Hrokon

'Horrible' Harold Grimsley's page

308 posts. Alias of Draconas (RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16).



Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16

Hello dear Paizo CS,

I'm sure this is probably on the Postal Service but is there any recourse from your side of things for if an Adventure Path subscription was received with the whole envelope (with the normal 'DO NOT BEND' warning above the shipping address) having been significantly bent and thus caused very noticeable warping in the Adventure Path spine? I received the envelope sometime today and immediately noticed on picking it up that the whole thing had been folded a time or two before being straightened out. The book itself has one very significant bend and one less noticeable one in its spine because of this mishandling.

I'm included some images of the issue:
Image 1
Image 2
Image 3

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Thief-taker (Rogue)
In lands overflowing with bandits and thieves where the law fears to tread, a thief-taker is both a bounty hunter and crime fighter for hire. A thief-taker is skilled at capturing her adversaries alive and transporting them back to her clients for justice.

Weapon and Armor Proficiency: Thief-takers are proficient with all simple weapons, plus the bolas, lasso, mancatcher, net, sap, short sword, swordbreaker dagger, and the whip. They are proficient with light armor, but not with shields.

Sneaking Blow (Ex): A thief-taker concentrates her efforts to taking an opponent alive instead of dead and thus trains to deal more nonlethal damage than lethal even when wielding dangerous weapons. A thief-taker can use a weapon that deals lethal damage to deal nonlethal in a sneak attack, though with a -2 penalty to attack. When she makes a sneak attack with a weapon to deal nonlethal damage, she uses d8s to roll sneak attack damage instead of d6s, and when dealing lethal damage, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

On the Trail (Ex): At 1st level, a thief-taker adds ½ her level to Diplomacy skill checks made to gather information and to Perception skill checks (minimum +1). This ability replaces trapfinding.

Cut to the Chase (Ex): At 2nd level, a thief-taker can immediately act to follow an opponent that attempts to flee from her. When an opponent takes a move or withdraw action, not a 5-foot step, away from her, the thief-taker can make an Acrobatics skill check (DC = 10 + opponent’s CR + 2 per 5 feet of movement the thief-taker will make) to move up to her movement speed in pursuit as an immediate action. This ability replaces evasion.

Swordbreaker Defense (Ex): At 3rd level, whenever a thief-taker wields a swordbreaker dagger in her offhand and does not use it as part of an attack or full attack action that round, she can make a disarm or sunder combat maneuver against one opponent that made an attack against her as a swift action. At 6th level, a thief-taker gains a +1 shield bonus to AC and a +1 bonus to disarm and sunder combat maneuvers when using this ability. These bonuses rise to +2 when the thief-taker reaches 9th level and an additional +1 for every three levels of thief-taker after 9th level. This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the thief-taker archetype: befuddling strike, coax information, follow clues, hard to fool, surprise attack, and underhanded.

Advanced Talents: The following advanced rogue talents complement the thief-taker archetype: hunter’s surprise, knock-out blow, and weapon snatcher.

Liberty's Edge RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Boots, Hell-shod
Aura moderate transmutation; CL 7th
Slot feet; Price 36,000 gp; Weight 4 lbs.

Description
These heavy boots seem to be crafted of exotic leathers that share more in appearance with a fiend’s clawed appendage than conventional footwear. The boots possess a bitter odor of brimstone and sulfur that wafts from their scaled exterior and the faint clomping of hooves rings out when their cold-iron soles strike the ground.

While worn, the boots protect their wearer from effects that wound or deal damage to the feet such as caltrops, spike stones, and similar effects. In addition, the wearer is not hampered when moving through difficult terrain.

The boots retain a strong connection with their fiendish origins allowing the wearer to summon up a taste of the torturous landscapes of Hell. As a move action, the wearer can stomp one boot against the ground, causing smoldering spikes of obsidian to erupt from the floor (natural and/or man-made) where the wearer is standing and for 5 feet in each adjacent direction. This ability can be used for a total of 14 rounds each day. This duration need not be consecutive rounds. These spikes act similar to caltrops (base attack bonus +7) for anyone who shares or moves into a space with the spikes and cause that space to be treated as difficult terrain for purposes of moving through it. The spikes deal 1d6 damage on a successful hit and because of the residual hellfire that clings to their surface, removal of the movement penalty that arises from the wounds requires either a DC 20 Heal check or all damage caused by the spikes to be magically healed.
Construction
Requirements Craft Wondrous Item, feather step, obsidian flow, spike stones; Cost 18,000 gp

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

Woot! I like that the second round is to design a class archetype this time around. Nice change of pace from the villains and monsters of previous years. Also, yay for everyone in the Top 4 winning in some form this year be it the big prize or not.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

Churjiir CR 5
XP 1,600
CE Medium aberration
Init +5; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 52 (7d8+21)
Fort +5, Ref +7, Will +10
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Offense
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Speed 40 ft., burrow 20 ft., climb 20 ft., swim 20 ft.
Melee 2 bites +6 (1d6+1 plus disease and necrotic wound), 2 claws +6 (1d4+1)
Special Attacks disease, flea swarm, necrotic wound, rat paramount
Spell-Like Abilities (CL 10th)
At will—detect thoughts (DC 14)
3/day—modify memory (DC 16)
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Statistics
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Str 12, Dex 21, Con 16, Int 18, Wis 17, Cha 15
Base Atk +5; CMB +6; CMD 21
Feats Alertness, Blind-fight, Combat Expertise, Iron Will
Skills Acrobatics +13, Bluff +6, Climb +9, Escape Artist +11, Intimidate +8, Knowledge (local) +14, Perception +17, Sense Motive +12, Stealth +17, Survival +9, Swim +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Common (cannot speak); telepathy 100 ft.
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Ecology
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Environment any urban
Organization solitary or pack (2-4 churjiir plus 2-12 rat swarms, 2-8 dire rats, and 2-4 wererats)
Treasure double
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Special Abilities
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Disease (Su) Spell Blight: Bite—injury; save Will DC 15, onset 1 day, frequency 1 day, effect if a spellcaster, the target loses 1d4 spell slots (chosen at random) and 1 effective caster level for the day, cure 2 consecutive saves
Flea Swarm (Su) Once a day, as a standard action, a churjiir can mentally command the horde of fleas crawling on its filthy flesh into a swarm cloud to harass nearby enemies. The flea swarm forms a 5 foot by 5 foot cloud that moves at 15 feet per round up to 90 feet from the churjiir for a total of 2d4 rounds. The flea swarm is immune to all damage and any creature sharing a space with it at the end of the swarm’s turn is sickened for 1 round (Fort DC 15).
Necrotic Wound (Ex) The bite from a churjiir can be extremely painful as its saliva is teeming with bacteria that causes the wound to necrotize in 1d4 rounds unless the target succeeds on a DC 15 Fortitude save. Damage from a necrotic wound cannot be recovered by natural healing or Heal checks but only through the application of magical healing. In addition, a necrotic wound does 1 point of nonlethal damage every hour until healed.
Rat Paramount (Su) A churjiir is the undisputed master of the rodent world and possesses a powerful influence over its lesser cousins. Any rodent or rodent-like creature, including a wererat, which comes within range of the churjiir’s telepathy is subject to an immediate DC 16 Will save or falls under the effects of a charm monster spell (CL 10). If the Will save is successful, the target is immune to further charm effects from that churjiir for 1 day. Other churjiirs are also immune to this ability.

The churjiir is a two-headed, hairless, and rat-like beast with six clawed limbs. Over ten times the size of a normal rat, its body is two yards in length. It reeks of musty urine, and a haze of servitor fleas seethes over it.

The muddy gray hide of the churjiir’s bald body stretches tautly from both muzzles to its undersized, malformed ears. Lumps and lesions mottle the skin on the creature’s back, and a ropey, ophidian tail twitches behind it. Yellowed fangs jut down from its snouts and both jaws are set with needle-like teeth. Its mouths slaver with luminescent spittle.

It crouches on four squat legs equipped with sharpened digging claws. If confronted, it rears up and uses its third, frontal set of limbs. These are elongated and gangly, terminating in three finger-like talons with wicked points.

Its cavernous, crimson eyes glint with a feral light. Churjiirs possess cruel and calculating intellects, allowing them to thrive in the cesspools and murky corners of settlements. They aspire to reign luxuriously, served by subjugated minions. Despite their size, churjiirs are adept at remaining unseen; like its brethren, it gnaws through wood and other barriers with ease. It can gouge a hole in a solid brick wall in minutes.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

Astrumal

Description: A roughly spheroid, asymmetrical abomination about five feet in diameter that floats unsteadily above the ground. A rock-like, black shell encases its bulbous body but fails to contain the obscene swells of flesh spilling forth from cracks in its left side. From these bulges spring forth numerous large, twitching, crustacean legs and pincers. A vertical strip splits its shell down the middle to form a wide, tooth-ridden maw.

Astrumals are aberrations with an insatiable hunger that hail from the vast dark gulfs amongst the stars, slowly floating between worlds. Their bodies emit varying waves of magnetism that draw and push them between places until they reach a new planet rich with life and metals. Due to their highly magnetic natures, astrumals usually crash land in the midst of one of the polar icecaps. While intelligent, the astrumal is slave to its hunger and consumes everything it comes across in a ravenous frenzy until there is no more to be had. Entire solar systems have been slowly devoured by the endless appetite of the astrumals.

Powers and Abilities: The astrumal’s body radiates a constant aura that repels or attracts all metal around it. The aura can be altered at will but it cannot be suppressed and gives the astrumal some innate magic ability dealing with metals. Completely without normal sensory organs, the astrumal can detect its surroundings using its magnetic field. While it can defend itself with its limbs, the astrumal primarily uses these to grab and drag prey to its mouth. The bite of an astrumal is particularly deadly because of the highly corrosive saliva it uses to break down metals in its diet. An astrumal’s exoskeleton is made to withstand the heat of entry to a world and thus resilient to damage from both weapons and fire.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

Locket of the Umbral Kiss
Aura moderate necromancy; CL 15th
Slot neck; Price 130,000 gp; Weight 1 lb.

Description
This tarnished silver locket hanging from an equally tarnished silver-link necklace has seen better days. The locket and necklace are constantly cold to the touch and if opened without being worn, the innards of the locket are empty with only a blank space waiting for some drawing or keepsake to be inserted. Originally created by Nidalese Shadow Priests as a precaution in their dealings with the Plane of Shadow, these lockets have since found their way into circulation amongst adventurers.

When worn by a living person, the locket immediately traps the wearer’s shadow within its heart and leaves them unable to cast one. If opened while worn, a black silhouette of the wearer is displayed within the locket. A shadow thus trapped is only returned if the wearer willingly removes the locket.

While the locket contains a trapped shadow and is worn, the wearer benefits from improved resistance to negative energy and death magic as if the wearer was under the effects of death ward with the trapped shadow absorbing it all instead. Once per day, the wearer can siphon negative energy from the locket and make touch attacks as chill touch (CL 15th).

If a user is slain while wearing the locket, the trapped shadow is released from its bindings as an undead shadow (CR 3, see Pathfinder RPG SRD).The shadow attacks whoever slew the locket’s wearer until it succeeds in killing the individual or is itself destroyed. If successful, the shadow acts normally as per its kind, however, the locket’s wearer cannot be revived via magic or otherwise until the shadow is destroyed.
Construction
Requirements Craft Wondrous Item, chill touch, death ward, create greater undead; Cost 65,000 gp

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16

Hey Cosmo (or any other CSR that happens to see this),

I have yet to receive Order #1069311: Pathfinder 15, Armageddon Echo. Order history says it was shipped on Oct 24th with a 4-8 day delivery timetable. I'm bearing in mind that sometimes things happen in the mail and been trying to give it time to see if arrives but I'm starting to give up hope now that Order #1084524: Pathfinder 16, Endless Night, arrived yesterday.

Any assistance you can give with this issue would be much appreciated.