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Roy Greenhilt

Jatori's page

RPG Superstar 2011 Top 4. Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 411 posts (632 including aliases). 2 reviews. No lists. No wishlists. 17 Pathfinder Society characters. 4 aliases.


**** RPG Superstar 2011 Top 4

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Auke, now you have to visit Cape Town. :)

RPG Superstar 2011 Top 4

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Wow, this is an amazing story. Ben, keep us updated.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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Congratulations, Top 4!

RPG Superstar 2011 Top 4

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Eric Hinkle wrote:
Just asking: with the Beast-Soul Monk archetype, is it permissible to allow them to have a wolf animal companion if they choose the Wolf Style martial art from the Player Companion 'Blood of the Moon'?

Eric, sure, that would be an excellent use of the archetype. As you've noticed, it's fairly simple to expand the Beast-Soul's options as you create more imitative style feats or as more become available through other sources. Eagle Style, for example, would make a fitting option for a bird companion Beast-Soul.

**** RPG Superstar 2011 Top 4

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To the best of my knowledge, South Africa got its first level 12 this weekend past. Our new VL managed to reach level 12 first by climbing over the corpses of the other aspirants he left within a very round mountain.

Hellknight Aspexia Lillith Rosala of Westcrown (Ranger 3/Sorcerer 2/Dragon Disciple 7)

**** RPG Superstar 2011 Top 4

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Kyle Elliott wrote:
Wrote a great story about Cape Town.

Wow, I wasn't quite expecting to see this when I logged on to report the weekend's sessions. I just have one minor edit to the story - the two girls aren't my daughters, but they, and their dad, do form part of our regular players at our fortnightly games.

I remember that table rather well. The table featured me, two dads and the four kids. The younger of the two girls is rather gung ho, which tends to land them up in some "interesting" situations. I'm not surprised our visitor remembers the game so well.

We have a handful of kids, at or under the age of 12, attending our games. Some of our most memorable tables involve them - for their out-of-the-box solutions and the occassional escalation to combat :P

I hold to you that beer, one day. If you're ever on my side of the world, I might just treat you to one of our craft beers down here.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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Welcome back exit poll, my old friend.

Charlie Bell — Green Knight (Paladin)
Joseph Kellogg — Gralton Infiltrator (Alchemist)
Michael Eshleman — Uringen Assayer (Alchemist)
Michael Pruess — Outsea Delver (Alchemist)
Nicholas Herold — Huckster (Alchemist)
Pedro Coelho — Water-Born Votary (Monk)
Rorik Moore-Jansen — Red Adder Magus (Magus)
Steven Helt — Floodwalker (Witch)

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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The Vrock is back! Congratulations Scott.

**** RPG Superstar 2011 Top 4

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David Harrison wrote:

Congrats and welcome.

If your travels ever bring you to the UK then do get in touch. You'll be very welcome.

The UK isn't on my list at the moment (sadly missing out on Paizo Con UK), but perhaps one day.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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Congratulations Mike!

RPG Superstar 2011 Top 4

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I recently shared two monk builds on my blog that make use of tripping and Vicious Stomp, which can be used as part of a full attack or as a single attack.

The first uses grappling too:

Human Monk (Maneuver Master) 20 point build

S 18 D 14 C 14 I 10 W 12 C 8

1M – Combat Reflexes
1H – Vicious Stomp
1MB – Improved Trip
2MB – Improved Grapple
3M – Ki Throw
4 -
5M – Binding Throw
6MB – Greater Trip
7M – Extra Ki
8 -
9M – Enhanced Ki Throw
10MB – Greater Grapple
11M – Pinning Knockout
12 -

The build focuses on tripping, stomping and grappling (doing all 3 outside of a full attack from level 5 onwards (trip as standard action, stomp as AoO, and grapple as swift action). I would also consider replacing one of the Greater feats with Improved Disarm or Dirty Trick.

The second build is more playful, focusing more on defense, doing things on an enemy's turn:

Human Monk (Flowing Monk \ Monk of the Sacred Mountain) 20 point build

S 17 D 14 C 14 I 10 W 14 C 8

1M – Combat Reflexes
1H – Vicious Stomp
1MB – Improved Trip
2MB – Nimble Moves
2SM – Toughness
3M – Ki Throw
4 -
5M – Monkey Style
6MB – Body Guard
7M – Extra Ki
8 -
9M – Greater Trip
10MB- Tripping Strike
11M – Monkey Moves
12 -

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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Jacob Trier wrote:
Only competitors are prohibited from trying to influence the vote. The voting public are free to post to their hearts content.

Yip, the exit polls are a Superstar tradition. I think they exist to make the contestants nervous. I remember checking the polls regularly last year, trying to guess if I had won enough voters to progress from one round to the next.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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marv wrote:
Jerral, I am looking foward to GMing your Edge of Heaven at PaizoCon this year!

I hope you have fun. I'm planning to run Sean M's Defenders of Nesting Swallow early next month.

Superstar opened many doors for me. Internet connectivity willing, I'll be here every year. My summer isn't summer without RPG Superstar discussions around the fire.


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Human (Varisian) Alchemist 3
Caulder Baradin wrote:
"She just wants to look less a mess in front of Captain Horace and his beard," he mutters aside to Pagrip. "You think I should grow a beard, dwarf?" he asks, stroking his stubbly chin thoughtfully. "Oh, never mind: You're a dwarf; you probably think Darkbane should grow a beard."

Ten subconsciously stroked his bald chin as the conversation turned to the subject of beards. He had tried growing a moustache once, but ended up with nothing more than a few stray hairs poking out here and there. "It's always about the beards... and the chest hair...and, and eyebrows" Ten muttered to himself.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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The Old Cassomir Dollhouse
==========
Hours after his father's death, Varstrius petitioned Cassomir's churches to resurrect his dead sister. As the only heir to his father's fortune, he could afford the expensive ritual and necessary components. Sadly, he never considered that Sulliana's soul would not want to return to him. Angry and bitter, Varstrius now seeks to bring Sulliana back through other means.

Varstrius’ family home is a large, three-storied manor located within the Old Cassomir district. Varstrius has recently repurposed the basement level of the old house, connecting it with the maze of sewers, tunnels, and forgotten vaults found beneath Cassomir. He now uses those wide tunnels as a base of operations for the slavery operation which has grown up around him, and his obsession with his deceased sister.

Varstrius has eleven mercenaries in his employ, but at any given time, 1d4 of them are not present in the basement. Treat the mercenaries as Turnkeys (GameMastery Guide 271) for tier 7-8 and as Sellswords (GameMastery Guide 283) for tier 10-11. In addition, there are currently 1d4 halfling or gnome prisoners held in the basement.

If a lone mercenary encounters the PCs, he will attempt to flee and alert the rest of the basement to their presence. If multiple mercenaries encounter the PCs at once, one will attempt to flee and alert the rest of the basement, while the remainder will engage the PCs in combat.

Unless otherwise noted, the walls of the basement are superior masonry walls and the doors are good wooden doors. Normally, only the cell doors (area 2) and the door to the tea room (area 5) are locked.

1. Stores: This chamber serves as the manor’s stores, pantry and wine cellar. A DC 20 Perception check reveals a secret door, which connects the area to the rest of the basement.
2. Cells (CR 3 or 7): This area, which is constantly guarded by one mercenary, holds Varstrius’ halfling and gnome prisoners. The corpse of a young male halfling lies in a puddle of filth in one of the cells. A DC 15 Heal check reveals that he was strangled to death. Searching the corpse (DC 20 Perception) reveals a small blue bellflower embroidered on the inside of his shirt’s collar.
3. Sewer Entrance (CR 5 or 9): There are always two mercenaries guarding this area. Varstrius increased the guard presence here, after his men encountered a roving band of strange, blue-skinned humanoids in the tunnels. Several halfling and gnome bodies have been temporarily discarded a short distance down this tunnel. A DC 15 Heal check reveals that these corpses have had parts surgically removed.
4. Barracks: This room acts as the living space for Varstrius’ mercenaries.
5. Tea Room: Varstrius has decorated this area to match his sister’s bedroom, which remained untouched since her death, in the manor above. This is where he keeps the prisoners which most resemble Sulliana, often dressing them up to look like her and indulging in sessions of forcefully role-played tea parties.
6. Study: A large oak desk dominates the finely decorated space. Two paintings adorn the walls of the room: one depicts Varstrius' father and the other, a family portrait of Varstrius, his father and Sulliana. His father's image has been defaced in the family portrait. A ledger, found in the room, details slave shipments to Andoran. The most recent entry indicates that Varstrius’ daughter, Sarrisia, has just left Cassomir with another shipment.
7. Stairwell: This stairwell leads to a secret door (DC 20 Perception) which opens into the master bedroom on the top floor of the manor.
8.1 Dev’s Room: This untidy area serves as the living space for Polald’s apprentice, Dev. The floor is barely visible under the piles of dog-eared books and stacks of paper thereby creating difficult terrain.
8.2 Polald’s Room: Polald Tibarat was hired by Varstrius to assist in the process of returning Sulliana to life. This area acts as Polald’s private bedroom for the occasional night when he works late. However, he spends most of his time at his home nearby, leaving a homunculus to keep an eye on Dev. There is enough paperwork in this room to confirm Polald’s identity and involvement with a DC 20 Knowledge (arcana) or Knowledge (local) check.

Sulliana’s Rebirth (CR 10 or 13)
==========
9. Laboratory: A grotesque mannequin, stitched together from the limbs and organs of several donors, rests upon a metallic slab in the center of the room. As you enter, a young man, wearing blood-spattered robes, having just completed the last steps of casting a spell, blasts the gruesome construct with electric energy. The mass of dead meat begins to move, pulling itself upright, accompanied by the sickening sound of damp flesh peeling off from the cold metal.

Varstrius commissioned Polald to construct a flesh golem, built in Sulliana’s image. This chamber serves as Polald’s laboratory. Halfling and gnome prisoners, unlucky enough to share a feature with Varstrius’ idealized memories of Sulliana, have been used for parts in the golem’s construction. The golem has even been dressed in clothing similar to the outfit worn by Sulliana in the portrait found in area 6. Despite its size, the golem is made more horrifying by several delicate features, such as its childlike hands and soft-featured face.

Varstrius will make his stand here, relying on any remaining mercenaries, Dev, and the animated mockery of Sulliana to help bring down any foes.

9A: Alchemist’s Lab: This lab holds all the necessary alchemical reagents required during the construction of a flesh golem. Characters may hurl the alchemical equipment as improvised grenade-like weapons. To determine the effect of a hurled item, roll 1d4 and consult the table below:

  • 1. Treat the item as a flask of acid
  • 2. Treat the item as a flask of alchemist’s fire
  • 3. Treat the item as a smokestick
  • 4. Treat the item as a tanglefoot bag.

Only 2d4 grenade-like items can be found here.

Creatures: Clearly crazed, Varstrius rejoices loudly at the successful animation of the golem. To him, Sulliana’s new body is not a horrid amalgamation of flesh, staples and wire - it is a chance to recapture a life, which his father had once stolen, with his sister at his side. The only obstacles remaining are the PCs. Varstrius will follow his normal combat tactics, commanding Sulliana to assist. Dev will attempt to use his electricity spells to simultaneously damage foes and heal Sulliana. Polald’s homunculus will assist by lobbing grenades from the alchemist’s lab. The mercenaries aim to provide flanking bonuses for Varstrius and Sulliana and try to intercept dangerous melee combatants before they can get close to Dev.

Tier 7-8 (CR 10):

Varstrius CR 7
XP 3200
hp 76 (RPG Superstar 2011 R3)

Dev, Battle Mage CR 5
XP 1600
hp 33 (GameMastery Guide 256)
Wizard Spells Prepared (CL 6th, concentration +9)
3rd—dispel magic, fly, haste, lightning bolt (2) (DC 17)
2nd—resist energy, glitterdust (DC 15), mirror image, scorching ray (2)
1st—burning hands (DC 15), color spray (DC 14), mage armor, shocking grasp (2)
0 (at will)—dancing lights, detect magic, light, message

Turnkey (2) CR 3
XP 800 each
hp 37 each (GameMastery Guide 271)

Homunculus CR 1
XP 400
hp 11 (Bestiary 176)

Sulliana, Young Flesh Golem CR 6
XP 2400
hp 69 (Bestiary 160)

9B. Trap: The metallic slab, and the devices beneath it, retains some of the electrical energy used to animate Sulliana. Treat the metal slab as a burning hands trap (CR 1, Pathfinder RPG Core Rulebook 420) with a trigger of touch, dealing electricity damage instead of fire damage.

Tier 10-11 (CR 13):

Varstrius CR 7
XP 3200
hp 76 (RPG Superstar 2011 R3)
Additional Gear Sulliana’s guardian amulet

Dev, Battle Mage CR 5
XP 1600
hp 33 (GameMastery Guide 256)
Wizard Spells Prepared (CL 6th, concentration +9)
3rd—dispel magic, fly, haste, lightning bolt (2) (DC 17)
2nd—resist energy, glitterdust (DC 15), mirror image, scorching ray (2)
1st—burning hands (DC 15), color spray (DC 14), mage armor, shocking grasp (2)
0 (at will)—dancing lights, detect magic, light, message

Sellsword (4) CR 7
XP 3200 each
hp 80 each (GameMastery Guide 283)

Homunculus CR 1
XP 400
hp 11 (Bestiary 176)

Sulliana, Flesh Golem Shield Guardian CR 9
XP 6400
hp 79, fast healing 5 (Bestiary 160)
SQ berserk, controlled, find master, guard, immunity to magic, shield other, spell storing (none)

9B. Trap: The metallic slab, and the devices beneath it, retains some of the electrical energy used to animate Sulliana. Treat the metal slab as an electricity arc trap (CR 4, Pathfinder RPG Core Rulebook 420).

Development: Any surviving mercenaries within the basement respond to the sound of battle, joining the battle within 2d4 rounds. Even if the PCs are victorious, the matter of dealing with the rogue wizard, Polald, and the slaver, Sarrisia, remains.

RPG Superstar 2011 Top 4 , Dedicated Voter Season 6, Star Voter Season 7 aka Jatori

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Tengu Blademaster (Fighter)
All tengus train with swords from birth, but only a few truly dedicate themselves to mastering the art of swordplay. Tengu blademasters are gifted swordsmen, each combining his dangerous bite and racial affinity with swords into a unique, yet deadly fighting style. These fighting school benefits apply only to the tengu’s bite attack and sword-like weapons as defined by the tengu’s swordtrained racial trait.
Many Sword Style (Ex): Starting at 2nd level, if the tengu blademaster has a sword selected for the Weapon Focus feat, he may apply the benefit of the feat to any sword he wields. He may apply Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization in a similar fashion. The blademaster may only apply these benefits to a newly acquired sword after familiarizing himself with it, requiring 1 minute of practice, even if already familiar with another sword of the same type. A blademaster only need familiarize himself with any sword once. At 10th level, he only requires a full-round action to familiarize himself with a sword. This ability replaces bravery.
Blademaster’s Defense (Ex): Starting at 3rd level, when a blademaster makes a full attack including at least one sword and bite attack, he receives a +1 dodge bonus to AC against melee attacks. This bonus increases by 1 for every four levels after 3rd. This ability replaces armor training 1 and 3.
Tengu Weapon Training (Ex): At 5th level, the blademaster gains weapon training 1, but the bonuses only apply when wielding a sword or using a bite attack. At 17th level, the blademaster receives weapon training 2. This ability replaces weapon training 1 and 4.
Iron Beak (Ex): At 7th level, the blademaster reduces the penalty to attack rolls when using his bite as a secondary weapon to -2. At 15th level, he adds his full strength modifier to damage dealt by a secondary bite attack. This ability replaces armor training 2 and 4.
Beak and Blade (Ex): At 9th level, as a standard action, a blademaster can make a single melee attack with a sword. If the attack hits, he may attempt a dirty trick or steal combat maneuver with his beak, using his full base attack bonus, as a free action that does not provoke an attack of opportunity. This ability replaces weapon training 2.
Powerful Beak (Ex): At 13th level, the blademaster is considered one size larger when determining the damage dealt by his bite attack and CMB when using his beak. This ability replaces weapon training 3.
Tengu Weapon Mastery (Ex): At 20th level, the blademaster gains weapon mastery as per the fighter class feature, but may only select a sword or his bite attack.


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