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John Templeton's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber. Pathfinder Society Member. 399 posts (403 including aliases). No reviews. No lists. 1 wishlist. 4 Pathfinder Society characters.




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So just curious about peoples thoughts on this and just wanted to generally share.

So I am running RotR and the healer of the party is a halfing cleric with a fighter dip. The character rides around on a riding dog and the player wanted to make the character's mount a bit more survival because she is really getting into the character riding around.

We have talked and looked at various options coming up with this: At lvl 11 (the character's next lvl) she will take the leadership feat and will take the riding dog as her cohort; the char's goddess granted the dog the awaken spell onto it.

As long as she treats it fairly and such I think I am going to follow the mount rules as usual (Unless she yells charge then it will totally charge some enemy).

It not really clear who is suppose to make the cohort but given she a new player over all I am designing three different versions and offering them to her. Note: Given the awaken riding dog is a different CR then a usual race I didn't do the recommended lvl via Leadership score which was ten.

Fighter:

Bert - Fighter CR 9
XP 6,400
Dog, riding fighter 7 (Pathfinder RPG Bestiary 87)
N Medium magical beast (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 dexterity, +1 natural)
hp 96 (7d10+2d8+40)
Fort +12, Ref +9 (+2 bonus to avoid falling.), Will +5 (+2 vs. fear); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +15 (1d8+7 plus 2d6 vs. Undead)
Special Attacks weapon training (natural +1)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 8
Base Atk +10; CMB +13; CMD 25 (29 vs. trip)
Feats Combat Reflexes, Eldritch Claws[APG], Improved Natural Attack (bite), Skill Focus (Perception), Stable Gallop, Sure-footed, Toughness, Valiant Steed, Weapon Focus (bite), Weapon Specialization (bite)
Skills Acrobatics +10 (+12 to keep balance., +18 when jumping), Climb +9, Linguistics +3, Perception +13, Stealth +9, Survival +10, Swim +9; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Abyssal, Celestial, Common, Infernal
SQ armor training 2
Other Gear +1 breastplate, cloak of resistance +1, undead-bane amulet of mighty fists, silver holy symbol (Pharasma)
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Weapon Training (Natural) +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Fighter - Savage Warrior:

Bert - Fighter - Savage Warrior CR 9
XP 6,400
Dog, riding fighter (savage warrior) 7 (Pathfinder RPG Advanced Player's Guide 107; Pathfinder RPG Bestiary 87)
N Medium magical beast (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +2 dexterity, +1 natural)
hp 96 (7d10+2d8+40)
Fort +12, Ref +9 (+2 bonus to avoid falling.), Will +5; +4 morale bonus vs. fear and emotion effects., +2 bonus vs. energy drain and death effects, +1 bonus vs. energy drain and death effects
Resist spark of life
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +15 (1d8+7 plus 2d6 vs. Undead)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 8
Base Atk +10; CMB +13 (+14 grapple); CMD 25 (26 vs. grapple, 29 vs. trip)
Feats Combat Reflexes, Eldritch Claws[APG], Improved Natural Attack (bite), Skill Focus (Perception), Stable Gallop, Sure-footed, Toughness, Valiant Steed, Weapon Focus (bite), Weapon Specialization (bite)
Skills Acrobatics +10 (+12 to keep balance., +18 when jumping), Climb +9, Linguistics +3, Perception +13, Stealth +9, Survival +10, Swim +9; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Abyssal, Celestial, Common, Infernal
SQ armor training 2
Other Gear +1 breastplate, cloak of resistance +1, undead-bane amulet of mighty fists
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spark of Life +2 (Ex) +2 save vs. energy drain and death effects.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Sure-Footed +2 to Acrobatics to balance and Ref vs falls. Full speed upslope & can't fall if run downslope.
Valiant Steed +4 vs fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Ranger - Corpse Hunter - Skirmisher:

Bert - Ranger - Corpse Hunter - Skrimsher CR 9
XP 6,400
Dog, riding ranger (corpse hunter, skirmisher) 7 (Pathfinder Player Companion: Undead Slayer's Handbook; Pathfinder RPG Advanced Player's Guide 128; Pathfinder RPG Bestiary 87)
N Medium magical beast (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +21
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 dexterity, +2 natural)
hp 96 (7d10+2d8+40)
Fort +12, Ref +12, Will +5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +13 (1d8+4/19-20 plus 2d6 vs. Undead)
Special Attacks combat style (natural weapon), favored enemy (undead +4)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 9
Base Atk +10; CMB +13; CMD 25 (29 vs. trip)
Feats Combat Expertise, Eldritch Claws[APG], Endurance, Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Skill Focus (Perception), Stable Gallop, Toughness
Skills Acrobatics +11 (+19 when jumping), Climb +12, Handle Animal +9, Linguistics +3, Perception +21, Sense Motive +4, Stealth +15, Survival +11, Swim +11; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
Languages Abyssal, Celestial, Common, Infernal
SQ disrupt control, favored terrain (forest +2), graveyard stride, hunter's bond (companions), hunter's trick (hunter's trick [aiding attack], hunter's trick [hateful attack]), hunter's tricks, track +3, wild empathy +6
Other Gear +1 chain shirt, cloak of resistance +1, undead-bane amulet of mighty fists
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disrupt Control (1/day, DC 14) (Su) As a standard action, att undead in 30 ft deals +1d4 Cha dam, also vs. controller (Will half).
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Graveyard Stride (Ex) Move normally through diff. terr. in graveyards, catacombs, crypts, or necropolises.
Hunter's Trick (Aiding Attack) (Ex) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Hunter's Trick (Hateful Attack) (Ex) The ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat ran
Hunter's Tricks (4/day) (Ex) Various tricks.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Grand Lodge

Alright, I just want to make sure I am getting this right.

My character rolls with an +1 adamantine greatsword and has a prestige of 22.

I want to upgrade the sword to have the deceptive quality which would make it the equivalent of a +2.

So let's break this down.

Prestige 22 so cap limit for items is 8,000 gp.

The starting item is +1 adamantine greatsword which is worth 5,050 gp.

Upgrading to a +1 Deceptive Adamantine Greatsword would be 6,000 gp

but the overall value of the sword would grow to 11,050 gp.

If the prestige cap is a per at time of purchase then I am fine but it an over all value of an item then it looks like I have to wait to the next purchase limit. I think I have to wait but not 100% sure.

Grand Lodge

Going to my first PFS game tomorrow! Hopefully they can fit me in because it looks like their will be a lot of people there. A bit worried that I am spreading my character too thin in stats because I want to be able to max my sneak attack options (flank, stealth, feinting and damage) but I think I will just roll with it, not every character needs to be a min/max!


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The group closes to me plays 1st and 3rd Sundays which puts their next game before Gen Con so what I am getting at is does new seasons reset or remove characters?

I hate to make a character then two weeks later have to make a new one (Unless the character died but that is different.).

Sidenote: Thinking Tengue Rogue wielding Great Sword, focusing on fient/maxing sneak attack.


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Unfortunately I need the following Subscriptions Canceled

Pawns
Campaign Setting
Companion

Keeping
Roleplaying Game
Adventure Path
Comics


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

I currently have the Guide to the River Kingdoms in my sidecart but I notice that the regular Print versions are out though when I put the item in my sidecart they were not. Am I SOL or did a copy get put to the side or do I need to switch it out with a non-mint? Thank you.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

1) My May Subscription has merged with my June Subscription? Um, what happen?

2) I was wondering, this policy "Paizo will pay the first $10 in shipping and handling for any shipment of products totaling $100 or more." Does it apply to subscription orders?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

Currently running RotRA AP and one of my player's is playing a Monk of the Empty Hand. Somehow we understand that the Empty Hand was automatically 'prof' with improvised weapons. Well, after doing a character audit I have come to realize that this is not the case and the character is now level four.

So now I have to decide to leave the monk 'prof' or apologize to my player and start applying the penalty. Thoughts?

I am leaning toward the apology and doing the rules but offering the player a chance to edit his character (aka changing out feats to get Catch Off Guard).

Speaking of Catch Off Guard, given that the Empty Hand treats weapons as improvised weapons would Catch Off Guard apply? I think it would.


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Please remove Pirates of the Inner Sea from my sidecart please, I found a copy in a local store. Thank you.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

So I have a new game coming up in the near future and I have decided to play a gnome. Also want to play a class I never have used before. After looking at those classes I am on the fence about either playing a barbarian or a sorcerer.

So I turn to the boards to use as a spring board.

Details: 15 point buy, characters are to be in the low range of starting age and we all live in the same small town. I am more Concept > then mechanics/optimization. Most likely Core only given it is the GMs first Pathfinder game as the GM.

For the barbie I was thinking 'ankle biter' gnome who really gets into the rage. I know I want to take the bite rage power at level two. What before that though? Grappling seems like a bad idea all around but I am liking the visual of either spike armor or spiked gauntlets as the 'primary' attack form or just perhaps improve unarmed strike feat?

I know this is no where near optimized but not sure how best to get this ankle biting concept perfect. Thinking about Str 13 (15 Before Racial Mod), Dex 12, Con 16 (14 Before Racial Mod, Int 10, Wis 12, Cha 11 (9 Before Racial Mod).

For the Sorcerer I was thinking Fey Bloodline, perhaps being an 'enchanter', taking Spell Focus Enchantment with putting the points in Str 10 (12 before racial mod), Dex 14, Con 10 (8 before racial mod), Int 13, Wis 10, Cha 17 (15 befoe Racial mod).

Thoughts, Questions?


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To go with the other Wishlists.

Of course we have the usual suspects:

  • Bestiary 2
  • Bestiary 3

    Looking at what is currently slated I am sure we will see future pawn sets to go with each of the future APs.

    So now the true wishes:

  • Summons (I like to see each versions of the alignments)
  • Familiars (and Improved)
  • Animal Companions (In there different stages)
  • Swarms

    Of course some of these would blur with past and future boxes but still.


  • Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Running the RotR Anniversary AP and a player has given me a rough outline for their Background of what they like it to be. This is for a half-elf inquisitor of Calistria focusing on vengeance. (PS, this is also a new player.) I am not really feeling it but here it is:

    BG outline:
    I was born by the harbor. I was despised for my half-blood and bastard status. They only kept me and raised me so that I could be the next harbor keeper.

    I hated my race.
    I hated the elves.

    I hated the humans.
    The elves were cruel to me, and the humans were destructive and stupid.
    They beat me.
    The elves...

    But I didn't run away. I knew I didn't have anywhere to go, and at the very least, under the care of the elves I could learn their skills.
    I studied everyday with little food and other sustenance.
    I often couldn't sleep from the soreness in my limbs and the lashes on my body.

    My Goddess took pity on me.
    She breathed life into me, and gave me knowledge of the whip.
    The whip that had been used to control me was now my weapon of righteousness.
    While the elves slept, I came upon them. I slit my father's throat, and set the harbor on fire.
    I walked away and never looked back.
    I live now to spread the chaos of my Mistress Goddess across the land.
    There will be no survivors.
    Such is my oath.

    My first thought is this needs to get toned down. If she is to be the future Harbor Master, why would they treat her badly?

    Elves beating? As a culture I just don't see the elves of the Inner Sea doing that.

    I understand the player is trying to give this background to have this angery vengeance against the world character but..I think she needs to tone it down. I like certain parts about it like the goddess stepping in and such. Just not sure what else to tell they player about adjusting the background or where to suggest WHERE to have it be in the inner sea.

    Help?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    So I was reading 'Varisia,Birthplace of Legend' today and read about Kapenia Dancer. I fell in love with the flavor and will most likely play one even though the Bladed Scarf only Crits on a 20.

    Anyways, for some reason Blackbound combo with it popped in my head.

    Would you allow the combining of these two archtypes?

    Blackbound changes: Reduced Arcana Pool, Gain Blackblade.

    K. Dancer: Reduced Spells, Change Weapon Prof (Loose martial, gain bladed scarf as one handed instead of two), Lose Armor Prof.

    So, they do not change any of the same things so tech they should work.

    Next, the blackblade feature. If the bladed scarf is a one handed for a K. Dancer and slashing, tech the dancer should be able to pick a bladed scarf for it's blackblade?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    It is a little vague but if I am understand this correctly if you can target a mount you can target the rider?

    What if the mount is bigger then large but the rider medium or two sizes smaller?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    I just got my order in today which included two Pathfinder Battles: Rise of the Runelords Standard Booser Packs (WZK70740). In one of the packs I got a Goblin Commando on Goblin Dog 21 of 65. The mini looks awesome except that my Goblin Commando is missing his Head! There is a neck but that is it. It was not loose in the package either so I just can't glue it back on.

    Anyway I could get a replacement 21 0f 65 or am I just SOL?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Can I have these combined into one shipment?

    Thank You


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    So I have a player who is playing an Earth School Wizard who took the Spell Focus feat. He wanted to do Earth instead of the usual schools. After thinking about it I said ok, that it only apply to spells that carry the Earth descriptor. Is this too little bang for the buck?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Same except for what is noted below.

    Eberron Shard Items
    Everbright Lantern - Remove the XP cost for creation.

    Crafting Eberron Shard Items - Remove the XP cost for the creation of Eberron Shard Items.

    New Warforged Basic Component

    ARMGUN (attached component)
    Aura: Moderate Divination CL: 9th
    Slot: None Price: 13,815 gp Weight: 8 lbs
    Description: This +1 reliable distance pepperbox has unusually long barrels and appears to have a basket guard around the grip. The armgun attaches to the arm of a warforged. This weapon only works when attached and locked in place.
    An armgun automatically rotates its barrels when fired leaving the warforged`s other hand free for other things.
    Construction
    Requirements: Craft Magic Arms and Armor, mage hand, mending, and clairaudience/clairvoyance Cost:[b] 5,408 gp

    [b]Docent Components
    Replace mentions of Search, Spot and Listen with Perception.
    On the table, replace Decipher Script with Linguistics (and grants language slots). Still on the table, replace Search, Spot and Listen with Perception.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Same Except noted below.

    Adepts
    Same, additionally adepts do not gain domain powers.

    Magewright
    Remove Concentration from skill list.
    Replace magecraft spell with crafter`s luck.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Life in the World

    Time - On the first page, in the first paragraph, the second sentence should read as follows: The months correspond to the twelve moons of Eberron and share their names. Delete the part of the sentence that reads, "the prominent moon carries the name of the month in which its orbit brings it closet to the planes." (This is from the Errata)

    Organizations

    The Gatekeepers - Vvaraak is a black dragon, not a green dragon. Aspirants are actually low-level druids and Initiates are mid-level druids. (This is from the Errata)

    Planning to make rules for each Organization to work with the Rules found in the Faction Guide.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Unchanged unless noted below.

    Weapons
    Xen`drik Boomerang`s damage Type should be "Bludgeoning or piercing" not just "Bludgeoning". (This is from the Errata)

    Armor
    Armor Table, update the example darkleaf breastplate to +5 and the darkleaf banded mail to +7

    Special Substances and Items
    Unchanged

    Tools and Skill Kits
    Glyphbook - replace Decipher Script with Linguistics

    Holy Symbol, Flametouched Iron: Replace with "When a character wields a flametouched iron holy symbol to Turn Undead or Censure a Fiend, the DC to resist this ability is increased by 1."

    Inquisitive`s it: Replace Search with Perception.

    Clothing
    Darkweave: Replace Hide with Stealth

    Mounts and Related Gear
    Carver: 3.5 version replaced with the PF version in the Bestiary but take note that they changed the size from Large to Medium.

    New Special Materials
    Bronzewood: Replace Hide with Stealth.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Goods:

    Town Size Table - Minor magic items available in a small town include 3rd-level potions, not 4th-level points. (This is from the Errata)

    Optional Material Components:

    Not sure if I should include these, has Paizo used them anywhere?

    Possession:

    Change the increased CR to 1 instead of 2. Replace all mentions of Hide with Stealth. Replace all mentions of Search with Perception.


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    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Dragonmark Heir:
    Tabled while figuring out Dragonmarks

    Eldeen Ranger:
    As in the book, pg. except where stated below: Requirement Changes - Knowledge (nature) 3 Ranks, Survival 5, Feat requirement removed.
    Hit Die changed to d10.
    Fort Save and Ref Save gets Good Saves and Will gets Average.
    Skills are now: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Acrobatics (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Escape Artist (Dex)
    Hated Foe - If using Hero Points, change Action Points to Hero Points.
    Sect Ability II - Ashbound - Ferocity (Ex): An Ashbound Eleen ranger gains the Universal Monster Ability Ferocity.
    Sect Ability III - Wardens of the Wood - Smile Evil (Su): As per the paladin class feature, replacing paladin levels with the Eldeen Ranger levels. Ignore the part about outsiders, the Eldeen Ranger only gains one use of this ability.

    The Exorcist of the Silver Flame:
    The same except where stated below: Skill Requirement, change Knowledge (religion) to 5 ranks.
    Saves: Fort and Will Good, Ref Average
    Skills are now: Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Flame of Censure (Su): Now reads: An exorcist of the Silver Flame can use his channel positive energy ability to ward off outsiders with the evil subtype.
    When you active this power, as a standard action, all outsiders with the evil subtype are stunned for 1 round unless your character level is twice or more the outsider`s Hit Dice, then instead the outsider is sent back to its home plane. The outsiders gain a Will save to negate these effects. The DC is 10+Exorcist of the Silver Flame Levels + Cha modifier. Using this ability uses up one of the character`s channel energy uses.
    Darkvision (Ex): Gains the following: If the character already has Darkvision, he gains +20 feet at 3rd level and another +20 feet at 6th level.
    Smite Evil (Su): Change to: Gain another use of Smite Evil per day while using the combine levels from cleric, paladin and exorcist of the silver flame to determine the effect. If character does not have access to Smite Evil then they gain access to the ability, gaining one use per day and using cleric and exorcist of the silver flame levels.[/s'poiler]

    [spoiler=Extreme Explorer] The same except where stated below: This version is adapted for Hero Points
    Requirements: Change the Required feat to Hero`s Fortune
    Saves: Ref Good, Fort and Will Average
    Skills: Change skills to Acrobatics (Dex), Climb (Str), Linguistics (Int), Disable Device (Dex), Escape Artist (Dex), Jumpt (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Ride (Dex), Perception (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)
    Additional Action Points: Change to Additional Hero Points: An Extreme Explorer`s maximum Hero Points increases by 1.
    Trap Sense: As the Rogue Class Feature, +1
    Extreme Hustle (Ex): Change to an extreme explorer can spend a her point to gain an extra full round action, this can only be done once per day.
    Bonus Feat: Remove Action Boost, Heroic Spirit, Purse. Add Step-Up, Blood of Heroes.
    Extreme Action: Replace with Luck of Heroes: Gain Luck of Heroes as a Bonus feat.

    Heir of Siberys:
    The same except where stated below: Requirements - Change needed skill ranks to 12. Change needed feat to Hero`s Fortune.
    Saves: All Good
    Additional Action Points: Change to Addition Hero Points: At 1st level, an heir of Siberys`s dragonmark begins to form and his maximum here points increases by 1.
    Bonus Feat: Remove Action Boost, Action Surge, Pursue. Add Hero`s Fortune, Blood of Heroes, Step-Up

    Master Inquisitive:
    The same except where stated below: Requirements: Change needed Skills to Diplomacy 3, Perception 3, Sense Motive 3, remove Feat Requirement.
    Skills: are now Bluff (Cha), Linguistics (Int), Diplomacy (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis)
    Saves: Ref Good, Will and Fort Average
    Zone of Truth: Change action points to hero points.
    Bonus Feat: Remove Heroic Spirit, Research, Track, Urban Tracking, Negotiator. Add Hero`s Luck.
    Discern Lies: Replace action points with hero points.
    True Seeing: Replace action points with hero points.

    Warforged Juggernaut:
    The same except where stated below: Skills: Remove Jump
    Saves: Fort Good, Will and Reflex Average
    Construction Perfection I: Remove the part about critical hits.
    Healing Immunity: after `healing subschool` add `that heal hit point damage.` Add to the end `At 5th level, the warforged juggernaut becomes immune to the effects of all spells from the healing subchool.` (This is from the Errata)

    Weretouched Master: Requirements:
    The same except where stated below: Change Skill Rank for Survival to 5 Ranks.
    Hid Die: Change to d10
    Change Skills to: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Survival (Wis) and Swim (Str).
    Saves: Will Average, Ref and Fort Good.
    Wild Empathy (Ex): As the Ranger class feature. Weretouched Master Levels stack with Druid and Ranger Levels for this ability. In addition if the animal is the same as the chosen ancestor he gets a +4 to the check.
    Alternate Form (Su): Change to the following: At 5th level, a weretouched master can change into the form of its ancestral heritage instead of using his usual shifting traits. Costing a round of shifting to change into, a weretrouched master can transform into animal form as if using the polymorph spell on himself. The weretouched master does not gain any of the normal benefits granted by shifting while this ability is active and the weretouched master can`t use this ability at the same time that he is normally shifting. Only the specific animal form indicated for the lycanthrope heritage can be assumed. A slain weretouched master reverts to his normal humanoid form, although he remains dead. Separated body parts retain their animal form, however.
    Heritage Animal Form
    Bear Bear, Grizzly (CR 4)
    Boar Boar, Dire (CR 4)
    Rat Rat, Dire (CR 1/3)
    Tiger Tiger (CR 4)
    Wolf Wolf, Dire (CR 3)
    Wolverine Wolverine, Dire (CR 4)
    (This is from Errata and my Conversion of it)
    Weretouched III (Ex): At 5th level, a weretouched master gains an additional bonus to one or mor ability scores while shifting. These bonuses stack with all other ability score bonuses granted during shifting (such as from weretouched I).
    Heritage Animal Form
    Bear +4 Str
    Boar +6 Con
    Rat +6 Dex
    Tiger +2 Str, +4 Con
    Wolf +2 Str, +2 Dex, +2 Con
    Wolverine +2 Dex, +4 Con
    (This is from the Errata)


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Taking a break from Chapter 2

    Action Points:

    Action Points
    There is no real conversion involved, either you can choose to use them or don't. There is another option in the Advanced Player's Guide; Hero Points.

    I would choose to replace Action Points with Hero Points but I also think some mods to Hero Points will have to be done of that is the case.

    First I leave the Hero Point spells and items alone. Next allow Hero Points to do what Action Points do listed under Special Actions on pg. 46 of the ECS. Of course instead of turn or rebuke undead it be extra uses of Channel and ignore the Stablize section because we already have Cheat Death with the Hero Points.

    Skills:

    Skills
    As Listed except for the following changes.

    Craft: Add; the following paragraph to the end of the Repair Warforged section: Repairing warforged requires some crafting expertise. This particular use of the Craft skill cannot be performed untrained. (This is from the Errata)

    Forgery: ESC, pg. 46 This use of the Forgery Skill now applies to the Linguistics Skill, using the same rules listed.

    Speak Language: Add this to the table; Lanaguage: Gnome, Typical Speaker: Gnome, Alphabet: Dwarven. (This is from the Errata)


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    As I look over the artificer and glance other peoples conversations I have some things that pop in my mind. First, part of converting the artificer is easy, it as very few 'empty levels' but on the other hand one of it's main features has to be scrapped and replaced or rebuilt from the ground up.

    This makes me wonder why I don't use one someone else's conversions or the one out of Tome of Secrets. Firstly I don't use ToS because it has empty levels and for others I realize lack of options. Pathfinder classes have different options for the chars.

    Alas I am having trouble thinking of them right now, so I look to the boards to help at least some ideas I can run with.

    My other intention for this chapter is right up some fluff on the paizo classes that are not originally in ECS to give examples how those classes would fit in Eberron.


    6 people marked this as a favorite.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    I have decided that one day I will run Eberron using Pathfinder but some converting needs to be done so I am doing the whole book. This is biggest task I have done for a DM and I am looking for second opions and general backboarding. So, starting with Chapter 1, races.

    My first thought and try was to use the ARG playtest race builder. I figure that it can be a rough draft until the actaul ARG comes out. When I finished I was not satisfied, specialy after I read the Conversion document. I also realized that perfect 10 isn't that big of a deal to me as I allow most races when it comes to ECS.

    I present my initial ARG playtest builds along with my thoughts for my second try.

    Changeling:

    Changeling

    Humanoid (shapechanger) 0 RP (Total 0)
    Size Medium 0 RP (Total 0)
    Base Speed Normal 0 RP (Total 0)
    Ability Mod Nome -1 RP approx (Total -1)
    Langauge Standard 1 RP (Total 0)
    Slippery Mind 2 RP approx (Total 2)
    Minor Change Shape 4 RP approx (Total 6)
    Gift of Tongues 2 RP (Total 8)
    Skill Bonus Sense Motive 2 RP (Total 10)

    So I am thinking of giving Changeling the Human Heritage Modifier.

    Other Races coming in next post.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    I like the alchemist class but I can do without the Mr.Hyde, is there an Archtype that I missed that replaces the mutagen?


    1 person marked this as FAQ candidate.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    I have a player who has taken the Rude Song Trait for his goblin. It gives a +2 to Perform (Sing) but it also says Perform is a class skill. My question is does it mean all Perform skill options or just Sing?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    I am starting a all goblin campaign starting with We Be Goblins! I bought the first Jade AP for reference material and rather impressed by it (first AP I bought).

    My current idea after my glance through is to send my goblin heroes through the stuff the AP talks about them doing after we are done with WBG! Then using the rest of the material to run more adventures in the area.

    Has anyone else ever takien the material from APs and ran with it for other adventures then the one in the AP?


    12 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    In GoG, they give new favored class options for goblins. For rogues they get a free rank (not point) to either ride or Stealth.

    At first glance I am like how is this different then a free skill point but I looked at the wording and figure it be away to get past the rank equal to or less than level rule.

    Now that I am backing up my groups characters on Hero Lab, the software is just treating it as a free skill point (and of course saying I am using too many skill pints into one rank).

    So it has me thinking, is my interpation wrong?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    First, Burns is a character idea for a Goblin Fire Elemental Bloodline Sorcerer but I can't decide what is first feat should be. I like Deep Sight but would it really be that helpful to Burns?


    2 people marked this as a favorite.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Exotic Weapon
    Two-Handed Melee Weapon (one for each ankle)
    Cost: -
    Dmg: 1d6
    Critical: x2
    Range: 10 ft/5ft
    Weight: 35 lbs
    Type: B

    A living gnome incurs a -1 to both attacks and damage rolls (flailing). Of course a gnome is a throwable weapon with a 10 ft increment or 5 ft if alive (again flailing). A living gnome takes damage equal to damage dealt on each attack.


    3 people marked this as FAQ candidate.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    The meat and bones, how do weapon qualities like holy, shocking or burst interact with the alchemy items that are the ammo for Crossbow Launchers/Flask Throwers and/or Alchemical Arrow with Magical bows.


    1 person marked this as FAQ candidate.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Ather Magical Range Weapon vs Magic Ammo thread but not about enhancement bonus, that is a clearly answered dead horse.
    This is about special qualities.

    1) Alignment qualities: Do they stack if they are not opposing (Holy bow, axiomatic arrow)? If they are opposing (axiomatic bow, anarchic arrow) to you get to choose or does one automatically win if it is coming from the weapon or vice versa (ammo).

    2) Extra Damage via Energy Type: i.e. flaming, shocking. Do they stack? (Flaming bow+shocking arrow = flaming shocking attack) Do you choose if they do not or again does the bow win or the ammo win? What about rock, paper, scissor effect?

    I am hoping to get an official answer so I am FAQing this off the bat but I have one possible answer.

    Following the stated rules of going with the bigger enhancement bonus, and tech most qualities are a enhancement bonus for cost…burst energy damage would override normal energy damage (Fiery burst bow vs shock arrow = fiery burst attack).


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Aura moderate evocation CL 7th
    Slot none Price 36,240 gp Weight 1 lb

    Description
    This +1 keen fiery burst dagger has an extra surprise for those who press the button on the bottom of the hilt.

    As a swift action to activate for a round, when the weapon deals damage to a creature, that creature is the target of a fireball spell (7d6, DC 17 Reflex for Half, DC 19 for target and wielder).

    Whenever the fireball is used, there is a 50% chance the weapon is consumed in the process. The fireball can only be casted once a day.

    Construction
    Requirments Craft Magic Arms and Armor, fireball
    Cost 18,120


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    This coal colored creature looks like a little cousin to the griffon, back a house cat and front a raven with sharp ears.

    Caven CR 1/3
    XP 135
    N Tiny magical beast
    Init +2 Senses dark vision 60 ft, low-light vision, scent, Perception +5

    Defense
    AC 15, touch 14, flat-footed 13 (+2 Dex, +1 Natural, +2 Size)
    HP 4 (1d10-1)
    Fort +2 Ref +5 Wil +2

    Offense
    Speed 30 ft, fly 60 ft (average)
    Melee 2 claws +5 (1d2-4), bite +5 (1d3-4)
    Space 2 1/2 ft Reach 0 ft
    Special Attacks pounce

    Statistics
    Str 3 Dex 15 Con 8 Int 2 Wis 15 Cha 7
    Base Atk +1, CMB +1, CMD 5 (9 vs Trip)
    Feats Weapon Finese, Skill Focus (Perception)
    Skills Climb +6, Perception +5, Fly +6, Acrobatic +6, Stealth +14
    Racial Modifiers +4 Acrobatic, +4 Stealth, +4 Climb

    Languages None
    Ecology any temperate
    Organization Solitary, Pair, flock (3-8), unkindness (8-50)

    Fluff posted tomorrow.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    This is just for conversation.

    Can you use Spell-Like and/or Supernatural Abilities instead of Spells and Slots to Brew Potions?

    Thoughts?


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    First, here is a link to my original blog post: http://bigenderkinkygamer.blogspot.com/2011/05/break-down-multiple-stealth- kill.html

    Now an altered version of said post.

    Prince of Persia: Rival Swords/Two Thrones Inspired

    In PoP: RS the Prince becomes even more like our classic rogue with 'speed kills' that are very clearly Sneak Attacks. In the beginning they are rather straight forward, much like in early adventures at the table.

    As you progress through PoP: RS the speed kills get more complex by number of attacks, targets to kill and distance between targets. Playing through I couldn't help but think about how to pull off similar feats in my table top roleplaying games.

    For one reason or another I never had a chance to or forgot about it. Recently I find myself thinking about it again (and playing PoP: RS) so now I will break down this complex Sneak Attacks and present it to my audience using the Pathfinder Roleplaying Game.

    First, I am using the rules as I view them as there are no solids on how this should break down. Look at the actions needed to keep it simple.

    The beginning speed kills are simple and easily relay to straight forward Sneak Attacks so let's skip over and move onto 'death from above' Sneak Attacks.

    Set Up: The Prince is on a ledge 10 feet above a single guard.

    Pre-combat: The Prince drops down behind making two checks, Acrobatics for the drop and Stealth to avoid detection by the guard.

    Surprise Round: Prince Sneak Attacks the guard's flat footed AC dealing damage. Either the guard is now below 0 ending combat or above 0 and we continue on.

    Round 1: The Prince goes first if he has the higher Initiative, hopefully finishing off the guard or continuing combat as needed.

    Now let's change the set up slightly along with the "style" of the attack.

    Set Up: The Prince is 15 feet above the guard braced in a tight alcove. Being in the alcove is a Climb check along with a Stealth check to hide from the guard.

    Surprise Round: The Prince drops down combining the fall and Sneak Attack into one, creating a falling Charge and skipping over the Stealth check for the drop. The Prince makes Acrobatic check and moves onto the Sneak Attack, this time with a higher attack because of the Charge. Things repeat as before and we move on to the next example.

    Now we go for the entire enchilada.

    Set Up: The Prince has two guards to deal with, one 15 feet below and the other guard 15 feet away. Conveniently both guards are facing the same direction.

    Surprise Round: The Prince will drop down on top of the guard to the same square. Some might say this is a grapple attack but given the intent is not to wrestle, I do not think it is a grapple but on a side note; grappling causes a loss to Dex so one could get repeated Sneak Attacks.

    Again we will combine the drop with the attack making another Charging Sneak Attack. There is an Acrobatic check for the drop and this time a Stealth but it is for the other guard 15 feet away. All checks passed, attack is successful and the Prince deals damage.

    Round 1: The Prince goes first, and the guards go next at the same time. The Prince Leaps (move action) to the other guard (easier feat if you have Expert Leaper class feature). If the previous Sneak Attack killed or put unconscious the first guard there is no Attack of Opportunity. If staggered there might not be AoO (see your GM) or he might not even take it. If the guard is still in fighting condition then he will most likely get AoO.

    One could combine Acrobatic checks to pass through threaten squares with the leap or make them separate checks. Some GMs might not allow 'pass through' check because your leaping, mileage will vary with GMs as usual.

    Presuming the Prince passes the check(s) he makes it to the other guard to attack (standard action). With the Leap/straight movement this could be considered a Charge like the drop attacks earlier. Also with the passed Stealth check the second guard should be flatted footed getting in another Sneak Attack.

    Further Rounds: From here depends on the exact results of your attacks/ what the NPCs do on their turns.

    I hope this inspire others to try 'crazy' things in their games and see how to do them within rule mechanics and not look at mechanics as hindrance.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    I am currently designing a 'series' of Pathfinder swords inspired by the first FF game. Looking to share them and for help refining them if needed. Here is the first.

    Masamune

    Aura no aura (nonmagical); CL -

    Slot none; Price 35,050; Weight 8 lbs

    The Masamune is essentially +1 keen adamantine greatsword but is in fact non-magical weapon. It was so wonderfully crafted that the sword is beyond the usual mastercraft. It’s amazing quality also makes it a perfect channel for magic, any beneficial spell casted on the Masamune is treated as if it had the Empowered quality. Oddly enough this same quality prevents the Masamune from gaining a permanent magical quality.
    Also given the expanded threat range is non-magical it does stack with other effects that expand threat ranges.


    Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

    Hey, I am playing a conjurer and have noticed a problem.

    1) Summon Monster II list has the Ant, Drone as it's first entry. Looking through the Bestiary they must be referring to the Giant Ant (Wish they would put Giant Ant in the list). The Giant Ant is a CR 2 which is odd compared to the rest of the Summons on the list but that isn't a drone, a drone gains the Advance Template and Fly Speed pushing it up to CR 3.

    Looking in the Giant Ant entry though there is also a spot for worker ants which drops it to a CR 1 by removing the special attacks. So I am thinking there is a typo and the Summon Monster list II should be Ant, Worker. Agree, disagree? Where/how would I report this.


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