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Jhofre Vascari

Gwaihir Scout's page

FullStarFullStar Pathfinder Society GM. 245 posts (248 including aliases). No reviews. No lists. 1 wishlist. 10 Pathfinder Society characters.


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The Legendary Games adventure add-ons were mostly well-received by my group. If you're going to use both the Murmuring Fountain and Fiddler's Lament, I would recommend having them happen before anything starts breaking free from the prison, because it was a little too much happening at once for us.


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I like conjure deadfall for when I need to channel my inner Yakko Warner.


There was an iron golem that could either fly or had air walk in Runelords. It also fired energy bolts.

So, basically, do whatever you want; just keep the CR in mind.


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Slithery D wrote:
Detect Magic, Greater: Find spell auras for day/level after, identify spell signatures associated with specific casters, concentrate to ID last spell cast by someone.

Now casting for CSI: Absalom.

Slithery D wrote:
Know Peerage: Has the distinction of being the most useless spell in the book. You can grant up to 5 ranks of Knowledge (Nobility) to an ally. Paizo, fire someone over this.

Sounds great for heists, or other times you need to do some social engineering. As long as the spell lasts for an hour per level, this would be very useful for easily fitting in at noble dinner parties.

Thanks for the rundown, BTW. Haven't had the time to read the book yet.


Rysky wrote:
Gwaihir Scout wrote:

Now, I'm actually kind of glad my campaign died in book one so I can restart it with this book.

Congratz?

Ha! That sounded weird, didn't it?

The game's not actually dead, we just had to switch from AP to modules since the group couldn't get together often enough to remember details. Now when I'm ready to run it again, I'll get to use the new book.


Rysky wrote:
FedoraFerret wrote:
James Jacobs wrote:
As with Runelords, my philosophy for updating it is to maintain and retain... don't change things unless it makes absolute sense to change things.
At least tell me this includes converting Blackjack to a Swashbuckler. Because after we finished I asked my GM, and he told me the class breakdown, which was very clearly trying to be a Swashbuckler.
Actually I i'm pretty sure it will be Vigilante.

I had been planning to make him a Mysterious Avenger Swashbuckler, the blatantly obvious choice, until the Vigilante came out.

Now, I'm actually kind of glad my campaign died in book one so I can restart it with this book.


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I, for one, welcome our new wizard overlords. I'd like to remind them that as a trusted Game Master, I can be helpful in rounding up other muggles to toil in their underground crystal caves.


It's 11. The abilities of the creator are never considered in magic item DCs, for ease of use.

Long version:

Magic items assume the caster had the minimum ability score necessary to cast the spell. Sleep is a 1st-level spell, so you only need INT 11 to cast it, which gives a DC of 11. 2nd-level spell items have DCs of 13 (10 + 2 from level + 1 from INT), 3rd-level is DC 14, 4th-level DC 16, and so on.

Ask your GM if you can invent an improved version that costs more.


The pale orange rhomboid ioun stone and its flawed version don't actually do this, but they do save you from death and offer the possibility of getting back into the fight via magic jar, so I thought it worth bringing up.


You're welcome. I only got around to using them a couple of weeks ago myself. Thought they worked pretty well, although the weakest ones were a little fragile. Don't forget about the extra HP from desecrate with these guys, I forgot to include it.


That sounds exactly like mind swap from Occult Adventures, which is at worst a sixth-level spell. It gives a Will save and lasts for hours.

There's a ninth-level version that's permanent, but it's expensive and psychic-only. You didn't say what class this player is using, but a new capstone that lets him use major mind swap seems to be what you're looking for.


The ring of force fangs absorbs force attacks and lets you release them back as magic missiles.


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I guess I'd be an Investigator with the Technologist feat. I do digital forensics.

Oddly enough, I do have a chemistry degree to match the alchemy feature.


Cerberus Seven wrote:
you don't really HAVE to give a monster any prereq feats to give them a specific bonus feat. Monks and rangers are allowed around that kind of thing, why not monsters?

Wow, and I had an example right there with the skeleton's Improved Initiative, too. Good to know. I'm going to leave it alone since I have no ideas for the other feat, and I don't really want to make this any tougher.

I didn't think extra special attacks were necessary since, unlike the rifle troop, these troops will be encountered at close range. I also don't want them to be too much of a threat, since they're replacing encounters that were deliberately easy.


This was originally a Carrion Crown thread, but that forum's moving slowly these days, and I need feedback sooner than later. The short version is I decided to replace groups of 8 or 12 low-level skeletons with CR-equivalent troops, both for ease of handling and so that these necromancers aren't quite as much of a joke. This is the first time I've made monsters from scratch, so I'd appreciate any advice you can give.

The departure I made from the normal rules is that I've given these troops feats. Most of these skeletons are encountered as guards for evil cultists, but since you can move freely through a troop at the cost of some damage, I wanted them to have the Stand Still feat. So, I gave the non-intelligent troops INT 3, justifying it by calling it their unit's coordination. My party will be level 8 at this time. I'm leaving gear off the block because looting troops was weird in Reign of Winter, so I'm planning on just letting the party recover what they would have in the AP as written.

12 skeletons is CR 5, turning into a 7HD troop. The only sample troop I have is here, scroll down and look for Rifle Troop.

Skeleton Troop:

Skeleton Troop CR 5
XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
hp 52 (7d8+21)
Fort +4, Ref +4, Will +7
DR 5/bludgeoning; Immune cold, undead traits, troop traits
OFFENSE
Speed 30 ft.
Melee troop (2d6+4)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int 3, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Improved InitiativeB, Iron Will, Stand Still, Toughness
Skills Perception +7

Next I need 12 burning skeletons (CR 6), so I just added the burning template to my previous troop. I thought this turned out well, so left it alone. Then I had to replace a group of 8 (CR 5), which means taking off 2HD.

Burning Skeleton Troop (large):

Burning skeleton Troop CR 6
XP 2,400
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +7
Aura fiery aura (1d6)
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
hp 59 (7d8+28)
Fort +5, Ref +4, Will +7
DR 5/bludgeoning; Immune fire, undead traits, troop traits;
Weaknessess vulnerability to cold
OFFENSE
Speed 30 ft.
Melee troop (2d6+4 plus 1d6 fire)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Improved InitiativeB, Iron Will, Stand Still, Toughness
Skills Perception +7
SQ fiery death (3d6, DC 16)
SPECIAL ABILITIES
Fiery Aura (Ex): Creatures adjacent to a burning skeleton troop take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton troop with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su): A burning skeleton troop explodes into a burst of flame when it dies. Anyone adjacent to the troop when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the troop possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the troop’s Hit Dice + the troop’s Cha bonus) halves this damage.

Burning Skeleton Troop (small):

Burning skeleton Troop CR 5
XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +5
Aura fiery aura (1d6)
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 42 (5d8+20)
Fort +4, Ref +3, Will +4
DR 5/bludgeoning; Immune fire, undead traits, troop traits;
Weaknessess vulnerability to cold
OFFENSE
Speed 30 ft.
Melee troop (1d6+4 plus 1d6 fire)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Improved InitiativeB, Stand Still, Toughness
Skills Perception +5
SQ fiery death (2d6, DC 15)
SPECIAL ABILITIES
Fiery Aura (Ex): Creatures adjacent to a burning skeleton troop take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton troop with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su): A burning skeleton troop explodes into a burst of flame when it dies. Anyone adjacent to the troop when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the troop possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the troop’s Hit Dice + the troop’s Cha bonus) halves this damage.

Now I need 8 bloody skeletons (CR 5). I just did a feature swap with the CR 5 burning troop.

Bloody Skeleton Troop:

Bloody skeleton Troop CR 5
XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +5
Aura fiery aura (1d6)
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 47 (5d8+25); fast healing 2
Fort +5, Ref +3, Will +4
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits, troop traits;
OFFENSE
Speed 30 ft.
Melee troop (1d6+4)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 18
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Improved InitiativeB, Stand Still, Toughness
Skills Perception +5
SPECIAL ABILITIES
Deathless (Su): A bloody skeleton troop is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Last is skeletal champions. 8 of these is CR 8. These guys have Intimidate, so I thought it would be fun to give the troop Dazzling Display, even though Weapon Focus (troop) makes no sense. One group of them has bows and silver arrows on a tower, so I gave them a special ability I'll add after the main stat block.

Skeletal Champion Troop:

Skeletal Champion Troop CR 8
XP 4,800
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1 natural, +2 shield)
hp 102 (12d8+48)
Fort +7 Ref +6 Will +10; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits, troop traits
OFFENSE
Speed 30 ft.
Melee troop (3d6+6)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Skeletal champion troops are highly organized and seldom break out of a regular formation. They start combat by intimidating their enemies with a display of their coordination, then march forward using an appropriate formation (typically a pincer to surround small groups). They prefer to avoid provoking attacks of opportunity unless they need to reach an enemy who is using area attacks on them.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 22, Dex 14, Con —, Int 9, Wis 10, Cha 16
Base Atk +9; CMB +15; CMD 27
Feats Combat Reflexes, Dazzling Display, Improved InitiativeB, Iron Will, Stand Still, Toughness, Weapon Focus (troop)
Skills Intimidate +18, Perception +15, Stealth +11

For the archers, add the special ability:
Silver arrow volley (Ex): As a standard action, an archer troop can target a single square up to 200 feet away with a volley of silver arrows. This attack deals 3d6 piercing and silver damage to all creatures within a 20-foot-radius burst (Reflex DC 18 for half). The save DC is Dexterity-based.


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So, Feldgrau's got a lot of skeletons. They're meant to be cannon fodder, but I'm using a VTT and would rather not have to mess with a dozen one-hit wonders when there's a more interesting alternative. I figured this would be a perfect place for the troop rules from Reign of Winter.

Troops:
The troop subtype represents an organized group of trained soldiers that act as a unit, rather than as individuals. A troop is something of an abstraction, in that the component creatures that make up the troop are mostly irrelevant; only the troop as a whole matters for the purposes of combat. A troop is similar to a swarm, but is normally composed of Small or Medium creatures. Large groups of Tiny or smaller creatures should use the normal swarm rules.

Troop Subtype: A troop is a collection of creatures that acts as a single creature, similar to a swarm, but typically as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A troop makes saving throws as a single creature.

A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shapeable, though the troop must remain in contiguous squares to accurately ref lect the teamwork of trained military units. A troop has a reach equal to that of the component creatures based on size or armament. A troop can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so. A troop can move
through any area large enough for its component creatures.

The exact number of a troop’s component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures.

Troop Traits: A troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop, though the damage taken until that point does not degrade its ability to attack or resist attack. A troop is never staggered or reduced to a dying state by
damage. Also, a troop cannot be tripped, grappled, or bull rushed, except by area effects that include such effects. A troop can grapple an opponent.

A troop is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball or mass hold monster). A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed its nonlethal damage.

Troop Attack: Creatures with the troop subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. A troop’s stat block has “troop” in its Melee entry with no attack bonus given. The amount of damage a troop deals is based on its Hit Dice, as shown in the table on page 313 of the Pathfinder RPG Bestiary.

Unless stated otherwise, a troop’s attacks are nonmagical. Damage reduction sufficient to reduce a troop attack’s damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop’s attacks. Some troops also have other special attacks in addition to normal damage. Troops threaten all creatures within their reach or within their area, and attempt attacks of opportunity as
normal with their troop attack.

Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.

Felgrau's got random patrols that included large groups of skeletons, plus some set encounters with more groups. I'll list all forms of these groups.

12 burning skeletons
8 burning skeletons
4 skeletal champions
8 skeletal champions
2 skeletal champions
8 bloody skeletons
12 skeletons
8 skeletal champion archers

It looks like anything with 8 or more skeletons is worth replacing with a troop.

This is the first time I've made a monster from essentially scratch, so I'd appreciate any input. I know skeletons aren't supposed to have feats, but I need to give them Stand Still so they can do their job of shielding the cultists. So I'm cheating and giving them an Int score of 3 to indicate that they have a group coordination as a troop.

The party should be level 8, and are usually engaging the skeletons alongside more creatures to bring the encounters to CR 8 or 9. Skeletal champions are the main exception, as they're already at CR 8.

You may notice I'm leaving off gear. Looting troops is weird, so I'm just going to allow the party to recover what they would have off of the original groups.

Normal skeleton:

Human Skeleton CR 1/3
XP 135
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved InitiativeB
Gear broken chain shirt, broken scimitar

12 skeletons is CR 5, so we're looking at a 7HD troop.

Skeleton troop:

Skeleton Troop CR 5
XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
hp 52 (7d8+21)
Fort +4, Ref +4, Will +7
DR 5/bludgeoning; Immune cold, undead traits, troop traits
OFFENSE
Speed 30 ft.
Melee troop (2d6+4)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int 3, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Improved InitiativeB, Iron Will, Stand Still, Toughness
Skills Perception +7

Burning skeletons add +1 CR, fiery aura, change in immunities, 1d6 fire damage, +2 Cha, and fiery death. In Feldgrau, burning skeletons come in groups of 8 and 12, or CR 5 and 6 respectively. The CR 6 version is easily made by adding the template to the CR 5 skeleton troop, but for the other I've got to take off 2 HD.

Burning skeleton troop (large):

Burning skeleton Troop CR 6
XP 2,400
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +7
Aura fiery aura (1d6)
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
hp 59 (7d8+28)
Fort +5, Ref +4, Will +7
DR 5/bludgeoning; Immune fire, undead traits, troop traits;
Weaknessess vulnerability to cold
OFFENSE
Speed 30 ft.
Melee troop (2d6+4 plus 1d6 fire)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Improved InitiativeB, Iron Will, Stand Still, Toughness
Skills Perception +7
SQ fiery death (3d6, DC 16)
SPECIAL ABILITIES
Fiery Aura (Ex): Creatures adjacent to a burning skeleton troop take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton troop with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su): A burning skeleton troop explodes into a burst of flame when it dies. Anyone adjacent to the troop when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the troop possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the troop’s Hit Dice + the troop’s Cha bonus) halves this damage.

Burning skeleton troop (small):

Burning skeleton Troop CR 5
XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +5
Aura fiery aura (1d6)
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 42 (5d8+20)
Fort +4, Ref +3, Will +4
DR 5/bludgeoning; Immune fire, undead traits, troop traits;
Weaknessess vulnerability to cold
OFFENSE
Speed 30 ft.
Melee troop (1d6+4 plus 1d6 fire)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Improved InitiativeB, Stand Still, Toughness
Skills Perception +5
SQ fiery death (2d6, DC 15)
SPECIAL ABILITIES
Fiery Aura (Ex): Creatures adjacent to a burning skeleton troop take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton troop with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su): A burning skeleton troop explodes into a burst of flame when it dies. Anyone adjacent to the troop when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the troop possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the troop’s Hit Dice + the troop’s Cha bonus) halves this damage.

On to bloody skeletons. They add +1 CR, fast healing, channel resistance +4, +4 cha, and deathless, which is a bit weird on a troop, but who cares. They only appear in groups of 8, or CR 5, so a simple feature swap with the smaller burning skeleton troop gives this:

Bloody skeleton troop:

Bloody skeleton Troop CR 5
XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +5
Aura fiery aura (1d6)
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 47 (5d8+25); fast healing 2
Fort +5, Ref +3, Will +4
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits, troop traits;
OFFENSE
Speed 30 ft.
Melee troop (1d6+4)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Free-roaming skeleton troops typically rush forward and spread out as much as possible to engage as many enemies as they can reach, regardless of if this causes them to provoke attacks of opportunity. Troops accompanied by a cultist will usually be ordered to form a wall to prevent enemies from reaching the cultist.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 18
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Improved InitiativeB, Stand Still, Toughness
Skills Perception +5
SPECIAL ABILITIES
Deathless (Su): A bloody skeleton troop is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

That just leaves skeletal champions. A group of 8 skeletal champions is CR 8, so this group needs to be made from scratch. When I saw they have Intimidate, I figured it would be fun to give them Dazzling Display even though the prereq of Weapon Focus makes no sense.

Normal skeletal champion:

Skeletal Champion CR 2
XP 600
Human skeletal champion warrior 1
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 17 (3 HD; 2d8+1d10+3)
Fort +3 Ref +1 Will +3; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee mwk longsword +7 (1d8+3/19–20)
STATISTICS
Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Cleave, Improved InitiativeB, Power Attack, Weapon
Focus (longsword)
Skills Intimidate +7, Perception +6, Stealth –1

Skeletal champion troop:

Skeletal Champion Troop CR 8
XP 4,800
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +1 natural, +2 shield)
hp 102 (12d8+48)
Fort +7 Ref +6 Will +10; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits, troop traits
OFFENSE
Speed 30 ft.
Melee troop (3d6+6)
Space 20 ft.; Reach 5 ft.
TACTICS
During Combat Skeletal champion troops are highly organized and seldom break out of a regular formation. They start combat by intimidating their enemies with a display of their coordination, then march forward using an appropriate formation (typically a pincer to surround small groups). They prefer to avoid provoking attacks of opportunity unless they need to reach an enemy who is using area attacks on them.
Morale A troop disperses when reduced to 0 hit points or fewer.
STATISTICS
Str 22, Dex 14, Con —, Int 9, Wis 10, Cha 16
Base Atk +9; CMB +15; CMD 27
Feats Combat Reflexes, Dazzling Display, Improved InitiativeB, Iron Will, Stand Still, Toughness, Weapon Focus (troop)
Skills Intimidate +18, Perception +15, Stealth +11

For the archers, add the special ability:
Silver arrow volley (Ex): As a standard action, an archer troop can target a single square up to 200 feet away with a volley of silver arrows. This attack deals 3d6 piercing and silver damage to all creatures within a 20-foot-radius burst (Reflex DC 18 for half). The save DC is Dexterity-based.

Whew! Please let me know what you think.


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Somebody else here had an idea which I stole. Raven's Head once struck the Whispering Tyrant, and has some of his blood on it which couldn't be removed. Failure to retrieve Raven's Head means Adrissant has to go to a backup source of blood, a descendant of the Tyrant. This has the unfortunate side effect of making the formula only effective on the descendant.


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It's a derro weapon, and derro are very silly people.


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Get Smart would be perfect.

"If only he'd used his power for niceness instead of evil."

After failing to damage somebody - "Listen, fella, I hope I wasn't out of line with that crack about [previous insult]."

"Ah, it's the old [unusual thing that just happened] trick."

If you want to go full out with this, insist that someone cast silence every time the group discusses their plans.


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I fell victim to one of the classic blunders. I mispronounced "brazier." Not I mistake I normally make, which made it really annoying.


I've got it working in TeamSpeak. It doesn't sound nearly as cool through that as it does normally, but it's still pretty nifty.

The EASY way to do it is to use two devices connected to TeamSpeak. One you talk through, the other one plays Syrinscape. You'll have to set the Syrinscape device's default Recording Device under Sound Settings to Stereo Mix. This takes what comes out of your speakers and dumps it into your microphone. If your sound card doesn't support Stereo Mix, try using a program like Virtual Audio Cable or VB Cable. Check out the link in the hard section for help setting that up.

The HARD way is if you only have one device that can use TeamSpeak.
1. Download a program that adds a virtual audio channel. Virtual Audio Cable is supposed to be good; I use VB Cable since it's free and works for this.
2. Open the properties of your TeamSpeak shortcut and add "-nosingleinstance" after the Target path (no quotations).
3. Follow these directions starting at Step 2 to set up a profile for Syrinscape on TeamSpeak. Syrinscape doesn't have an option for Step 5, so read on.

These steps need to be performed each time you use the program.
4. Right-click on your speaker icon in the System Tray and select Playback Devices. Select Line 1 or CABLE Output or whatever the program you used added and make it the default device.
5. Launch Syrinscape. Make any audio settings changes you want to. I set it to Mono since TeamSpeak is mono output.
6. Return your default playback device to what is normally is. You will now not be able to hear Syrinscape except through TeamSpeak.
7. Launch TeamSpeak twice and use your bookmarks from the tutorial to log in as yourself and as Syrinscape.
8. Everyone should right click on the Syrinscape profile and adjust the volume to a comfortable level. -15dB or so is usually good.

That should do it.


Cool, missed that.

Still think it looks stupid, though.


If invisibility made real-world sense then you wouldn't be able to see anything while you were invisible. It's better that you limit visibility in water to the agitation you cause to it, depending on how fast you're moving. That could let an attacker pinpoint your location briefly (you still have total concealment), but wouldn't outline you like a glitterdust or faerie fire spell.


Sweet, you've caught up with my campaign. Temporarily.


I suggest using the Strain/Injury HP variant rule (found here). This will cause a very small change in how damage works, but it will mean your druid will need to use fewer cure spells.


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As someone who has taught archery to Cub Scouts, my first reaction was to wince at the damage he must be doing to his fletchings by nocking the arrow any which way.

The rest looks fancy (sometimes silly), but the main thing I was interested in was that thing about holding arrows in the draw hand. I'd like to give that a shot myself (pun entirely unintentional) if I get to a range this summer. Not sure how well it'll work for me, since I shoot left-handed because I'm left-eye dominant.


Doesn't sound like you have third level spells, but if you do, fireball the area, then set up a campfire wall.


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123. They will stand around wondering how to get across a chasm or up a cliff, when suddenly one of them will turn to another who has wings and say "Wait a minute, can't you fly?" And the winged one will say "Oh, right. Forgot about that."


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128. They assume that anything slightly interesting in a room is either a trap or relevant to their quest.


Spellscar oracles can get resistance to acid, cold, fire, electricity, AND sonic. Cast death ward and get a ring of forcefangs and you're as set as you can be, I think.


Normally I'd agree with you, but in this particular case of a progressively increasing DC, I would ABSOLUTELY let the character somehow know that it's getting harder to ignore the suggestion. It's much more dramatic to watch the character try to decide if the risk is too great than to just suddenly go too far. In fiction, the character's friends are often the ones to notice the change, and can bring that to attention, so you might want to give them a sense motive check rather than just say the fighter senses her sword's getting stronger.

Start having the sword not be satisfied with just one kill per draw, too.


Yes and yes. Grease requires careful placement if you want more use out of it than a single chance to make enemies fall prone. Of course, if you make an enemy have to move through a greased square to get to your party, you usually also have to worry about your allies having to get through the grease to get to the enemy. I like to use it to disrupt an enemy in the middle of a charge or to slow down enemies that are trying to flank my party.


You know your GM is out to get you when, after your group has a bag of holding, pit traps start leading to portable holes.


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No plan survives contact with other people.


I'm actually doing this with a single player who has only a little experience, playing Second Darkness. This might be helpful to you, but we did most of it so I could avoid work on the GM side, as I explain later.

We went with gestalt classes, and decided one should be paladin for the save boosts, immunities to a lot of SoDs, and Lay on Hands. The player picked evoker/admixture wizard for the other because he likes gishes and we thought the utility would be important. Divination would probably have been more optimized for one player, but eh.

Final result: Angel-kin aasimar, 25 point buy and cheated on the variant ability table to get an extra +2 INT in exchange for alter self. Gestalt paladin/evoker, relying on the Arcane Armor feats to avoid spell failure. Max HP, and all healing is maximized. To make up for the action deficit, we eventually also had to throw in the old version of haste, where you get an extra standard action each turn. I still limited him to one non-swift spell per round. Medium XP track when it should be Fast for the 3.5 rules tends to keep the PC less than two levels ahead of the where the game expects.

As for the GM side, I changed almost nothing. This is not my only campaign, just a side game we started when our normal group couldn't meet regularly. So I didn't even bother giving out favorable loot, and didn't convert the 3.5 stat blocks to PF, except for upgrading some drow to nobles to maintain the CR of boss fights.

The hardest part was a dungeon at the end of book one where the PC was only level 4 or 5 and had run out of spells, only making it through the dungeon by using a wand of CLW every round. I had a NPC ranger tag along as backup in book two, but he probably wasn't necessary. A fight with a dragon in book three was desperately close. Once the PC had enough gold to get a really high AC to became untouchable to most enemies, with no squishier party member to protect... you get the idea. We're in book 5, so not sure how the end will turn out yet.

This has been fun, but if we do it again, I'd rather the player played three or four PCs instead of just one super-PC to make things less swingy.


I'd actually go with Oratory as a real answer. Or a straight INT check.


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Sorry, but with that title, this needed to be done.

Sing along!

Oh, I've never fought a dragon,
And I've never killed a ruler,
And I've never found more treasure than the BSF* can haul,
And I've never cast a fireball,
And I've never split the party,
And I've never been to Sandpoint in the fall!

*Big Stupid Fighter


I just want to say that Runelords is a great AP for an arcane trickster. You'll reach high enough level to actually get the capstone ability, someone with thief's tools is always useful, and it's great being a wizard in this AP later. But you definitely don't need Trapfinding for this one. Trap Sense is still very useful, though.


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85. "Missed it by THAT much!" Fail an important roll by 1.

86. "Would you believe..." Fail an attempt to bluff an opponent into surrendering.

87. "Sorry about that, Chief." Decrease an authority figure's attitude towards you.

88. "And LOVING it!" Accept a suicide mission.

89. "If only he'd used his powers for niceness." Defeat a main villain.

90. "Second-biggest" Defeat a Colossal creature.

91. "Cone of Silence" Affect an allied spellcaster with silence.

92. "Agent 13" Successfully disguise yourself as an inanimate object.


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Give out hero points instead.


Now I want to make an item that casts banishment on anyone that says "Mxyzptlk" backwards.


Step Up is great for arcane duelists, who get Disruptive for free. I almost completely shut down a lich with it. If I had only been a level higher, I could have gotten free AoOs on all those fumbled concentration checks.

And there is a published teleportation wizard in the PFS scenario

Spoiler:
Port Godless.


Color Spray tastes like Skittles.

**

Sorry for the short notice. I've got two slots open for Risen from the Sands (the Free RPG Day 2014 module) tonight on Fantasy Grounds. No software purchase is necessary for this game; you can just get the demo from the Fantasy Grounds website or Steam.

For complete information and sign-ups, go here. I have pregenerated characters available, or you can get me your character (levels 2-4, but please don't bring a level 2 on this one) early and I'll convert it. Better yet, if you have Hero Labs, go to File -> Save Custom Output and choose the Fantasy Grounds option.


I have a Kindle Fire HD (7"), and PDFs display just fine, although zooming in is needed. Page loading is fast enough. I run my PFS games off it.


The Seifter wrote:
The bounty hunter is your Boba Fett, bringing back criminals and debtors alive with combat maneuvers and an incapacitating death attack.

No disintegrations?


So if I'm reading this right, you study your enemy to start with, then get bonuses to attack and damage until you run out of time or use a studied strike as a finishing move? And you can burn your inspiration pool to repeat it for tougher enemies? Sounds interesting.


Another reason not to allow drawing scrolls as part of a move action is because it's one of the options for the Cyphermage prestige class.

Cypher Lore wrote:
Swift Scroll (Ex): The cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the cyphermage moves at least 10 feet, he may retrieve a scroll as a free action as part of his move.

I believe there's also a wizard archetype that uses scrolls as weapons.


The character wearing the robe of runes has ranks in Arcana, Engineering, and Geography, making Engineering and Geography the most likely knowledge skills. Most likely languages are Aklo and Thassilonian.

Not that that actually helps for PFS, but it's a place to work from.


Forgot about this. What I ended up doing was giving the blade the ability to absorb harmful transmutations as a passive, like a normal runeforged weapon, and then the +2 to saves and the bane would be activated by spending the arcane pool.

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