alchemical bonus to two mental ability scores of their choice. She also can reduce the roll on any confusion effect by 5% x her current points of burn that she suffers. At 11th level whenever she has suffered at least 5 points of burn, these bonuses increase to a +4 alchemical bonus to one mental ability score of her choice and a +2 alchemical bonus to each of her other two ability scores.

At 16th level, whenever the psychokineticist has at least 7 points of burn, these bonuses increase to +6 alchemical bonus to one mental ability score of her choice, a +4 to another mental ability score of her choice, and a +2 alchemical bonus to the remaining ability score.
This ability alters elemental overflow.

Expanded Talent (Su)
A Psychokinetic can either expand into Aether or Fire (whichever they didn’t choose), or they may select the original element again and gain a spell from the sorcerer/wizard spell list with either force descriptor (if aether) or fire descriptor (if fire), which they may cast as a Spell Like ability.

At 15th level they may either expand into the element (fire or aether) they have yet to select as the expanded element ability, or select another spell with either the fire or force descriptor from the sorcerer wizard list.
This ability replaces Expanded Element at level 7 and level 15.

Psychonaut (Su)
At 20th level a psychokineticist unlocks the deepest recesses of the mind, gaining unparalleled psychic abilities. They may cast any spell they do not know from the Psychic spell list, or any spell with the force or fire descriptor by taking an additional point of burn.

By accepting 1 point of burn as a standard action, she can change any of her wild talents into any other wild talent of the same category (such as simple blasts or defense) for 24 hours, from either the aether or fire elements but otherwise ignoring elemental requirements or restrictions (but not any other requirement or restriction). This ability replaces Omnikinesis.


I wanted to create a version of the kineticist that is a bit more of a science fictiony psychic. This is Jean Grey and Xavier's lovechild. This is Carrie. This is Psycho Mantis.

I'd love to hear your thoughts. What do you think of the balance?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

So I really like the kineticist.
I also really like the Wounds and Vigor system.

However, these two are at odds with each other. The Kineticist is primarily a Constitution based class, however in the Wounds and Vigor system, a character does not gain any bonus Vigor from a high Constitution. Which means that taking Vigor damage for each level of kineticist when you take burn, is far more crippling than for your regular kineticist. Especially since you can't recover that vigor by any means short of an 8 hour rest.

So a couple of options:

1) Remove the clause that non-lethal damage can't be healed as long as you have a single point of burn. Pro: A few hits from a happy stick (aka Wand of Cure Light Wounds) can keep you up all day. Con: Burn damage has no real drawback, other than costing some money to remove.

2) Burn is taken as Wounds instead of Vigor. For each point of Burn taken, the character takes 1 Wound. Pro: Easy to track. Con: The wounded condition is pretty hefty, and you risk actual death rather than unconsciousness if you take too much burn in one hit.

3) Vigor damage from Burn no longer scales. Burn damage is tracked separately and can not be healed without rest. 1 Burn = 1 Vigor Damage Pro: Burn damage isn't as significant so the character doesn't have so much to worry about. Maximum Burn is still capped by Kineticist Level + Con Mod. So a level 5 Kineticist will take a maximum of 8-9 burn out of about 26 vigor. But then a level 15 kineticist will take 20-24 out of 71 vigor.
Con: Constitution doesn't do as much for you other than raise DCs and in fact only means you will lose a larger chunk of your vigor to burn damage.

4) You do not take damage from Burn, until you hit maximum burn. This can never cause wound damage, but could conceivably burn a huge chunk of your vigor for the day.
Pro: Vigor won't take such a significant hit, and Constitution becomes incredibly important because you increase your burn threshold. Con: Smart players will almost never take Burn damage by refusing to take that last point of burn.

Right now I'm leaning towards option 3 or 4. But perhaps there's a suggestion I'm not thinking of, anybody want to chime in with their thoughts, particularly on anything I might be missing?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Hi Paizo,

As a regular player and Game Master of your RPG, I find my players will often go off the expected path in your various Adventure Paths and Modules.

As a GM, I always want to facilitate my player's choices and nurture their instinct for exploration. Sometimes though, that means I need to come up with NPCs on the fly. These members of the supporting cast will sometimes be little more than a name, and a couple of social skill check DCs. Sometimes though they can be a bit more robust.

Wandering through a forest, my PCs might encounter some cannibal barbarians (Axe Warriors, replace Intimidating stare with Bite), or my players might stumble upon a cruel cult transmogrifying monster blood into people lead by a Wrath Priest, supported by a cadre of Whiteclaw Sorcerers.

But what about when they visit a pirate ship? I could use some rogues, but what I'd really like is a swashbuckler. And what about when they want to visit the local alchemist for some potions only to discover his cruel experiments later?
WITCHES! I have so much need for some handy witches. And what's a tavern brawl without a brawler in the fray?

Please consider an NPC Codex 2, because stat blocks are so time consuming for a busy GM on the go, and it can be so useful to have Advanced, Ultimate and Occult statblocks in an easily referenced format.

Kind regards,


Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

New teams and new team actions would be a great way of expanding the rebellion, I wonder if there was anything cut for space. I might post up a couple of my own ideas here as well.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Are you tired of ALWAYS being a WEAKLING, do you wish that you could get BUFF. Well great adventurer, I've got a secret. No need to be embarrassed by your inability to break open doors, or carry a heavy load.

Try this skill on for size!

The following skill is a class skill for:
Anti-Paladins, Barbarians, Bloodragers, Brawlers, Cavaliers, Hunters, Paladins, Fighters, Magus, Monks, Rangers, Samurai, Skalds and Warpriests


Might (Str)

You are better at lifting, carrying and breaking unattended objects.

The Might skill has two common uses:

Add your ranks in Might in addition to your lifting and carrying capacities.

In addition if you need a Strength check to lift or carry a heavy object, you may make a Might check instead.

Breaking Objects
You may make a Might check instead of a Strength Check to exceed the Break DC of an item. Including Bursting Bonds.

But maybe you're strong enough. But are you TOUGH enough? Do you have what it takes to survive the long-haul, to take the punishment the world has for you, do you have intestinal fortitude. Do you have GUTS?

Well check out this class skill for:

Anti-Paladins, Barbarians, Bloodragers, Brawlers, Cavaliers, Druids, Gunslingers, Inquisitors, Hunters, Paladins, Fighters, Magus, Monks Rangers, Samurai, Shaman, Skalds, Swashbucklers and Warpriests


Endurance (Con)
You can withstand any punishment the environment can throw at you, and can withstand prolonged physical labor, and hold your breath for a long time.

The Endurance Skill has two common uses

Endure Elements
You may make an Endurance Check instead of a Fortitude or Constitution check to avoid negative or damaging effects of extreme climates, including altitude and pressure.

Prolonged Labor
You may make an Endurance Check to avoid becoming fatigued due to a forced march, or for staying awake for longer than 24 hours.

Hold Breath
You may hold your breath for a number of rounds equal to your total Constitution score plus your ranks in Endurance.

The class is looking good!

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Wow. That's pretty grim. Excellent, but grim.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

House rules: Action Points (as 3.5 Eberron)
Max HP.
20 point buy.

Vent Verte: Human Avenger
Ghost: Human Avenger 3/Slayer 5
Crimson Spider: Warlock
Not Mogo: Goblin Zealot.

Adventure begins with a dramatic caravan escape 2 advanced ogres, 8 goblin fighter 1s, and 3 hobgoblin fighters, none have armor. Players are getting more use out of their magic items than their class features. Crimson Spider is the exception who uses whip of spiders to good effect. The fight lasts six rounds. Minor damage to PCs, 2 civilians killed, to gobs escape.

Not Morgo then uses his bloodhound spell to track the escaped goblins. Meanwhile Vent Vert switches to his fop identity to gather info about some criminals who escaped before the PCs entered the scene. Crimson Spider and Ghost use their cover identities to try and ask question regarding an explosive. Lots of dead ends, although Not Morgo uses Disguise to disguise himself as a third identity Not-Not-Morgo, so he could retain access to his class features.

Anyway, long RP investigation later, our heroes realise this is all a plot against Baron Trelib d'Madani. Some skill challenges, a lot of web spells later the Lightning rail was stopped before becoming a burning fireball of lightning, shrapnel and death.

Player Feedback

Abilities from magic items more useful and interesting than class features.

Wrist tattoos are still great.

Why isn't secret Identity just a feat anyone can take?

Vent Verte just felt like a fighter with more skill points (he used acrobatics to grand effect)

Nobody used their favour from having followers.

Silver Crusade

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Whether it's talents or archetypes, I think there should be a way to play a masked vigilante with a loyal horse, or riding dog.

Bonus points if it lets you disguise the horse.

What about a talent that lets you get a loyal pet, because who doesn't love Ace the Bathound.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Is there any place where this can still be found?

It appears that issues 151-154 of Dungeon Magazine don't exist anywhere on the internet. Has my search-fu failed me? Or is there some hidden cache of the wizards of the coast archives I missed?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The shadows are dark in Westcrown, the dottari are in the pockets of a criminal noble class, and the people cry out for a hero.

They got four.

Arokora Arokora aka The Blackbird a stryx stalker vigilante.

Phillip Fathom aka The Deep Sea Detective a gillman Avenger vigilante.

Piotr Miles aka The Crimson Spider a human warlock vigilante.

Morgo aka Not Morgo a goblin zealot.

Tonight's Adventure The Lost Hobo!

Our heroes began the adventure patrolling the streets of Westcrown, shadow monsters stalk the streets of the city, and innocent citizens are getting attacked.

A scream from a nearby allery alerted our heroes to danger. A young woman trapped in the clutches of a Shadow Mastiff CR 5. Blackbird and Deep Sea Detective had surprise, their Startling Appearance having little effect, except Blackbird getting some extra damage (foes are already flat-footed when they are surprised. It spent its first turn baying so the -4 to attacks didn't come up).
The fight ended in three rounds, with a small amount of damage to the Deep Sea Detective.

Our heroes learned the young woman, Betti Bala, was on the streets looking for a homeless lady named One Eyed Nancy, a local fixture and Hobo fortune teller. Our heroes volunteered to find Nancy once they escorted her home.

Arokora and Morgo changed identities to see if anyone in the Dustbins or Goblin infested sewers knew anything. Deep Sea Detective searched the alley for clues, while Crimson Spider tracked the hound through the sewers. Diplomacy, Intimidate, Perception and Survival were rolled with brief RP interludes. Our heroes came together to share what they'd learned.

One Eyed Nancy split her time between the cardboard shack in the alley and the abandoned temple of Aroden. She'd been kind to goblins and they watched out for her, but shed been missing a while. Her shack was scrawled in diabolic prophecies about the fall of Cheliax and the return of the true master. Interspersed with prayers to Aroden. The shadow Mastiff came from an area marked by a gang called the Bastards of Erebus, trouble causing tieflings.

Our heroes, all back in heroic personas headed to the temple of Aroden. An impressive ruin, it seemed to be infested by Bastards (5 lvl 3 rogues. NPC codex). They set off a debris slide trap, but none of the heroes were trapped by it. All of our heroes used their turns to Intimidate the thugs into surrendering, Blackbird used his mockingbird ability to convince the Tiefs thery were surrounded. Crimson Spider used his wrist tattoo to catch up with a fleeing bastard by activating his Expeditious Retreat wand.

The players found out Nancy was buried in a nearby graveyard. The Bastards led the PCs to where she was, and our heroes dug her out, she was still alive, barely. The PCs learned the Bastards were under new leadership. A tieflings by the name of Revengi, had taken over the gang, and was expanding its power base.
Revengi was known as the bodyguard for a merchant prince recently moved to the city buying many ruined properties though not yet developing them.

That's where we had to stop.

Player feedback:
Startling appearance doesn't do enough for an ability you can only use once.
5 minutes is too much time to switch identities unless the GM specifically designs the adventure around it.
Mockingbird is rad, don't change a thing.
Fist of the Avenger could use a boost. (1/3 a level?)
Phillip Fathom's player remarked that a one level dip in Vigilante and 5 levels of Stalker would be more effective.
Zealot is okay, but comes across as cleric lite.
Wrist tattoos are rad.
Social ID needs more buffs.

Silver Crusade

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Suggested caption for that last picture.

Silver Crusade

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I'm working on a homebrewed Distant Worlds campaign for a group of my players.

So here's the basic idea. (Warning Long)


The Dark Tapestry is not empty. The Dominion of the Black exists there plotting their blasphemous experiments for their bizarre empire.
Now they seek to expand to Golarion's star. They have a powerful super weapon that could mean the end of all life on the worlds surrounding the sun as we know it.
The Spider Moon, was once the living home world of the peaceful, if strange looking Flumph race. What it's name once was, only the Flumph exiles remember.

An invasion and experiment cancerized the Spider Moon, making it a living supership, capable of surviving the darkness of space or in the heart of a star. From the Spider Moon, the Dominion could launch large scale invasions, using the moon to breathe mutating agents into a world's atmosphere, transforming the genetics of a world into more kinds of Dominion aliens.
But it was a slow process, taking hundreds of years to completely transform a world, removing all resistance. Until the discovery of Yig. A foetal elder god, found floating in space. Anything approaching Yig was driven mad, or hopelessly mutated by its warp wave aura. But the Dominion is madness incarnate, and are the dead, broken end of a similar evolutionary path. They took the sleeping Yig from space and turned it into the brain of the Spider-Moon. With a new body Yig subjugated the Dominion forces on the Spider Moon, and improved the operation. With its divine power it would be able to burrow into the heart of a star, and warp the positive energy that sends life to everything in a solar system. Within a day the closest planets to the star would be completely warped, within a week the furthest planet would be completely warped.
The problem is gravity wells, the Spider Moon can not warp space and travel between star systems within a certain range of a star's gravity well. So it is forced to make a slow journey across the planetary orbits before it can reach the sun.
A generation ago, a team of adventurers from multiple planets in Golarion sought fortune, glory and all that jazz. Having crazy pulp style adventures, romances and sweet space battles.
They fought Dominion forces at the edge of known space. They lost.
Barely escaping on their Aethyrship the "Starfinder" they put their children into hiding, on Golarion and vowed to find a way to destroy the Spider Moon before it reaches the sun.
Our heroes are the children of the Starfinders. Protected by their anonymity in a small village in [Decide Start Location]. Our adventure kicks off with spooky alien encounters, villagers are being abducted by a science crew, and replaced with hollow clones. Our heroes will: meet a flumph warning of the Dominion.
Learn their guardian is more than she seems.
Rescue the townsfolk from a damaged Dominion liveship and be given the quest of finding the original Starfinder ship and collecting its crew or their research from across the planets to stop Yig the Spider Moon from evolving all life in the Solar system into Dominion forces.

Inspiration comes from Mikaze's rad idea

Tweaked somewhat for my own inscrutable purposes.

Right now I'm trying to figure out where to start the campaign.

In the first adventure I want to have a very X-Files like feel, so a small town, the heroes grew up in and are returning to, and it's all about alien abductions.

In between the beginning and the end of the campaign.

I want to begin with an alien invasion, and end with the heroes as the alien invaders. I want the players to eff the ineffable.

Along the way

They'll become champions of the Akiton Gladiatorial pits, learn the secret history of Sovyrian's Elven population, earn their own Aethyrship, recruit the robots of Aballon, steal a powerful weapon from the Drow, ride with Space dragons, learn an apocalyptic Eoxian ritual, learn how to heal Dominion genetic tampering, and finally kill a planet.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Kami are ancient, mystical, and otherworldly spirits created eons ago by the gods. Originally intended as guardians of those parts of nature that could not protect themselves, kami have proven remarkably adaptive. As the nature of reality changes, so do the kami. They often resemble the matter of the wards they are sent to protect.
Alignment: Neutral Good
Base Form: Biped (limbs [arms], limbs [legs])
Base Evolutions:
At 1st level, kami eidolons gain the resistance (electricity) evolution and the 4-point weapon training evolution (proficiency in martial weapons).
At 4th level, azata eidolons gain acid resistance 10 and fire resistance 10.
At 8th level, a kami gains the Ward ability (see kami subtype) but may choose the Summoner or one of the summoner’s possessions as their ward. The kami may merge with his ward rather than become banished if he is reduced to equal to or less than his constitution score. The summoner may still effect the kami with their spells even if the kami is merged with a ward.
At 12th level, kami eidolons gain the fast healing evolution. They also gain immunity to petrification and the telepathy ability (see kami subtype).
At 16th level, azata eidolons lose the resistance (electricity) evolution, and instead gain the immunity (electricity) evolution. They also gain the ability increase evolution, applied to an ability score of the summoner's choice.
At 20th level, a kami can no longer be banished or sent away from the plane where its ward resides. Furthermore its fast healing increases to fast healing 5 and gains immunity to polymorph effects.

Silver Crusade

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I know some players who would never let that tiara go.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

And is it available somewhere I can get it?

Silver Crusade

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This is a GM thread, and as such contains spoilers. So if I put spoiler tags on anything it'll be for length, expect to get spoiled.

I've just gotten through reading all of the Iron Gods books, and there's a lot that I love. The authors, editors, developers, artists and Paizo staff have done a fantastic job and I have no doubt that as written the Iron Gods AP is going to be a fantastic campaign.

There's a good chance that when I finish my Kingmaker campaign (perhaps sometime this year) that I'll be running Iron Gods.

But perhaps on Golarion I'd be a Brigh worshipper, because I always have such a powerful urge to tinker. So I'm posting this here as another of my GM notepads as I consider things I'd like to change or themes I'd like to explore more heavily or stuff I'd like to add.

Why is the final battle not in a launching rocket or spaceship?

This was the thing that I kept thinking as I read The Divinity Drive, you fight Unity in Silver Mount, and then inside The Godmind but all I could think was: Her plan is to launch herself into space and become a satellite deity. That's the cool thing. We never get to witness the cool thing. We stop the cool thing, but if the campaign ends with the final boss, we never see the cool thing. Rocket launches are cool! Fighting in a rocket ship as it hurtles into space and you mess around with gravity is even cooler.

The players would finish the battle and see Golarion from space. They'd have time if they want to upload Casandalee to become a more benevolent goddess of robits while they're up there and could then use escape pods to fall back to Golarion.

Why walk when you can drive?

So much of what occurs between books in Iron Gods seems to be traipsing through the blasted post-apocalyptic wasteland that conveniently ignores the high CR creatures that inhabit its encounter tables. This is a situation of not enough space in the books so the GM should handle it.

For some reason though when I think of the scrap-building nature of Numeria's inhabitants, I think a lot about Mad Max and Full Throttle.

I'd like for the players to be able to design, build and use their own battlewagons and crazy motorcycles to traverse the terrain of Numeria faster and help them fight (or escape) the random encounters they face. Since most of the locations they visit aren't really very hospitable to vehicles it's mostly a thing that happens between adventures. Still I think it'd be rad.

Unity and Casandalee need more face time

The problem with AP final villains is that the players rarely get to know and hate them. Unity is a fantastic villain, with a clear and awful goal that the players honestly just don't have enough opportunity to learn and interact with.

As written Unity has a problem, she can't extend her influence beyond the hull of Silver Mount, at least not until book 5 when we discover she can directly control the leader of the Technic League. Her whole goal is to extend her reach. So I'd like to make her a little more successful at that. Essentially converting some robots and NPCs into Unity remotes. In my version Unity has been spreading her influence outwards by a slow and laborious process of building scrap iron towers, these signal boosters allow her to send her signal further outwards, and control those who have been modified by her and her minions. This is an inefficient process and that's why she still wants to escape into space in order to beam her satellite signal across Golarion. The Smoking Tower will be one such signal booster. There will be others in between books. When the players encounter such locations Unity will assume direct control. This will give her minion or worshipper a mythic power boost, but because they can't handle the divine power being directly sent into them burns out the host body in a relatively brief span of time.

This will allow the players and Unity to interact multiple times throughout the campaign and make it clear that Unity is an active threat.

As for Casandalee, we see a hint of her in book 2 thanks to Hellion's ranting. We find her corpse in book 3 and we don't really rescue her until what we assume is the end of Book 4. When we do meet her, she has dozens and dozens of personalities that will pop in and out randomly. For such an important NPC she is very hard to connect with.

My proposal is thus. If there is a PC android, that character is Casandalee (feel free to change Casandalee's gender to suit the PC). Much of the campaign will focus on going back through that PCs previous life and figuring out who they were and where they come from. Hellion will recognize the PC as a brother or sister. "I thought your signal faded in Iandeveigh. I am so glad I can snuff you out for good myself!" In the Smoking tower instead of Casandalee's corpse there is perhaps a journal or a video diary telling the PC where their memory back-up is. When finally the PCs retrieve the AI core they realize that they might "rewrite" themselves with their older version in order to regain important knowledge.

If however there are no android PCs in the party, then I recommend the following:
Meyanda is Casandalee's next incarnation. Hellion took perverse pleasure into turning his "sister" into his high priestess. When the PCs defeat her perhaps when she reaches 0 hp Meyanda has a bizarre seizure. Her eyes glow a strange purple and lines of data scroll across them: "Please help me. My memories are trapped in here. You're in grave danger. My designation is not this designation."

The PCs will have to try and redeem Meyanda, and again the moral quandary of whether taking all of Casandalee's memories will "overwrite" the Meyanda they come to know.

Valley of the Brain Collectors. Why aren't you a Hex Map?
I really wish Paizo would stick to hex maps for overland sandboxes, that's something I need to tinker with.

Repercussions of Irovetti's Clockwork Kingdom
This is specific to people who are running Iron Gods after my Kingmaker conversions. I have some ideas.

More to come...

In any case these are my ideas for now. More to come at some point in the future. Happy to hear the thoughts of other GMs who are currently running or planning to run Iron Gods.

Silver Crusade Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9

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Sometimes it's easy to get overwhelmed by the not so good items, and fall into making cynical jokes. There's plenty of first timers this year, and seeing a thread where people can express their happiness at items can be a real boon.

The rules are clear that you can't name or be too specific about items, but vague responses about items you enjoy or even just keeping a tally of items in your keep folder or expressions you might use an item in your home game can be encouraging and keep energy up for voting.

I'll go first:

I just saw a staff that was legitimately beautiful in description and design. I want one in my campaign ASAP!

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Behold a little something to give your Osirion wizard some flavour.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Just noticed the locked threads are still being posted to.

Silver Crusade

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Very useful thanks!

Silver Crusade

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So in the adventure the first thing the PCs do is defeat a bunch of thugs and potentially put a ghost to rest.

I think there needs to be a little bit more in Aldronard's Grave so that the PCs can figure out how to put the ghost to rest.

Here's my ideas for giving the PCs enough information that they can figure out how to put the ghost to rest.

A2: Searching the Camp (Perception DC 20): Searching through the scraps of tents and broken stuff the PCs come upon a steel footlocker. Stamped with the symbol of Sarenrae, the Smilers were unable to get the heavy thing open and opted to leave it with the rest of the Sarenites busted up tents.
Opening the Footlocker: (Disable Device DC 20 or getting the key from a Sarenite with a successful DC 10 Diplomacy Check)
Inside the Footlocker is Aldronard's personal affects,
a suit of +1 Splint Mail, a Cold Iron Scimitar and a Masterwork Heavy Steel Shield. Note: Due to the personal connection these items have with Aldronard they are treated as Ghost Touch items when used against Aldronard.
Furthermore there is two letters.
The first is an unfinished note from Aldronard to Justinia, it reads:

My Dearest Justinia wrote:

After these long years I am finally on my way home to you. On angels wings I fly from this blighted place, ready to build that cottage by the creek that we dreamed of.

Your fair skin has been my beacon these past years, your flaxen hair my banner, your green eyes the land I have fought for these long years, your sweet voice singing the Morning Cant of Harmony a bell that calls me home.

I ca

A letter arrives! I must read it and reply, perhaps this messenger can take this love note to you faster than my new steed Mandrake can!

The other letter is the letter from Eredian that blames Aldronard for his daughter's death.

Before committing suicide Aldronard prayed for answers and when none were forthcoming he lost his faith. This long dark night of the soul was a test of Aldronard's faith, as Sarenrae believes that in order to be forgiven first one must be able to forgive themselves. Aldronard failed but Sarenrae captured a psychic "portrait" of Aldronard's soul at the moment before he lost his faith which manifests in the Last Prayer.

The Last Prayer CR 3
800 XP
Alignment: Lawful Good Area: 15 foot Cone Centered on the Statue of Sarenrae.
Caster Level: 3rd
Notice: DC 13 (Dust rises from the ground in the shape of a penitent man, and the statue of Sarenrae Weeps)
hp 13.5
Weakness: Saying a prayer to Sarenrae with a successful DC 15 Knowledge (Religion) check deals 1d6 damage to the haunt. Multiple people praying increases the damage by 1. Saying this prayer at Dawn
Trigger: Proximity
Reset: Once per day at Dawn
Effect: Everyone in the area is effected by the spell overwhelming grief which lasts 1 minute/level (Will DC 13 negates) any Divine caster who fails the Will Save feels shaken in their faith and must make a concentration check to cast spells. The DC is 13 + Spell Level of spell being cast.
Destruction: A Sarenite Priest must remind the haunt that forgiveness from the goddess begins with forgiveness of the self. A non-Sarenite Priest can also attempt this with a DC 23 Diplomacy Check or DC 18 Knowledge (Religion) Check.
Development: If the haunt is permanently destroyed the dust coalesces into one spot glows and forms a Holy Symbol of Sarenrae. This was Aldronard's Holy Symbol. If used as part of a Turn Undead attempt, Aldronard may not add his Turn Resistance to the spell. Furthermore any character holding the Holy Symbol has a ghostly image of an old but upright man with gray hair and a short well-kept mustache (an illusion of Eredian as disguise self CL 30).

I figure with these items and moments the PCs will be able to piece together Aldronard's last days and have enough clues to figure out the solution without resorting to coincidence.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

An interesting discussion about summoners of more specific kinds of outsiders, perhaps with the ability to summon outsiders beyond their own alignments came up in the Pathfinder Unchained thread.

This thread is to continue that discussion, and perhaps offer some requests to Paizo about some archetypes for such options, or even suggestions for GMs who want to homebrew their own.

Here's a quick summary of that particular thread below:

DM_aka_Dudemeister wrote:
Ross Byers wrote:
Cthulhudrew wrote:
Ross Byers wrote:
However, that does open up room for an archetype that allows an eidolon with a different alignment, so that you can play up a non-evil character than signed an infernal pact for a devil. Or a neutral or evil character with a 'guardian angel' trying to redeem him. Or whatever.
That's a pretty cool idea. Makes me wonder what kind of class abilities such an archetype would have in place of its regular features.

Not sure it would have to give anything up. Just picking an outsider subtype and a corresponding alignment isn't a power boost in and of itself.

Maybe link it to the 'eidolon models' somehow so that if you've decided you want a LE devil for an eidolon, you have to buy evolutions listed for devils. Maybe reduced evolution points in exchange for certain free evolutions at various levels (especially if it's a racial power not normally available via normal evolutions, like maybe Genie eidolons could get wish 1/week at 17th level or something.)

But that's mostly to prevent characters that pick Angel and then make it a multi-tentacled horror with poison attacks. It could be left on the honor system.

Genie Bound Noble

This was a summoner archetype I created a while back that did this specifically for genies. I could imagine something similar could be done for Devils (with free curses) and Angels (free healings/miracles).

But I suspect the summoner talk might be a slight threadjack as there's more to the product then the one class.

Silver Crusade

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I've been flagging 'em as I see them, but he's a persistent bugger. Thought I might put a heads up here.

Silver Crusade

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I've set a deadline for Saturday to get my first batch of notes up here.



New Cavalier Order: Order of the Cog

The Rushlight Festival (or the River Kingdoms Faire)

Clockwork Wonders of Pitax (Bestiary bookmarks and new stats)

Pitax Clockwork'd (Changes to the Pitax Gazetteer)

Posting here to make that deadline public so I can be shamed for failure to get it here. I hope you guys enjoy it as much as my players currently are. Remember these are my GM notes, and while I try to make them as reader friendly as possible at level 12+ I'm not concerned with accuracy.

Your friendly neighbourhood,


Silver Crusade

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Reign of Winter/Mummy's Mask Crossover?

Those winter portals are dropping everywhere.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Tonight we playtested:

Dhampyr Swashbuckler
Elf Slayer
Dwarf Battle Priest


Valeros and Merisiel (PFS pregens).

Characters were level 7, 20 point buy with average APL for their level.

Encounter 1: Drow on the Giant Steps

A group of 6 Drow stepped out and threw boomerangs at the PCs while they tried to climb the stairs. The Battle Cleric and the Swashbuckler headed up the normal steps, while the Fighter and Rogue used their Climb Skills to climb the giant's steps.

The Slayer moved around the side of the temple in an attempt to use a rope and grappling hook to climb up and surprise the Drow from the side.

Merisiel was the first to draw blood, between her high stealth roll and a great sneak attack killing a Drow. The Drow, now aware of the rogue focused their attacks on her (but rolled poorly).

This is when the Bullette showed up. It used its leap ability and damn near killed the Slayer. The Battle Priest jumped off the side of the temple to try and draw its attention. No luck, the Slayer was slain the next round.

During this fight the Swashbuckler took down a Drow every turn alongside Merisiel and Valeros. In situations with single attacks (and PCs unable to get a full-round thanks to the mobile drow) the Swashbuckler shined. Didn't use a single Panache though.

Encounter 2: Ettins

The PCs heard some Ettins arguing, so they headed to their room and picked a fight with them. They found the Slayer's twin sister slowly roasting over an open flame. Merisiel rescued this new Slayer who immediately set Ettin killing.

The Battle Cleric's AC was near untouchable at 29 for most monsters. Stuck in a cramped room Valeros' two-weapon fighting easily outshone the Swashbuckler, and the Swashbuckler still hadn't spent any Panache (starting the day with only 3 caused the player to hoard them somewhat).

The Slayer ended the fight with two well placed arrows.

Encounter 3: Drider and Barghest

This fight was brutal and frustrating. The Drider's ability to scale walls meant that it could cast lightning bolt with impunity and the narrow corridor granted that at least half the party would be struck by lightning. Swashbuckler was reduced to -8 due to a failed Reflex save and a high damage roll.

The Battle Cleric once again shone thanks to his amazing AC. The Slayer rarely missed (other than through blink and deeper darkness) thanks to her study ability and high BaB.

This is where we had to end it.

Player Impressions:

Battle Cleric: Right now the Battle Cleric feels like a cleric with Heavy Armour proficiency, the added feats don't completely mitigate the loss of spell-casting. A fun tank, but lacks an interesting hook the way a Paladin's smite evil is an interesting hook.

Slayer Despite a poor showing against a Bullette, the Slayer works fairly well once the studied target is set, it doesn't take long for a Slayer to get slaying. The player felt that there needed to be more choice as levelling the character to seven he felt he was already stretched for interesting Slayer talents.

Swashbuckler She enjoyed the concept, but didn't feel competitive with the other PCs. Her AC was about on par with Valeros', but Opportune Parry/Riposte got ignored entirely to preserve points for doing cool things on her turn. Interestingly a Swashbuckler is better off being sent on "mook sweeping", killing off opponents of CR 3 less than the party's APL, in order to restore Panache. Players might also leave the killing blow for the Swashbuckler so she can restore Panache. There needs to be a different method for its regeneration.

Valeros and Merisiel These players didn't feel outshined by the other PCs and had their own moments in the sun.

Final Thoughts:

Slayer is good, but dull to build.
Swashbuckler feels pigeonholed and the Swashbuckler's finesse needs to count as Weapon Finesse.
Battle Priest is still second fiddle to a cleric who takes Heavy Armor Proficiency.

Thank you for your time,


Silver Crusade

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Hi all,

Tonight me and my players got together to play a first level dungeon with some of the new Hybrid classes. Our party consisted of five characters, using 15 point buy and the average gold listed for each class.


Elf Slayer
Tiefling Swashbuckler
Human Investigator
Human Brawler
Human Arcanist

Adventure flavor text

A plague runs rampant in the city, and the only clue are rats with strange sigils carved into their bodies. Five heroes brave a sewer dungeon to find the source of the virulent plague.

Encounter 1: Sewer Entrance (CR 1)

A trio of ratfolk are hidden behind a curtain of sticky vines and moss inside a sewer pipe. The Investigator spots them and combat begins (nobody is surprised).

The ratfolk use their swarming ability but don't really land any hits against the party. Once two are dead the third flees into the sewers closing a portcullis behind him.

Verdict: At this point not much besides basic attack rolls are exchanged. Nothing to really differentiate any characters at this point.

Encounter 2: Skill Challenge Portcullis

Despite an alternate route our PCs decide to give chase and come to the portcullis. The Brawler holds up the portcullis so the others can squeeze through, it's the Slayer who spots the lever to pull the thing up.

Encounter 3: Dire Rat Kennels (CR 1)

Creatures: Ratfolk. Dire Rat (x3)

Another exchange of attack rolls. This time the Brawler focuses on grappling the Ratfolk who has been sniping the PCs. At this point the slayer has used his Favoured Target ability almost every round with his shortbow.

Some Dire rats get some lucky strikes against the Slayer, but this fight is more or less a foregone conclusion.

[b]Encounter 4: Horned Rat Trap (CR 1)

The Brawler tries to kick a statue of a horned rat, but before he can do so the statue charges forth and knocks him down for 7 damage. He uses a potion to heal up while the Investigator completely disables the trap (DC 16 Perception/Disable Device. Mechanical Trap. Attack roll +10. 1d6+1 damage). Springing the trap makes the next room aware of the party's approach.

Encounter 5: Congregation of Rats (CR 3)
Creatures: Ratfolk x3. Ratfolk Shaman 1 (x1)
With the foes aware and given a few rounds to prepare when the Swashbuckler walks in she gets turned into a crossbow bolt cushion. The Brawler uses his Martial Maneuvers to deflect a bolt but the Shaman manages to cast cause fear and he's running away for 4 rounds.
Too scared to approach the morass of ratfolk the swashbuckler starts throwing daggers (and hitting more often with that tactic than close combat).
The Investigator heads into combat, misses, tries to use inspiration (needs 3+ and rolls a 1) and still misses (disappointment), then drops prone when the Shaman casts Command. The Rat Shaman is slain by the Slayer (who has been doing well using Favoured Target EVERY turn at level 1).
The Arcanist wins this fight with a magic missile to the Shaman's head. The Swashbuckler is knocked unconscious by another crossbow bolt (ranged attacks are the bane of Swashbuckler). The other ratfolk are quickly mopped up by the slayer and investigator.
When the Brawler comes back the party is desperately trying to stabilize the swashbuckler so that the Investigator can spend 10 minutes preparing an extract of Cure Light Wounds (I rule as long as the Investigator pours the potion then it's legal - wondering what the rule is on that?)

The players discover a scroll detailing a terrible ritual that gives a small aspect of Murnath to normal rats via an unspeakable ritual. This is what they need to give to the temple to solve the problem. Time to leave.

Encounter 6: ZOMBIES! (CR 2)

Creatures: 8 x Kobold Zombies (With further -2 Str, no armour bonus, but ratling swarming ability)

The PCs decide to explore the one unexplored room on the upper level and it almost spells their DOOM. The Swashbuckler still very weak from the previous fight refuses to go near the zombies and throws daggers at them. The Arcanist ENLARGES the Brawler who immediately grabs a zombie and starts tanking. Drawing ALL their attention.
The other PCs have a string of the most dismal rolls I've ever seen. One by one they slowly drop unconscious. First the Brawler (who laments using his martial maneuvers on Deflect Arrows). Then the Swashbuckler. Then the Investigator. In the end the Slayer and the Arcanist are the only ones left standing between the Slayer's Longsword and "Favoured Target" and the Arcanist's Acid Splash the pair manage to kill their foes and drag their unconscious friends back to the temple for healsies and the quest completion.

Players Thoughts:

Arcanist (Destined Universalist) - Never played a prepared caster before and only realized near the end she could play spells in any combination. Liked the blood power, but was wary of spending that last point (she wanted to be able to RUN from those zombies) Also the party was surprised to discover the Arcanist didn't have Use Magic Device, they felt it would be a great fit for the class but it's just not available.

Swashbuckler - Liked Panache and that it could come back, but felt that parry and riposte were too expensive to use considering she only has 3 panache to start with. (Two Panache and TWO attacks of Opportunity!) She also missed a lot of attacks because her build is DEX focused and Swashbuckler's Finesse doesn't arrive until 2nd level (and doesn't seem to qualify the Swashbuckler for any feats in the finesse tree). It means Combat Reflexes becomes the MUST HAVE option at level 1. Perhaps triggering Riposte just whenever the enemy misses might be a more economic way of doing it.

Slayer - Player enjoyed the class, but felt it didn't have a lot of variety in actions. Every round seemed to be "Favoured Target, Attack". Even reading higher levels the player felt that an actual Ranger/Rogue had more interesting options (due to archetypes).

Brawler - Felt that it was a great monk fix, but would still play a monk for ki abilities.

Investigator - Felt that the Inspiration mechanic didn't do enough, that perhaps a flat bonus being added to the die roll (perhaps Intelligence Mod) would be a better way to model the ability, as spending TWO points of inspiration on an attack roll and STILL missing felt flat. As a GM I felt the Investigator plunders too much from the rogue (9d6 sneak attack, trap finding AND can pick rogue talents, AND 6 skill points per level AND all the rogue's key skills, PLUS extracts and alchemy and poison use AND better at skill rolls thanks to Inspiration? It steals what tiny shred of niche protection the rogue had left). I feel the Investigator should maybe drop Sneak attack down to 5d6 to 6d6 maximum (levels 4, 8, 12, 16, 20). A hybrid class can freely borrow from the vocabulary of other classes, but probably shouldn't be more fluent in their language (so to speak).

Over all everyone had a fun time, and though the dice weren't with our party much of the night there was something learned by all.

Next week we hope to try a level 7 one-shot titled: "Lair of the Wererat King".

Kind Regards,

(Full stats for the characters will be available sometime tomorrow as I have to scan and upload some of the sheets).

Silver Crusade

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Hey folks,

A while back I did a bit of work for GM_Solspiral, which he has kindly posted on his blog for free.

Without further ado: The Genie-Bound Noble.

Let me know what you all think. I had a lot of fun putting together this archetype, and feel it could fit in any setting with a strong Arabian Nights feel.

Peace and tranquility,


Silver Crusade

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Good stuff! Can't wait for next week's installment.

Required reading for Curse of the Crimson Throne GMs.

Silver Crusade

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Hey all, so due to some life issues I had to put my Skull & Shackles game on hold.

One of my players is keen to run the campaign with me as a player. He has given us a stat array of 17, 15, 13, 12, 11, 9 (roughly a 25 point buy)

"Lucky" Jim Kidd

Jimetheon Turbulence Kidd was born into slavery in the Thrice Damned Empire of Cheliax. Even as a child Jim Kidd was a rabble rouser, a born liar and a trouble-maker. Enslaved to a particularly cruel captain of the Chelish Navy, Jim won his freedom by signalling to nearby pirates the ship’s location. Since then he’s wandered the Shackles as a talespinner, con-man and gun for hire. He wears the devil’s skull tattoo that marks him as Chelish property as a badge and a reminder that he would not be anyone’s thing again.

Comments, suggestions and critiques are welcome particularly for when I start leveling him up.

I know the plot of Skull & Shackles (as I was to GM it once) but I don't plan to metagame.

Silver Crusade

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Sigh, a year too late for me. I hope the next ones appear more quickly. Still I'm glad this has finally seen release.

Silver Crusade

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In a sudden and shocking reversal of WotC policy, a huge selection of older edition PDFs go on sale: Check it out at Drive Thru RPG.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

The Article. Really brilliant but the TL;DR version the best viewing order for Star Wars that still includes prequels is


After Empire Episodes II & III are an extended flashback and episode I is omitted entirely.

What are your opinions? Will you introduce your younglings to Star Wars Universe with this order?

Silver Crusade

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just thought I'd drop a line to mention the messageboard is being slow, just wanted to check whether it was just me. Using Safari on mobile, and IE as well.


Silver Crusade

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So I'm fleshing out Chapter 2 of book 1, and I decided I want the climax to be a fight against the Son of the Sandpoint Devil. Now I have two choices.
The idea is that the Devil attacks the Caravan and once reduced to half hit points flies off to lick its wounds. Shalelu wants to hunt it down once and for all, to put her mind at ease that Sandpoint will be safe for a time:

Here's my options

1) The Son of the Sandpoint Devil is a Sandpoint Devil with the Young Template applied (along with some other adjustments) to bring him down to CR 7. With both the party and the key NPCs (Ameiko, Koya, Sandru and Shalelu) together fight the creature. With 9 characters I'm looking at an APL 4.25 party which against CR 7 puts it at the high end of its range. Furthermore the Devil will be at half hp. Should I give the Sandpoint Devil an extra half-action per round in order to balance the action economy slightly, or is it already a bit too dangerous for the party?


Son of Sandpoint Devil
This mangy pony-like beast walks perversely upright. Wings, a dragon’s tail, and a fanged mouth complete its vile appearance.

(Young Sandpoint Devil)
XP 3,200
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +16
AC 23, touch 14, flat-footed 19 (+3 Dex, +1 dodge, +9 natural)
hp 68 (9d10+18)
Fort +10, Ref +6, Will +10
DR 5/cold iron; Immune fire, fear effects; SR 14
Speed 40 ft., fly 60 ft. (poor)
Melee bite +13 (1d10+2/19–20), 2 hooves +13 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks bay, hellfire breath, kick, trample (2d4+3, DC 19)
Spell-Like Abilities (CL 9th; concentration +11)
At will—fog cloud, gust of wind, pyrotechnics (DC 13)
3/day—dimension door (DC 15)
Str 18, Dex 17, Con 15, Int 8, Wis 17, Cha 16
Base Atk +9; CMB +13; CMD 27 (31 vs. trip)
Feats Dodge, Hover, Mobility, Spring Attack, Vital Strike
Skills Fly +9, Intimidate +9, Knowledge (geography) +2, Perception +15,Stealth +11, Survival +15
Languages Abyssal, Varisian
Bay (Su)
When the Sandpoint Devil screams as a standard action, all creatures within a 300-foot-radius spread must succeed on a DC 17 Will save or become frightened for 2d4 rounds, or shaken for 1 round on a successful save. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, creatures within the effect are immune to the Sandpoint Devil’s bay for 24 hours thereafter. The save DC is Charisma-based.

Hellfire Breath (Su)
Once every 1d4 rounds, the Sandpoint devil can unleash a blast of infernal flame from its mouth as a standard action. This hellfire fills a 30-foot cone and causes 7d6 points of fire damage (Reflex DC 17 half). Anyone who takes damage from this breath weapon must also make a DC 17 Will save to avoid becoming cursed by the infernal flames—those who become cursed take a –4 penalty on all attack rolls, saving throws, and skill checks for a number of days equal to the damage taken—during this time, the victim’s skin appears to be horribly burned in places regardless of any healing applied. This curse effect functions at caster level 9th. The save DC for both saves is Constitution-based.

Kick (Ex)
The Sandpoint Devil’s hoof attacks are primary attacks that deal bludgeoning and slashing damage.

Caravan Battle Statistics:
CR 7 AC 17 hp 69, Attack: +8 Damage:4d6+4 Note: The statistics are treated as CR 3 lower to account for there only being one caravan attack a turn. The caravan's damage also increases by 1d6 every level.

The idea is that the players who each took a trait to link them to an NPC can control them for a combat, to make the NPCs feel more useful and part of the group as they take on a mighty beast together. My worry is that this could be the deadlier option.

2) Alternatively, a safer option is to use the Red Mountain Devil from Serpent's Skull #1 (altered slightly). This is a CR 5 monster, so a challenge for the APL 2 party (APL 3 if they bring along Shalelu). While still dangerous far less punishing.


The Son of the Sandpoint Devil CR 5
XP 1,600
Giant winged chupacabra (Pathfinder Adventure Path #19 78)
CE Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision;
Perception +7
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +4
Speed 30 ft., fly 60 ft. (average)
Melee bite +9 (1d6+3), 2 hooves +9 (1d4+3)
Special Attacks chupar, pounce
Str 17, Dex 14, Con 16, Int 3, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 22
Feats Dodge, Flyby Attack, Improved Initiative
Skills Acrobatics +10, Fly +7, Perception +7, Stealth +10
Languages Abyssal, Varisian
Special Abilities
Bay(Su): When the Sandpoint Devil screams as a standard action, all creatures within a 300-foot-radius spread must succeed on a DC 15 Will save or become frightened for 2d4 rounds, or shaken for 1 round on a successful save. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, creatures within the effect are immune to the Sandpoint Devil’s bay for 24 hours thereafter. The save DC is Charisma-based.
Breath Weapon: Once every 1d4 rounds as a standard action the Sandpoint Devil can unleash a 20 ft. cone of flame, dealing 5d4 damage, Reflex DC 15 for half. In addition a character must make a Will Save (DC 15) or take a -2 penalty to attack rolls, saving throws and skill checks for a number of days equal to the damage taken. This is a curse effect that functions at Caster Level 6th.

Son of Sandpoint Devil II (Caravan Statistics)
AC 15, hp 25, Attack:+6, Damage: 3d6+3

In any case I'm honestly not sure which way to go. What do you folks think?

Silver Crusade

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Monte Cook, Skip Williams, Jonathan Tweet and Danny O'Neil team up to build a trickster god's Megadungeon.

The Grande Temple of Jing.

I backed this at the $175, so there will be one level co-written by me. So you know that's an incentive to back.

Silver Crusade Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9

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Too excited, and wanted to get to work early on my archetype, so I could playtest it.

Anyone else drafted their Archetype?

Silver Crusade

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Traps are a problematic in Pathfinder. They are mostly a nuisance rather than an obstacle or an encounter. It's a problem that needs some rectification. At the same time, completely rewriting the trap rules will require rewriting the rogue, and the trap stat-block. Troublesome.

So I've come up with a solution that uses some existing rules but also still lets trap-finders shine, while keeping other characters invested.

The Rule

When a trap activates, everyone in the area gets a Perception check vs the Perception DC of the trap, characters with Trap Sense may add this as a bonus to the Perception check. Those that succeed may act in the surprise round (roll initiative as normal characters with Trap Sense add their Trap Sense bonus to this Initiative Roll). The trap always acts on an initiative count of 10 + CR.

The players who succeeded on the Perception check now have a surprise round to act before the trap activates. Characters who passed the perception check know where the trap was triggered, and where the trap is likely to effect.

A character with Disable Device can attempt to Disable the trap in this surprise round by taking a -5 penalty to do the action hastily. A particularly complex trap may require a -10 penalty at the GM's discretion. A character with the Fast Disable talent may ignore this penalty (or take only a -5 penalty for particularly complex traps at the GM's discretion).

The Rule in Play

Merisiel, Amiri, Kyra and Seoni are exploring the Catacombs of Whut in Osirion (they are 5th level). They come across a chest, with weird writing on it which Seoni translates as the treasure of Keftet, the Quartz Prince.
The chest is trapped with a Falling Block Trap (CR 5).

Merisiel takes a 10 on her Perception Check, and identifies the trap, and the trigger (opening the Sarcophagus). She decides to Disable the Trap, except now horrid scarabs are crawling through cracks in the wall and floors (distracting the Rogue). Unable to take 10, she needs to roll, and sadly gets a natural 1, even with her bonus she has failed the check by 5 or more accidentally activating the trap.

Perception checks are rolled: Amiri, Merisiel and Kyra all succeed vs DC 20. Seoni, still distracted by the crawling scarabs does not realize the danger she's in.
Initiative is rolled:
Amiri rolls a 20 for a total of 23 (including her Trap Sense bonus of +1)
Merisiel rolls a 10 for a total of 19 (including her Trap sense bonus of +1).
Kyra also rolls a 10 for a total of 9.
Seoni does not get to act in the Surprise Round.
The Falling Block goes on initiative 15.

Amiri goes first, with Seoni oblivious she tackles the sorcerer out of the danger zone.
Merisiel tries to disable the device, knowing the noise of a falling rock might attract attention (taking a -5 penalty), she needs an 11 plus. She rolls 1d20 + 9 ⇒ (10) + 9 = 19, poorly.

The Block has its turn:

It attacks the two targets - Merisiel (Not flat-footed thanks to Uncanny Dodge, and having acted in the surprise round: AC = 19). Falling Block 1d20 + 15 ⇒ (6) + 15 = 21 and Kyra (heavily armoured as she is she has an AC of 20), the falling block rolls 1d20 + 15 ⇒ (10) + 15 = 25.

Ouch! Both girls take 6d6 ⇒ (5, 3, 6, 2, 2, 5) = 23 damage, and the Mummies in the next room get a Perception check to hear the commotion.

Compare that to Regular Play

A trap gets triggered, the GM makes a couple of attack rolls, then some damage rolls and that's that. The players get pinged for damage due to one bad roll and we move on to the next encounter.

The party doesn't get to make any decisions of their own. This rule adds gameplay, and choice and that's the heart of good role-playing and exciting encounters.

Taking 10 and Taking 20

Another useful thing is the Take 10 and Take 20 rules. Rather than making your player roll (or roll in secret) insist that they can either take 10 or take 20 to search for or disable traps. Now whenever the player chooses to take 20, warn them that there is a chance of a Random Encounter (I say 25%, increasing by 20% every time the player takes 20). The more time players take in the dungeon the more of a chance a monster might stumble across them. Again this is about choice, do you take a cursory look over everything and risk failing against a particularly nasty trap, or do you take your time and risk alerting the dungeon to your presence?

Now for this to work it means you occasionally need to throw in traps of a much higher CR (APL +2 or +3) at the party. That way the players don't automatically spot every trap they stumble across. If the Rogue player has thrown everything they have into Perception (racial bonus, plus skill focus and alertness etc) then don't punish that player. They have spent resources to be great at the trap finding niche, let them take their 10s to find traps even beyond the normal range. Disabling such traps are still a tricky endeavour.

The only time you want the PCs to roll is if they are stressed or distracted. Disabling a trap to continue down a corridor because you're being chased by a raging ogre requires a roll. Disabling a trap while holding your breath underwater requires a roll.

Otherwise the character should take 10 or take 20.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Hi all, just thought I'd take time to post feedback on a game I ran tonight. Home modem conked out so this is posted from my iPhone. Excuse typos/poor formatting.

Encounter 1- Blue Eyed White Dragon

Riding a flying sleigh to the First World North Pole the PCs were deputized by an elf as official "helpers" and were given ambrosia laced Sugar Plums granting each 3 Mythic tiers.
Party was all iconics:
Half-Elf Gunslinger 7/Marshal 3
Human Barbarian 7/Champion 3
Human Paladin 7/Guardian 3
Elf Rogue 7/Trickster 3.

The sleigh is attacked by an Invincible Young Adult White Dragon. Amiri uses leaping attack to wrestle it down with a spectacular grapple check. Lirianne takes control of the sleigh and crashes it into the dragon. Merisiel takes no AoO flanks and sneak attacks.
Dragon takes a smite. Flies away. LOTS of mythic points spent.

Skill Challenge
Trek through the snowstorm. Cumulative Survival Target 100. Each check 1 hour's travel and 2d6 cold damage. At the edge they face an arcane Yuki-Onna. Paladin drops due to incorporeal touch. Rogue uses a healing potion. Paladin is super effective Yuki dies. Storm abates. Party makes a snow cave to camp in.

Dragon Returns
Healed of some damage due to a stash of magic items it digs the PCs out of the snow cave. Combat ensues, Barbarian drops from a dragon full-attack. This time the Rogue is super effective.
"Invincible" template isn't.

Santa's Village
Skipped Ice golem encounter.

Toy Store Collapse, Bleached Snipers
Players are caught in a collapsing toy store. A pair of gnomes snipe from a nearby clock tower with Cold Iron arrows (the PC's weakness) deal a little damage.


The villain himself steps out Vital Strikes Lirianne for 50+ damage. Promptly murdered next turn. Mythic Vital strike seems deadly in monster hands.

More tomorrow. Am sleepy.

Silver Crusade Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Dedicated Voter Season 9

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

I will definitely weep manly tears if my item doesn't make it through.

I've been pondering it for a long time. I forced myself to move away from the idea and look elsewhere to make sure it was the best. Yet it came in a flash of inspiration and has seen many hours of perspiration. Figuratively because of all the time I put in, and literally it's really hot down in Australia at the moment.

It's an exciting item that does something I haven't seen before. It has a really great visual appeal and is something I could see many adventurers wanting to have handy.

I'm waiting for it to be proof read before I look over it again one more time. Then it's submission O'Clock.

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