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Vrock

King of Vrock's page

1,139 posts. Alias of primemover003 (RPG Superstar 2011 Top 16).

Threads


How would you adjucate an ability that allows a high level monster a saving throw even if the spell or ability does not allow one? Would the save negate the effect, allow partial effects like 1/2 damage, etc.

--Vrocking Grasp


1 person marked this as FAQ candidate.

If an encounter site such as a ruined temple complex sat in the middle of a forest what would you consider it in terms of a Rangers favored terrain? Would encounters taking place within the structure count as forest or would they count as urban/underground? If the site/ruin is somewhat open to the elements (use LOTR's weathertop for an example) is it then considered the prevailing region's terrain type?

--Vrocky Mountains


I love the item card decks having purchased the Legacy of Fire, Carrion Crown, and a couple adventurer packs. But one thing that I think could be more useful to GMs is if every pack included cards that could actually be played on the map or battle grid.

I love the idea of the Gamemastery Map Pack: Caravans, but a 5x8 inch wagon and horse train just kills the space on a battle mat (even my enormous 3 ft. by 5 ft. sheet of glass over a drafters grid).

The much smaller, less wieldy 2x3 inch cards could fill the dungeon dressing niche. I'd much rather have a flat card on the board representing:

  • mounts and pack animals
  • carts and wagons
  • tents
  • pit traps (or the pit spells)
  • piles of coins
  • magic carpets
  • a set of stairs
  • a patch of phosphorescent fungi
  • teleportation or summoning circles

--Vrocking Horse

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Well we were expecting a twist and boy this is a good one! Monster must be 600 words, CR 7, and cannot be a construct, dragon, ooze, or outsider!

This definitely falls right in the sweet spot for adventuring so its a monster that can terrify low levels or gang up on higher levels. For my money the best CR 7 monster that fits the criteria above is a toss up between the Drider and the Medusa!

So what are the community's favorite CR 7 monsters?

--Monsters of Vrock


Hey I've been noticing a lot of keywords in posts and titles are now links to advertisers, the most noticable is any instance of the Title for Pathfinder Companion subscribers linking to an E harmony ad bubble.

What's up with that? Is that on your end or is it a browser issue???

--Pop Up Vrocker


Forgive me if this has been answered elswhere, but for the life of me I can't find the right search terms to bring a satisfactory answer up.

What are the School, Bloodline, and Domain (Sp) abilities considered in terms of SR & Concentration checks. Only the Acid Ray of the Conjuration school mentions it bypasses SR. Are they considered 1st level spells if you gain them at 1st level? Would I need to make a DC 17 concentration check if I use the Spell-like ability Defensively?

--Vrock the House!


I have eight players itching to play in my Carrion Crown campaign and not a single one has chosen a class that can channel energy. I have a feeling that even with a double party Haunts will be problematic for them.

Party Breakdown:

*m half orc Inquisitor of Pharasma (Lt. Worf from TNG)
*m half elf Alchemist w/ Bbn level dip to Master Chymist (Jekyll/Hyde)
*m dhampir Ninja
*f changeling Sorcerer (Protean bloodline, green widow/gnome)
*m elf Ranger (ranged)
*m kellid Barbarian (superstitious ?)
*m orc Order of the Lion Cavalier from Lastwall
*m ? Summoner

--I wanna Vrock... VROCK!


Now that's a right proper Rogue!

--Masterwork Vrock Picks


With Carrion Crown a month away I'm sure many fellow GM's are gearing up to run it. The obvious tie in products coming out during the AP's run, like Rule of Fear, Undead Revisited, and of course Classic Horrors Revisited, may be essential in fleshing out Ustalav for your group of players. What other accessories or products do you plan on using and why?

I'm picking up the Gobbo-licious Condition Cards for sure with the Bestiary 2.

--Vrocky Horror

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Hoarfrost Throat-Tearer, Shapeshifting Huntsman
Portrait: 11
Description: Fierce bloodshot eyes leer out from the ghostly painted face of Hoarfrost Throat-Tearer, a feral half-orc whose clawed fingers and overdeveloped tusks scream, "I am a predator!"
Motivations/Goals: Hoarfrost commands a warband of rage worgs (NPC Guide 39) that join him in pillaging Irrisen's borders slaking their bloodthirst by hunting the greatest of prey: Adventurers! This Huntsman gleefully makes trophies of heroes.
Schemes/Plots/Adventure Hooks: Hoarfrost lures adventurers into the wilds by raiding frontier hamlets and thorps taking children and maidens hostage. Baiting pursuers into his prepared hunting grounds, the shapeshifter stalks them learning their tactics before striking. It's rumored the huntsman keeps treasures looted from slain adventurers in a yurt made of Storval auroch hide deep in the Hoarwood Forest.

Hoarfrost Throat-Tearer CR 7
Male half-orc barbarian 2, ranger (shapeshifter, APG 126) 6
CE Medium humanoid (orc, shapeshifter)
Init+6; Senses darkvision 60 ft., low-light vision, scent; Perception +12
===== Defense =====
AC 17, touch 10, flat-footed 15; (+5 armor, +2 Dex, +2 natural, -2 rage)
hp 78 (2d12+6d10+32)
Fort +13, Ref +8, Will +6
Defensive Abilities shifter's blessing (form of the dragon, 7 rounds/day), uncanny dodge
===== Offense =====
Spd 40 ft.
Melee bite +15 (1d6+7), 2 claws +15 (1d4+7)
Ranged mwk composite longbow +11/+6 (1d8+4/x3)
Special Attacks cause fear (war paint of the terrible visage 1/day, DC 11), favored enemy (human +4, dwarf +2), rage (8 rounds/day), rage powers (scent), rend +1d6
Ranger Spells Prepared (CL 3rd, concentration +4)
1st--feather step, keen senses
===== Tactics =====
Before Combat Hoarfrost paints his face before a hunt with war paint of the terrible visage then casts keen senses and magic fang on his bite and claws before attacking.
During Combat Hoarfrost throws his javelin of lightning at obvious spellcasters then rages wading tooth and nail into melee using bloody assault then power attack. He saves the cause fear effect of the war paint for flanking rogues and throws tanglefoot bags at highly mobile foes.
Morale If reduced to less than 15 hit points or two of his rage worg allies are defeated Hoarfrost breaks off his attack and flees.
Base Statistics When not raging or shapeshifting, Hoarfrost's stats are AC 17, touch 12, flat-footed 15; hp 62; Fort +11, Will +4; Melee bite +12 (1d6+4), 2 claws +12 (1d4+4); Str 18, Con 14; CMB +12, CMD 24; Skills Climb +8
===== Statistics =====
Str 22, Dex 14, Con 18, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +14; CMD 24
Feats Aspect of the Beast(B), Bloody Assault, Endurance(B), Improved Initiative, Power Attack, Rending Claws(B), Rugged Northerner (see below)
Skills Acrobatics +10, Climb +10, Heal +10, Intimidate +10, Knowledge (geography) +4, Knowledge (nature) +9, Linguistics +1, Perception +10, Stealth +10, Survival +10
Languages Common, hallit, orc
SQ fast movement, hunter's bond (companions), intimidating, orc blood, toothy, track +3, weapon familiarity, wild empathy +5
Combat Gear javelin of lightning, potions of cure light wounds (3), potion of enlarge person, tanglefoot bags (2); Other Gear bear traps (5), bloodblock (2), cloak of resistance +1, dog sled, dust of tracelessness, masterwork composite longbow (+4 Str) with 20 arrows, +1 chain shirt, wand of magic fang (25 charges), war paint of the terrible visage (3), 44gp, 50gp in jewelry.
===== Special Abilities =====
Feats Hoarfrost has the Rugged Northerner feat. He treats extreme cold conditions as severe cold, and severe cold as cold weather conditions. Hoarfrost is not impacted at all by normal cold weather conditions. In addition, he does not become fatigued by frostbite or hypothermia. See page 288 of the Inner Sea World Guide.

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Grave Robber (Rogue)
Everyone knows it's unwise to linger near lonely roadside graveyards after the sun goes down. For a grave robber, it's all in a nights work. While many grave robbers are no better than petty thieves, fencing trinkets and baubles unearthed by lantern light, few can argue their skill at sneaking past undead guardians to pilfer the treasures they protect. Hours spent breaking into forgotten crypts and accursed barrows has taught these rogues much about the abilities of the walking dead. Grave robbers are frowned upon by goodly faiths for disturbing the peaceful rest of the dead and loathed by evil cults who share the same haunts. Grave robbers walk a fine line between finding their fortunes or their deaths in a shallow grave.
Class Skills:The grave robber's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). These replace the standard rogue class skills.
Mortician's Guile (Ex): When using the Bluff, Disguise, or Stealth skills against an undead creature, a grave robber gains a bonus equal to 1/2 his rogue levels (minimum + 1). This ability replaces trapfinding.
Elude Death's Touch (Ex): At 3rd level a grave robber develops the ability to shrug off the debilitating touch of undead creatures, giving him a +1 bonus on Fortitude saves against disease and paralysis and a +1 dodge bonus to AC against incorporeal touch attacks. These bonuses increase by +1 every three rogue levels thereafter (6th, 9th, 12th, 15th, and 18th level). This ability replaces trap sense.
Soiled Soul (Su): At 4th level a grave robber's long exposure to desecrated soil and unhallowed sites grants him a +2 profane bonus on saves against negative energy effects, including the save to avoid permanent negative levels. This ability replaces uncanny dodge.
Cheating the Reaper (Su): At 8th level a grave robber with ability damage, ability drain, or negative levels from attacks by an undead creature can attempt to steal a portion of that energy back using a special Bluff check to feint the creature. Success on the check and the attack deals damage normally, however the grave robber may forgo some or all of his sneak attack damage dice to regain a point of lost ability damage, ability drain, or a single negative level per 1d6 sacrificed. The undead creature loses any lingering special benefits such as temporary hit points. This ability replaces improved uncanny dodge.

Taldor aka primemover003 (RPG Superstar 2011 Top 16)

Boots, Nightmare
Aura faint evocation and transmutation; CL 3rd
Slot feet; Price 7,500 gp; Weight 3 lbs.
Description
Prized by the various Hellknight orders and the elite tiefling skirmishers of Cheliax these hobnailed boots are made of an inky black leather trimmed with a crimson mane of fiendish horsehair. While moving in the thick of battle the wearer may call upon many of the dreaded Nightmare's infernal powers. First, during a Run or Charge action burning sparks spray from the boots iron shod soles capable of catching combustible materials on fire along the wearers path. Second, as a swift action while moving through threatened squares or during a Withdraw action the boots shroud the wearer in a cloud of black smoke granting concealment (20% miss chance). The smoke persists until the wearer's movement ends or for 1 round if using the Withdraw action. Finally, three times per day as a free action the wearer can command the boots to ignite dealing 1d6 points of fire damage on a successful hit against the target of an Attack action, Charge, or Spring Attack.
Construction
Requirements Craft Wondrous Item, burning hands, pyrotechnics; Cost 3,750 gp


I'm planning on having an Oracle of Waves & her cultists bodyguards evagelizing at a grand fountain built in a small village (Sirathu in Varisia). The Fountain houses 2 Large Water Elementals that defend the Oracle. I want the crowd to pelt the PC's from the periphery of the main fight with stones & debris. What mechanic would you recommend using to simulate this annoyance???

Would you use a Reflex save to negate say 2d6 of nonlethal damage? Some sort of volley rules to hit player AC's or perhaps touch AC's?

The Encounter's CR should be 8 or 9, with an APL of 6 (7 PC's). The crowds would target spellcasters or PC's that roam the edges of the combats like archers or skirmishers.

--Vrockslide


Not a god yet, but perhaps wielding some clerical or maybe even some psionic powers? I'm hooked.

Love the homage to Lanhkmar's Street of the Gods as well...

--Vrock, vrock, vrockin' on Heavens door


Are raging barbarians still not allowed to use command words in Pathfinder?

--Vroctoberfest


Post CotCT, who's in charge of Korvosa? Is it the Seneschal? An heir from Cheliax?

--Vrocky Road


Ooo, I'm on the cover! lol

--Vrock the House!


Although the Trap section goes into great detail about building big complex mechanical traps and their costs, they say nothing about Natural or Primitive Traps. 1000gp for a simple snare, a tripwire with bells on it, or a shallow spiked pit camouflaged with leaves is a bit much don't you think?

How would a nest of Kobolds or say a Ranger or Rogue set up a small ambush site with a hastily dug hole, sharpened sticks and some quick and dirty snares? How long does it take? Certainly not a weeks time!

Unless you're leaving simple traps to the Snare spell a bit of advice for impromptu traps would be nice. I mean why have a Detect Snares and Pits spell if you don't have any snares or pits for it to detect?

--Caution: Vrock slide area ahead.


I'm crafting an Enchnanted Elavator for my weekend game. It's more of a puzzle than a trap, but it makes sense to use the Trap rules to quantify what the PC's can do while in the room (Activate, Disable, etc).

The room is a 15 ft. diameter circular room (roughly). A sliding iron gate seperates it from the previous room (simple lock DC 20). With in the room are 2 stone benches and a Medium sized statue of a female humanoid sitting in the lotus position. A gleaming ruby is set in the statues navel and a permanent magic mouth w/ tongues is set to go off when a humanoid approached within 5 ft.

It delivers the message:
"Welcome supplicants. The Pleasure of Flesh is ruled by Power over Minds and Hearts. Dominance or Submission is proven by thine Art. Hail Domina Zoriel!"

The greeting implies the control to the elevator is the casting of any Enchantment spell (or make a DC 25 UMD check). If no spell is cast after 1 minute the gate closes, locks, and the room begins to descend to the lower level of the dungeon. It only does this if a humanoid is within 15 ft. of the statue. The Ruby is the sensor for the alarm/magic mouth effects.

Now basically this is a Non-damaging Puzzle/Trap. The alarm effect is the only Trap-like spell (DC 26), but there's a minor mechanical aspect in the closing gate (DC 20 perception). I would call this a Multiple dependant trap so it's XP would be the same as the Puzzle Trap (CR 3).

If the Rogue spots the gate as trapped and disables it (spiking it open for example) my gut says OK, but that leaves the chance when the room starts moving and a PC wants to jump out they could get a serious crushing. Reflex save or Attack roll?

If the Rogue detects the alarm on the Ruby and disables it (and probably pries it out of the statue) should the whole device cease to work stranding them and killing the rest of the dungeon, or should it cause the Elevator to act haphazardly? I'm thinking some reflex saves to remain standing and a d6 or two of damage, plus 2d6 of backlash damage if the ruby's taken out (same as if a UMD'er royally fails their check to activate blindly).

Enchanted Elevator CR 3
Type Magic/Mechanical; Percept(DC 26 alarm, DC 20 gate) Disable(same)
Trigger sight (alarm); Onset 1 minute; Reset Automatic
Effect: as above

--Vrock n' Roll ain't Noise Pollution


Do outsiders that do not need to sleep regain hp's each day? Must they engage in some sort of rest period (sitting still, meditating, etc.)???

--Vrocking Grasp


I threw a few mimics at my PC's tonight and was wondering what the rule for attacks with Natural weapons would be against their adhesive. Would a creature attacking with a bite and 2 claws have to make the Reflex DC 17 save to avoid getting stuck each attack? What happens if it fails, does it gain the grappled condition?

--Vrock of Ages!


Anyone watching this Steampunk web-show? It's a very dark indie project with some pretty hefty (sci-fi) star power... I'm loving it so far, especially the super gorgeous Christine Chatelain! It's basically a story of a kingdom overturned by a religious coup. The main character Riese wanders across the country running from the Sect which is trying to hunt her down.

The story is picking up speed and the costumes are impressive for a smaller project. The fight choreography is damned fine too.

Join the Sect Today!


Does the Urumi from the Pathfinder Campaign setting work like a Whip or is it more like a Polearm? I have a player who uses one that thinks it is more like a sword with reach. I contentd that it acts like whip in that it doesn't threaten at reach.

--Vrock Salt!


Have any of you ever had PC's try to ride another PC? I think I've had a player try this in nearly every campaign I've ran (though it's the same group of players so that could be why).

For example a human Barbarian gets enlarge person cast on them by the gnome sorcerer and said sorcerer wants to hop up on the Barbarian and Ride them into combat (taking advantage of the Bbn's faster movement).

How would you rule that and why?

--Vrocking around the Christmas Tree


Ok had a situation last night while playing AoW Three Faces of Evil. My PC's had defeated all the cultists, tiefling guards, and priests in the Temple of Hextor save the High Priest Theldrick (Clr 5). Now Theldrick had an enormous AC due to his spells and armor (a goof I forgot that clr didn't have heavy armor prof anymore), so the PC's decided to grapple him.

The Cleric had a heavy shield and ONE free hand, Str 15, Dex 12, BAB +3, Ring of Prot +1, and the spells Bless and Divine Favor.
So his CMB is +4, CMD 17.

The PC Rgr 3 dropped one of his morningstars to grapple the Cleric and succeeded in beating the Clr's CMD. On subsequent rounds the Rog 3 and the Bbn 1/Sor 2 jumped in to help.

So here's the question, do the two additional grapplers add +2 (each) to the Rangers CMD when the Cleric attempts to escape the grapple? Or do they only Aid on the Rangers CMB check. I ruled the latter as the text says they aid on the Grapplers "checks."

PRD wrote:
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

--Vrock Market Crash!


Is it just me or is the demoralize option of the Intimidates skill still too easy to pull off? DC 10 +HD +Wis mod is not very hard to beat. The 1st level bard in our campaign could reasonably demoralize a 10th level character with ease.

Easy example Bard 1 vs. Cleric 10 with equal starting Chr and Wis of 20 respectively. Assume all stat boosts are to Wis and target has +4 periapt.

Bard Intimidate mod is +9
Cleric DC is 23.

12 or above for a 1st level character to spook a 10th level character.

Would you add in any Bonuses to saves vs. Fear from spells, feats, or class abilities? Could you replace the HD and Wis mod with Ranks of Intimidate?

I have a 5th level fighter, a Hellknight NPC who has the heroic NPC array and +9 Intimidate score which is only equal to the Bard's (who rolled using the Heroic method of 2d6+6).

--Vrock and Awe


Check out the movie poster for Bruce Willis' new flick Surrogates...

Urgathoa's a hottie!

--Vrock Party!


What's the reasoning on this change? I though the whole point of Manyshot was to be able to deliver more than one ranged attack as a Standard action at a significant penalty?

--Vrocking Burst Bow!


Hey all, if you're interested in all manner of 8 bit/overclocked remixes of songs from radio, tv, movies, and video games you should really check out the Jump Button @ WHFR.FM on Thursdays at 6pm EST.

Check out this months feature the Themesong Throwdown (sitcom edition). You can also friend The Jump Button and awesome host Robbwith2bees on either Myspace or Facebook.

--Spacely Vrockets



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