Vrock

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1,812 posts. Alias of primemover003 (RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16).



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Sovereign Court

Has anyone thought of using the 2e hero point system in a 1e game? I'm looking at running the Tyrant's Grasp AP next and I really want to lean into the survival horror aspect. From what I've read from reviews, campaign journals, and actual play podcasts, the first 2 books especially can be a grind.

I want a mechanic that the players won't hoard to the very end of the campaign (like mine did with the harrow points from Carrion Crown). In that respect the 2e hero points are great. You start with 1 each session, can gain a max of 3, and you lose them at the end if you don't use them.

In focusing on horror, I want to use rules from Horror Adventures so I'd like the 2e style hero points to do a little more than just provide a reroll or save from imminent death. But I don't want the laundry list of options from the 1e APG hero points.

Gaining the hero points will be much like 2e. One to start, then one each hour of play if a PC exhibits some excellent RP, attempts a deed of greatrenown, skill, or bravery, tempts fate and succeeds through extraordinary luck they gain 1 hero point. They can also earn a hero point when they roleplay into the horror of the adventure or otherwise take in-character actions that show they are reacting to a horrific trigger.

So what else would be a good option to spend hero points on besides a reroll or saving your skin? Reducing a madness (sanity rules) from greater to lesser perhaps?

--Vrocky Horror

Sovereign Court

I'm running a high level mythic Planescape game using Pathfinder rules. For the most part I'm ignoring mechanics from 2e such as enhancement bonuses changing from plane to plane other than a sword of the planes.

I have a Summoner (naturalist) in my group and I don't want to completely nerf his eidolon, but I want to keep Sigil acting as the Cage. So far my workaround is he would have to perform his summoning ritual near an active portal to the plane that matches his alignment, namely the Beastlands. The portal key would act as a spell focus or focus component. However what to do when he needs to dismiss his eidolon or more important if it gets killed in battle. One thought would be he'd need to find a portal and open it within a minute (same as casting time of his ritual) for his eidolon's essence to escape. He's got ways to keep his eidolon from being banished, an eidolon anchoring harness mainly. But I feel at some point during an intense boss fight it should be threatened with death (as an outsider it would need limited wish, wish, miracle, or true resurrection to be brought back).

As we're playing a mythic game I'm thinking of giving him a campaign trait that gives a bonus to the analyze portal or warp sense spell's caster level check to identify a portal's secrets and allows him to substitute a Use Magic Device to trick the portal into thinking he has the correct key (like an unchained skill unlock).

Any other alternate ideas?

Sovereign Court

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Just to share a little inspiration to my fellow GMs, here's a BTS video of my 3D build of the Opera House for the Ruby Masquerade in Dance of the Damned.

Building the Kintargo Opera House

Sovereign Court

While the notes found on Baccus give a means to hamper the drowning devil he bound to service, the text in D13 do not give any mechanics to back that up. Since the text says the phrase, Shurshogot, be silent! spoken in infernal causes the devil pain I had the effect mimic the inflict pain spell. A character that spoke the phrase had to be within 35 feet of the devil and use a standard action. The save was DC 14, but even on a save the penalties last 1 round, which can definitely hamper the devil's primarily physical attacks.

--Vrock Lobster

Sovereign Court

Had an interesting conversation tonight as my party alchemist asked if he could identify a poison on a disarmed trap. While I've seen plenty of house rules involving Craft (alchemy) and a portable alchemist's lab, I've only been able to find the Investigator's poison lore class feature that specifically defines using skills to do so.

There is also a 3pp advanced rogue talent that opens poison to a rogue, but none that I can find to allow an alchemist, the investigator's other parent class to gain it.

If there isn't any other RAW means to identify poisons (without magic), would poison lore work as an alchemist discovery?

--Toxic Vrock Syndrome

Sovereign Court

If you use Stealth for Init and your enemies beat your initiative with Perception are you seen or just sensed? How about if you're beaten by a skill other than Perception?

--Schoolhouse Vrock

Sovereign Court

Anyone know how to express being able to roll twice to hit (h) on the dpr forumula: h(d+s)+tchd?

I'm trying to determine whether I should continue focusing my warpriest on my mwk greatsword or to focus on the new +1 chainsaw I just picked up in the Iron Gods AP.

@7th level Str 17, BAB+5
Current Feats: B=class bonus/favored class bonus
1Catch-Off Guard, 1W.Focus (Imp weapons)B, 3W.Focus (Gsword), 3Wpn of the chosenB, 5Imp WotC, 6DisruptiveB, 6Vital StrikeB, 7Gr. WotC & traded minor blessing for Greatsword Battler (divine fighting technique).

If I go chainsaw I would take power attack at 7th and retrain the weapon of the chosen line for exotic and w. focus (chainsaw).

--Schoolhouse Vrock

Sovereign Court

So after facing off against a mythic nalfeshnee in the Ivory Labyrinth the dwarf Barbarian/Champion died and was separated from the party by both illusory walls of ice and a cloud of mists. When he fell to the fiends unholy nimbus and a mythic greater vital strike & power attack I had a nearby coloxus demon strip him of his Major Artifact weapon and teleport away. This is where we left the session.

As the party didn't gain knowledge of a certain Mythic beast's whereabouts from either the vescavore swarm or the nalfeshnee, I'm using the weapon as bait to lure them into its lair.

The player hasn't come up with a method of destruction for the major artifact so I'm using the beast's legendary blood as a possible means to destroy it as he's built the item to be all but immune to any hit point damage or decay (Impervious weapon ability and legendary Unyielding ability).

Any suggestions to make him sweat for a session as they track the item down in the creature's lair?

--Vrock, Paper, Scissors

Sovereign Court 1/5

That medallion is very interesting. What do a phoenix, serpents, and the sihedron have in common?

Is that an aeon?

Sovereign Court

OK, so I'm running a large group of 7 PCs through the an Adventure Path and when they find the time to buy gear it usually takes a good chunk of time that I'd rather spend actually playing. I'm trying to come up with a way to not only lessen the GMs workload, but to further involve the players between sessions by having them explore and learn about the world of Golarion. It will also teach them to think like their characters in order to solve problems within the context of their campaign world rather than just having a player look through the books to find the perfect item and casually stroll into town and expect it to be there.

The System:
Obviously the core assumption is PCs will have roughly X Wealth-by-Level in order to take on the appropriate challenges for their Average Party Level. So treasure found while adventuring that isn’t immediately useful or doesn’t fit what a player wants is sold off for half its value. Enterprising PCs can take Crafting feats in order to minimize this loss and basically swap out unwanted gear at the cost of some downtime. For everything else though we ask, “what can a character reasonably find when they walk into a marketplace?” Let’s find out!

We have the rules in the Game Mastery Guide (GMG) for Settlements, which has the Base Value and Purchase Limits that are adjusted by the settlements size, type of government, and special qualities and disadvantages. There’s also a number of items that are supposedly above the base value of the settlement available, though it’s probably a better place to add in special items native to that region/settlement or items you might want to entice your players with. I call those the “featured items” discovered when PCs attempt Diplomacy checks to gather information. We have the wonderful appendix tables in Ultimate Equipment (UE) that break up consumable items like potions, scrolls, and wands into common and uncommon, as well as dividing the minor, medium, and major labels from the Core Rulebook (CRB) further into greater and lesser.

Between these resources we can determine a baseline for what a given marketplace reasonably has for sale. The Base Value of a settlement says that at any given time there is a 75% chance to find any item under that value. Easy enough but should ANY item really just be available? I think it strengthens the verisimilitude of the game world if items and spells that are labeled uncommon and greater are a little tougher to dig up, say only 35%. Another question which isn’t directly answered by the above resources is how many of a given item are available. Sure a scroll of resurrection is available at the local temple, but what if the PCs ask for 10? Though it doesn’t come right out and state it, the settlement’s Available Magic Items line has an appropriate number of items for a given category listed already!

So now that we know the availability and number of items we can find what happens if we don’t find a given item? The rules say you can try again in a week of game time. How about if the items aren’t in the CRB or UE? Maybe they’re in the Adventure Path back matter, the Campaign Setting book, or the Player Companion line for that AP (or your home setting). If the item is appropriate it’s more than fair to consider it common and to sort it into at least the minor, medium, or major categories. If its from a source that isn’t necessarily connected or completely unassociated (an Ulfen item in a Mwangi village for instance) feel free to consider it at least uncommon, but some items could easily be rare (available only 10% of the time), or even unique!

So how do you curtail a Player scouring through their entire library, or the d20pfsrd.com, for just the right item to thwart your BBEGs weakness or to shore up a weakness of their own? Well here’s where you can try to detach the player from the straight game mechanics and make them think as their character would. Would a rough and tumble brawler from the docks who grew up poor with no formal education know about the hand wraps of holy fire the ascetic monks that live on the other side of the sea wear? Maybe with enough ranks in the appropriate Knowledge skill. For common items appropriate to your campaign a typical adventurer who is a cut above the average person after all should have at least a shot at making a successful Knowledge check.

DC 10 is appropriate for any common spell that can be made into potions or wands (at most 3rd or 4th level respectively) or any lesser minor items that fall into the Arms and Armor, Rings, or Wondrous Items categories.

Beyond that a PC will need to not only make more difficult Knowledge skill checks, but they may even have to do research. This is a great way to teach them that paying attention to the details of the campaign world is important! Did they save a burning library or perhaps get the cart of a traveling merchant unstuck from the mud? NPCs can provide Boons by assisting in making skill checks the PCs don’t have access to, provide clues to where such items might be found, or even brokering the deal and retrieving the item for the PC while they continue adventuring!

In order to do this the PC must take the initiative and figure out how their character would interact with their fellow party members who can make checks for them and NPCs or other in-game resources to provide a short narrative on how they discovered the item they want and how they are going about tracking it down. Its up to them to determine the best Knowledge skill and PC/NPC/in-game resource to use. In between sessions they relate their narrative for you to determine the DC of the skill checks needed and the availability the given item. Then you can allow them to make the rolls out-of-game or at the beginning of a session.

So in our above example the dockside brawler is looking for something to make his unarmed strikes more effective against a Water Yai Oni that’s been terrorizing the fisherfolk near a sacred islet along the coast. The party bard having identified the weakness of the Oni with a Knowledge (planes) asks the cleric for items that do fire or holy damage. The cleric makes a Knowledge (religion) check and identifies the hand wraps of holy fire of the distant monks. Earlier in the campaign the brawler and the party recovered some cargo from the local thieves guild for a ships captain who frequents their port from a city across the sea. The PCs then ask 1) is the captain in port, 2) does he have the item for sale, or 3) can he retrieve the item?

The GM now determines if the item is appropriate (common, uncommon, rare, or unique), the chance the captain is in port and has the item for sale (availability), and the DCs of the Knowledge checks involved. Everyone makes their rolls and go from there.

The GM could also use this opportunity to deliver a side trek to the party. Say the captain doesn’t have the item but could retrieve it but needs an important passenger (an investor in his ship) entertained and protected in the city while he fetches the item for them.

So given the various categories what do you think are appropriate DCs are for items beyond common and lesser minor?

Sovereign Court

While using it's ethereal jaunt ability does the phase spider rogue attack as invisible thus gaining sneak attack because it's ethereal until it attacks?

Also do readied actions against the rogue go off before it attacks or after as it uses it's move action to return to the ethereal?

prd wrote:
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

--NOT Vrock solid

Sovereign Court

As I read it the second paragraph of martial maneuvers still applies to using the ability at higher levels.

Quote:
"If the ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place."

Specifically when a 6th level Brawler is eligible to have more than one martial maneuver going at a time can they start using a feat in round 1 as a swift, then in a later round begin using a second feat and continue the first? Or does the second use of martial maneuvers end the first feat as it did from levels 1-5?

In other words does the brawler have to start using two feats simultaneously with the greater action cost or can he use for example Dodge in round 1, then in round 3 when he gets blinded use a swift to gain Blind-Fight? Does Dodge end when he uses martial maneuvers again start Blind-Fight?

Sovereign Court

According to the text a brawler gains a combat feat at 2nd and every 2 levels afterward, but that isn't relfected in the chart. What is reflected is the bonus feat swap progression at 5th and ever 3 levels afterward.

Is the 2nd and ever 2 bonus feat progression correct or should it match the swap (2nd and bonus every 3 levels after, begin swapping at 5th)?

--Figure Four Leg Vrock

Sovereign Court

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For those of us with groups larger than four I know I'd like to have some additional powers to grant them with their own Terendelev's Scales.

Cloaking Mists: Three times per day as a standard action, a scale can be used to cast obsucring mist. While concealed in the mists the scale grants the effect of the Blind-Fight feat to the bearer.

Graceful Movement: Three times per day a scale can be used to cast feather fall. Alternately as a standard action, a scale can be used to grant the target a +4 competence bonus to Acrobatics and Fly checks for 1 minute.

--We will, we will... VROCK YOU!

Sovereign Court

We're looking for all of you who worked the demo booth this past weekend, especially the Tier 3-5 GMs who didn't work all 7 slots. Meeting everyone was such a rewarding experience that keeping in touch is a must.

So message me here or find me on facebook or twitter (info in my profile)!

--I wanna Vrock! VROCK!

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

The Scrollmaster’s Ransom
A key stolen from the Arcane Library of Tar-Kazmukh awakens the dormant guardians of an ancient vault. Its keeper has imprisoned the librarians in their own institution demanding the return of the key and those responsible for its theft as ransom. Can the heroes recover the key and return the thieves in time to rescue the hostages?

The Scrollmaster’s Ransom is an urban investigation and dungeon exploration adventure for 5th level characters, written for the Pathfinder Roleplaying Game. Characters should reach 6th level by the end of the adventure using the medium experience track.

Prologue
Since the signing of the Kerse Accord, the Kalistocracy of Druma has eclipsed their former lords, the dwarves of the Five Kings Mountains in both prominence and wealth among the nations surrounding Lake Encarthan. This rise in power and status is no mere coincidence to the followers of the prophecies of Kalistrade, merely their destiny fulfilling itself.

One of the most fervent believers in the superiority of Druma over the dwarf kingdoms is Vianella, Banker of the Countinghouse of Abadar in Peddlegate (LN female human aristocrat 4/ cleric 5 (theologian)). The ambitious Kalistocrat is the daughter of the powerful Archbanker of Kerse and a popular political figure successfully negotiating several advantageous trade contracts with the city’s stubborn dwarves. Vianella’s research for the trade talks uncovered a vague reference to what she believes is a priceless cultural and religious treasure held by the dwarves belonging to Druma. The faded contract dating back to the Kerse Accord, purports the Resplendent Bureaucracy commissioned the dwarf wizard Eodrakk, master limner of Tar-Kazmukh to illuminate a vellum scroll with precious metals and powdered gemstones. The completed masterpiece contained a hitherto unrecorded prophecy by the First Prophet Kalistrade. Eodrakk mysteriously withdrew from public taking the scroll and locking himself away in an extradimensional vault along with several other priceless written works eventually transforming into a lich. Records of the lich Eodrakk Tomehoarder are now rare and only mentioned in whispers among the sages and librarians of Tar-Kazmukh, though never to outsiders.

Intent on uncovering the lich’s vault Vianella spent a small fortune consulting with otherworldly beings before acquiring the description of the vault’s key, a gilded folio hidden in plain sight among the rarities collection of the Arcane Library. Utilizing her corrupt political network, Vianella tasked the local Mercenary League Captain to commission a group of thieves to steal the folio from the Arcane Library and uncover the location of the lich’s vault. The thieves successfully reached the vault, secreted away among the shifting “Lost” libraries but their intrusion awakened the dormant guardians left by Eodrakk to defend his treasures. Its primary guardian, an advanced crypt thing wizard 5 (scrollmaster), dispatched three of the interlopers but one managed to escape with the key. Preparing for the thieves inevitable return, the Scrollmaster placed guardians and traps throughout the Library while abducting the tattooed librarians known as the Blue Warders one by one, imprisoning them in Eodrakk’s vault.

The following day visitors to the Arcane Library found an emblazoned parchment upon the levitating corpses of the human infiltrators at the entrance. The Scrollmaster’s ransom calls for the return of the key and those responsible for its theft lest every Blue Warder slowly die. Fearing the collective loss of centuries of knowledge and expertise the Sage’s Guild of Tar-Kazmukh immediately dispatched a representative to post a reward for the return of the stolen rarity and a bounty on the heads of its thieves at the dwarven embassy of Peddlegate, the nearest human city.

Book One: Peddlegate, Druma

Chapter 1: Dwarven Embassy, Undercity
Intrigued by a posted bounty at the dwarven embassy in Peddlegate's Undercity, the PCs meet with Igmar, the Sage’s Guild representative. The Guild offers a sizable reward for the return of a gilded folio stolen recently from the Arcane Library and a bounty on the heads of those responsible for its theft. Igmar stresses the matter is time sensitive and when recovered, the folio and its thieves must be delivered directly to Tar-Kazmukh as the authorities in Peddlegate may assert their jurisdiction and delay any extradition. The nervous sage gives the PCs descriptions of the dead thieves, the folio, and a warrant though canny PCs may notice Igmar is withholding information. If pressed the dwarf reluctantly reveals the details of the hostage situation.

Leaving the embassy for the Uppercity to begin investigating the PCs may notice a patrol of Mercenary League soldiers tailing them instructed to observe and report on any “adventuring types” visiting the Five Kings embassy. The PCs have the option of confronting the Blackjackets, questioning them, fighting, or losing them in the warren of the Undercity’s tunnels.

Finding the thief and discovering who ordered them followed are all challenges the PCs must overcome in Peddlegate. Successful Diplomacy checks to gather information about the dead thieves reveals the name Narsio of Xer (N male human rogue 4 (burglar)), while a Knowledge (local) check informs the PCs the group used the Pick & Quarrel tavern as a meeting place and Blackdamp Hollow, a dangerous mine outside of town as a rendezvous and drop site. Further Diplomacy or Knowledge (local) checks reveal the name of the Cassodan, Mercenary League Captain of Peddlegate (LE male human fighter 6).

Chapter 2: The Pick & Quarrel, Uppercity
Collecting the reward from Blackdamp Hollow, Narsio of Xer is at the Pick & Quarrel tavern spending his dead associates treasure and toasting their afterlives. Tracking down the exiled Razmiran burglar, the PCs find he no longer has the folio and refuses to return to Tar-Kazmukh. Narsio’s many friends among the staff and patrons begin brawling with the PCs to aid his escape attempt.

Unfortunately a patrol of Blackjackets waits outside the tavern ready to grab the thief for Cassodan who has learned of the bounty. The watch officer charges Narsio with robbing the Countinghouse of Abadar and threatens to arrest the PCs as accessories if they interfere. The Officer directs PCs displaying the dwarven warrant to Captain Cassodan’s office. If they allow the mercenaries to take Narsio they may follow (or track) the patrol to the Countinghouse instead of the city jail.

Chapter 3: The Countinghouse of Abadar, Uppercity
By day, exotic peacocks wander among the topiaries and statues in the opulent public courtyard of the Countinghouse while acolytes offering money changing and lending services are watched over by the Mercenary League. Cockatrices stalk the manicured grounds by night when the iron gates are closed while arbiter inevitables, Blackjackets, and acolytes patrol the halls. Once the evidence points to the Countinghouse, the PCs can attempt infiltrating one of the most secure compounds in Peddlegate or talking their way in by requesting an audience with the Banker.

Once inside the PCs eventually encounter Vianella, Banker of Abadar and Captain Cassodan. Vianella avoids admitting involvement right away focusing blame on Cassodan. If the PCs believer her bluffs, she instructs Cassodan to return the folio which he states remains at Blackdamp Hollow. If the PCs follow him they are ambushed by Blackjackets who attempt to force them into the hazardous mine complex. If the PCs see through her lies she turns the tables admitting responsibility and asserting her right to recover a priceless cultural heirloom from the dwarves. She sympathizes with the unfortunate plight of the Blue Warders, but reminds the PCs the guardian is an evil undead abomination. She attempts to bribe the PCs, utilizing her pet carbuncle’s abilities if necessary, into destroying the vault’s guardian, rescuing the librarians, and retrieving the lost prophecy of Kalistrade for her. Failing that she releases the folio (and Narsio if captured) warning the PCs she is a terrible enemy to have. If her protectors are defeated she states her father, the Archbanker of Kerse already knows her plans should she go missing or be found dead, and will bring every means at his considerable disposal to bear against them.

Blackdamp Hollow (Bonus Location):
Two miles north of Peddlegate lies the abandoned mine complex known as Blackdamp Hollow. The mine once produced a steady stream of coal until the miners broke into a gas pocket causing a violent explosion. Fires smolder deep below the surface and noxious vapors periodically belch from the mine as burning skeletons and beheaded, the remains of the accidents victims, find their way out of the lower mines to wander the area. Elders tell tales of Hot Rolgar, a forge spurned brooding in the fiery depths collecting the souls of fools entering the Hollow to appease Droskar and end his suffering.

Interlude

Dragon Road (CR 7)
Once the PCs retrieve the folio and take Narsio, Cassodan, or even Vianella captive they must then travel the roughly 50 miles between Peddlegate and Tar-Kazmukh. On the road an advanced wyvern allied to Vianella sent to retrieve the folio and exact revenge (or to help her escape) attacks the PCs. If the PCs chose to work for the Kalistocrat the monster is merely looking for a meal. During the chaos the captives will attempt to escape.

Book Two: Tar-Kazmukh

Chapter 1: The Sage’s Guild
Arriving in Tar-Kazmukh the PCs meet the Sage’s Guild elders who thank them for returning the folio and its thieves. The Guild pays the reward and bounty promised but offers to double it if the PCs deliver the folio and prisoner(s) to the Scrollmaster and rescue the Blue Warders.

If the PCs accept the offer the Sages describe the Arcane Library’s layout explaining it has a limited awareness of creatures within its wings and their worthiness to enter the “Lost” libraries. They also provide the PCs with wardstones to bypass some of the Library’s passive defenses. Failing too many of the Library's tests of knowledge or skill results in being returned to the Great Hall.

Wardstones:
The wardstones are used to grant a +5 circumstance bonus to specific skill checks used to exit rooms in the “Lost” libraries of Tar-Kazmukh.

Chapter 2: The Arcane Library
The Arcane Library of Tar-Kazmukh fills a great cavern shaped by chisel and spell over centuries into a wonder of the dwarven kingdoms. The depository of knowledge draws wizards, sages, and experts from the Lake Encarthan region and beyond. Most visitors see only the Library’s Great Hall and its adjoining tunnels. Beyond lay the “Lost” libraries, chambers sharing the same general dimensions differing only by their wall carvings depicting the room’s subject matter. Shifting magical walls of stone separate these chambers, though some exist in extradimensional spaces. To enter these sequestered archives a visitor must have the proper permissions and pass tests of knowledge or skills relating to the rooms subject. Usually Blue Warders guide visitors, their long years of study and mystic tattoos allowing easy passage. Occasionally trusted visitors are given wardstones to allow entry without a guide. The Library itself shunts those who lack a guide, permission, or the requisite knowledge skills to pass the tests back to the Great Hall, though some rare recorded cases tell of people marooned in a “Lost” room succumbing to starvation or thirst.

PCs examining the folio find it is a primer on the virtue of charity and the sin of greed written in Ancient Thassilonian. The folio holds clues to finding the lich’s vault and the path through the Library to get there. Narsio reluctantly guides the PCs from the Great Hall along the path his group took if forced. However they must contend with the Scrollmaster’s surprises including new magical traps and guardians in rooms that previously held none.

Examples of Lost library chambers:

Arcane Archives (CR 6)
Hundreds of stone scrollcases and spellbooks line the niches of this room. Parchment, papyrus, vellum, and other writing media cover the tables. Here and there jumbles of scrolls lie heaped in small piles.

Creatures (New Monster):

Scroll Golem CR 3
Scrolls used repeatedly by apprentices learning to scribe sometimes gain an ability similar to a wizard’s arcane bonded item, able to cast a single spell written on itself once per day. Arcane colleges and universities use these scrolls to teach the construction of true golems to students. Scroll golem bodies are typically made of scrolls with calligraphic spells such as explosive runes, sepia snake sigil, or even symbol spells. Divine versions typically utilize a glyph of warding.

Scroll Burst (Su): Once per day the scroll golem can use the spell imbued on itself to affect all creatures in a 15-foot cone.
Like other true golems, scroll golems are susceptible to certain spells. Erase slows the golem for 2d6 rounds dealing 1d12 hit points to the golem (no save). Spells with the [water] descriptor cast upon the scroll golem suppresses its scroll burst ability for one day.

Chamber of Cartography (CR 5)
This room features shelves and tables filled with maps and charts of the land, sea, and sky. Graven images of the Sky Citadels adorn the stone walls. Slowly spinning at the room’s center stands an enormous globe depicting Golarion’s continents cast in bronze with raised mountain ranges and gemstones representing cities. One round after entering the globe animates trampling the PCs under its bulk.

The Reading Room (CR 6)
This lavishly appointed room boasts leather furniture to sit and read upon. Several lecterns stand scattered among the shelves though three exquisite marble pedestals prominently display hefty gem-encrusted tomes. The books are not what they seem animating when the mimic posing as a couch attacks.

There is a chance the PCs encounter the Scrollmaster checking on traps and guardians. If attacked the crypt thing uses teleporting burst followed by a quickened dimension door to escape. If presented the key and prisoner the Scrollmaster speaks, “Deliver the ransom to my master’s vault and the hostages release is assured.” It then uses a quickened dimension door to leave.

There is also a chance the PCs encounter Vianella and six Blackjacket officers even if they took her offer. With time to study the folio and take notes before the PCs claimed it, she learned the path and decided to retrieve the prophecy not trusting it with nonbelievers. If attacked the Kalistocrat attempts to enter the next chamber covered by a pair of mercenaries delaying the PCs.

Use Vianella’s group if the PCs are having an easy time of encounters. If not defeated or captured before reaching the vault she enters the chamber alone attacking the PC holding the folio.

Chapter 3: The Vault of Eodrakk Tomehoarder (CR 8)
When the PCs enter the lair of the Scrollmaster, it stands upon a raised dais before a rune carved stone door. In addition the Scrollmaster placed two invisible and paralyzed rust monsters in the wings of the chamber. If creatures entering the chamber do not present the key and its thieves immediately or if attacked the Scrollmaster releases the rust monsters from their paralyzation (a standard action), readies a scroll shield, then uses a quickened dimension door to reposition near a spellcaster. PCs hesitant to turn over a prisoner on moral grounds find the Scrollmaster unflinching in his demands and continued refusals prompt the Scrollmaster to attack.

If the PCs turn the prisoners over, the Scrollmaster it claims the key, opens the vault, and places the thieves in oubliettes the Blue Warders currently occupy releasing the librarians. If the Scrollmaster is destroyed the PCs can use the key to enter the vault.

From the entrance a raised stone walkway circles halfway around the vault ending in stairs to the lower portion of the chamber. A half dozen iron grates in the floor open into deep cells where the weakened Blue Warders cry for help. A great stone throne at the center of the bowl shaped room sits before a mithral lectern upon which perches an ancient illuminated scroll. The vault’s niches and alcoves surrounding the throne are filled with all manner of exotic writing tools, fabulously colored inks in bejeweled vials, spellbooks, scrolls, bowls of gem dust, sheets of gold and platinum foil, marvelous pigments, and several other wondrous items. When a creature sits upon the throne a magic mouth activates:

”For surviving my guardians choose one item from the vault except the accursed scroll. Let it be known Eodrakk Tomehoarder has taken interest in you.”

The Script of Avarice
The parchment on the lectern is no prophecy of Kalistrade, it is a curse written by a Runelord of Greed of Ancient Thassilon. Creatures reading the parchment become living gold as the iron body spell at CL 20, however at the end of the duration they must make a DC 20 Fortitude save or become a golden statue as the spell without the ability to revert to their normal body. The initial save DC increases by +1 each time the parchment is read until the save is failed. Creatures may attempt a DC 20 Fortitude save each day to break the curse effect requiring 3 consecutive saves. This curse is especially potent against creatures with greed or avarice in their heart (dragons, greed dwarven racial trait, order of the cockatrice cavaliers, prophets of Kalistrade, thieves, etc.) who take a –4 penalty to the saves. Those thinking the statue is gold find it is merely iron pyrite if broken apart damaging the afflicted creature as appropriate.

Epilogue
Should any thieves survive the PCs may hand them over to the dwarves for justice. Vianella is returned to Peddlegate but is removed as Banker for causing a major political incident. Cassodan and Narsio are sentenced to 5 years hard labor in the Undercity mines of Peddlegate for their part in the incident. If the PCs decide to keep the folio or the script of avarice, Eodrakk Tomehoarder learns of it and may send minions for them. Conversely the folio could aid in tracking down the lich’s current location.

Sovereign Court RPG Superstar 2013 Top 8, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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The Pools of Iridescence
==========
In the hard land of Numeria stands the walled village of Lackthroat. Travelers flock to the village to partake of its abundant and affordable vices. One such luxurious indulgence is the Qadiran style bathhouse known as the Pools of Iridescence. Tall pillars line the long halls and music echoes from its tall ceilings. Light spilling in from the high windows illuminates brilliant mosaic scenes of marids and sirens playing along the glistening, tiled walls. Fed by a magnificent, arched aqueduct, the heated and perfumed waters ease the pain of long miles from weary muscles and calm the frayed thoughts of the battle weary. For a fee, one can choose to bathe in whirlpools created by summoned water elementals or bask in saunas heated by steam mephits.

The strong, supple, and well-practiced hands of the Pools’ attendants are second only to the ministrations of its most recent addition, the “Aromamancer” Majet. The gnome sorcerer claims her prescriptions of mineral laden mud baths or sessions of leeching draw ill humors from the body and restore tranquility with the application of exotic, essential oils. Many of Lackthroat’s most prominent citizens frequent the Pools of Iridescence to socialize, trade gossip, and receive daily treatments from Majet.

The truth however is always more sinister than idle rumors let on. Majet hails from the capital of Starfall where her family of perfumers had fallen in vogue with the Black Sovereign’s court. Exposed to the bizarre, addictive serums and tonics by members of the Technic League the impressionable youth soon manifested sorcerous abilities and the manipulative arcanists indoctrinated her into their cabal. Piqued by multiple addictions, Majet’s intrinsic gnome curiosity fixated on the pursuit of the “perfect” drug. Auspiciously she happened across reports of an ooze-like creature encountered near the Egelsee River whose mere touch brought about symptoms of withdrawal within hours of contact. Intent on finding, capturing, and studying the creature she needed a suitable location for her research and hired on at the Pools of Iridescence. Majet quickly assembled an alchemical laboratory and quarantined the unusual amalgam creature in a cistern below the facility.

Majet has since translated her research into a drug made from denaturing newly split cocktails in a series of alchemical baths and distilling the result. While not as powerful as direct contact with the ooze, the drug produces an effect only the Aromamancer’s special treatments are able to sate. Bribing the lax authorities of Lackthroat with the coin, influence, and secrets she pries from the subjects of her secret experiments, Majet has yet to arouse undue suspicion in a town where living in excess is the norm.

Taking advantage of her short stature, the gnome inconspicuously observes potential victims from within the heated open spaces of the bathhouse’s interior walls using bars of seer’s soap (R1). Majet uses spells to take the forms of several distinct human bathhouse attendants to eavesdrop, leave the Pools unnoticed, or even recommend the Aromamancer’s treatments as the answer to any or all mental or physical maladies. Chosen victims receive exclusive invitations to the Aromamancer’s suite where she subjects them to drug laced balms, incense, and oils beginning a slow cycle of dependence intent on siphoning off more than just impurities. Majet also employees strong handed enforcers (LE male monk 2, Initiate Gamemastery Guide 274) posing as masseurs to keep troublemakers away. She feeds persistent addicts unable to afford her remedies to the ooze in order to produce more young and more of the drug.

Majet’s latest mark is Yala of Aramor, daughter of the Battle-Chaplain of Gorum's holy citadel. Sent to the Pools of Iridescence for pampering before her journey to Starfall, her scheduled arrival in the capital is far overdue. The battle princess is fated to become one of the Black Sovereign’s many concubines. If she is not presented as tribute to Kevoth-Kul in the next fortnight, the barbarian king threatens to withdraw his troops from the citadel. The Battle-Chaplain and his faithful would then be left to fend off the foul demons of the Worldwound with only the Lord in Iron for support.

The Boiler Room (CR 8)
==========
Beyond the doorway a grated iron platform stands above a murky basin filling with runoff from the pools above. Across the turbid, waist deep water, another wider platform holds a bubbling alchemical lab, a man sized iron sarcophagus, and an immense steaming copper boiler laden with control valves. Pipes of various diameters connected to the boiler snake across the curved ceiling overhead and into the murky waters below.

The door leading to this room is locked (hardness 5, hp 15, Break DC 16, Disable Device 20). The ceiling rises 10 feet above the platforms and the wet masonry walls require a DC 25 Climb check to traverse. The pipes overhead (hardness 10, hp 10, Break DC 24) are held by iron rods in the ceiling’s mortar requiring a DC 20 Climb check to hang from and support up to 250 pounds before falling. The filthy water in the room acts as a deep bog. The iron sarcophagus (hardness 10, hp 60, Break DC 28) is secured with an average quality padlock (Disable Device DC 25) and can be lowered into the water as a move action and raised using two full round actions on the chain winch along the wall.

Creatures: The gnome sorcerer Majet along with two of her water mephit minions have Yala of Aramor (N female human aristocrat 4, Noble Scion Gamemastery Guide 288) unconscious and locked in the iron sarcophagus preparing her for immersion with the egelsee cocktail. Should intruders enter the room Majet orders the mephits to delay them with their ranged spell-like abilities. She moves to the boiler controls and readies an action to trigger the trap when the PCs get into range of one of the nozzles along the ceiling. The egelsee cocktail moves to attack any creature in or on the water, surfacing to bring its stench aura to bear. If no creatures enter the water, the mindless ooze waits 1 round before using its glob attack against the nearest creature. If the PCs make it across the water, Majet or any surviving mephits drop the iron sarcophagus into the water where its occupant immediately begins to drown (at initiative count 0). They then attempt to escape out the secret door (Perception DC 20) behind the boiler leading to area 4.

Egelsee Cocktail CR 5
XP 1,600
hp 52 (R3)

Majet, Tainted Sorcerer CR 3
XP 800
hp 28 (NPC Codex 161)

Water Mephit (2) CR 3
XP 800
each
hp 19 each (Bestiary 202)

Trap: The steaming copper boiler (hardness 10, hp 20, Break DC 28) magically heats the pools and rooms in the bathhouse above. However, with a turn of the correct control valves it can release a limited number of steaming blasts each day from one of six nozzles along the pipes on the ceiling. A successful DC 27 Disable Device or DC 20 Use Magic Device check activates the trap remotely. A failure by 5 or more randomly activates the trap (roll 1d6 to determine the point of origin). A sundered boiler or broken pipe discharges the highest available burst and disables the trap until repaired.

Steam Pipe Blast CR 3
Type magic; Perception DC 27; Disable Device DC 27 (DC 20 nozzle)
----- Effects -----
Trigger special (see text); Duration 1/ round for 3 rounds; Reset automatic (24 hours); Effect spell effect (fire breath, Advanced Player’s Guide 221, first discharge 4d6 fire damage, second discharge 2d6 fire damage, third discharge 1d6 fire damage); multiple targets (all targets in a 15-ft. cone).

Sovereign Court RPG Superstar 2013 Top 16, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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A long, mustard colored tongue lashes out from the maw of this enormous, amphibian horror. Its mottled brown skin undulates as hundreds of frogs burst forth from mucus filled pustules carpeting the ground at its broadly, webbed feet.

Yellowtongue Hulk CR 4
XP 1,200
N Large Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision,; Perception +6
Aura Distracting Spawn (5 ft., DC 15)
----- Defense -----
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +3
Immune disease; Resist fire 5
----- Offense -----
Speed 30 ft., swim 15 ft.
Melee bite +9 (1d8+7 plus disease and grab) or tongue +9 touch (disease and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue)
Special Attacks disease, feed, pull (tongue, 10 feet), swallow whole (1d6 bludgeoning, AC 14, 4 hp)
----- Statistics -----
Str 20, Dex 11, Con 16, Int 5, Wis 14, Cha 8
Base Atk +5; CMB +10 (+14 grapple); CMD 20 (24 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +8 (+12 jumping), Climb +9, Perception +6, Stealth +4, Swim +17; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
Languages Goblin (can’t speak)
----- Ecology -----
Environment temperate and warm forests, rivers, and swamps
Organization solitary
Treasure incidental
----- Special Abilities -----
Distracting Spawn (Ex) Swarming diminutive frogs surround the yellowtongue hulk. Any creature beginning its turn within 5 feet of the yellowtongue hulk must make a DC 15 Fort save or be nauseated for 1 round. A gust of wind spell or 10 points of energy damage will disperse the spawn for 1 minute.
Disease (Ex) Yellowtongue sickness: contact or injury; save Fort DC 15, onset 1 day, frequency 1/ day, effect 1d2 Chr and 1 Con and cannot heal naturally, cure 1 save. Creatures with the goblinoid subtype suffer a –2 penalty to their save.
Feed (Su) When a yellowtongue hulk devours a barghest or a creature of the goblinoid subtype with 5 or more hit dice with its swallow whole ability it gains a growth point. Upon reaching 3 growth points it gains the advanced simple template and spawns another yellowtongue hulk with the young simple template. A young yellowtongue hulk reaches maturity in 3 months.

The yellowtongue hulk is a menace to any territory it invades. Its wide, flat back froths with spawning frogs that claw their way through the thick mucus of its pockmarked skin. This disgusting form of reproduction serves as a lure for smaller prey looking for easy meals. The spawn also act as a defense, nauseating creatures attacking the yellowtongue hulk. The thick mucus even provides a resistance to fire. The yellowtongue hulk is 8 feet long and weighs 1,500 pounds.

The yellowtongue hulk hungers for the flesh of goblinoids, infiltrating lairs to choke down whole tribes in gluttonous orgies. Those that escape often carry yellowtongue sickness, spreading it to neighboring lands as displaced goblins raid hamlets and coastal cities in desperation. Fortunately the yellowtongue hulk’s hundreds of diminutive spawn are simply mundane frogs or the forests and rivers of the world would be inundated with monsters. However, yellowtongue hulks do breed true in a gruesome mockery of barghests who often rule over lesser goblinoids.

In 4217 AR the yellowtongue sickness ravaged Avistan killing thousands. This disease was pivotal to the fall of the Empire of Zog, a goblin realm in the River Kingdoms. Today there are yellowtongue hulk sightings in all branches of the Sellen, the Conerica River in Isger, and even as far west as the Yondabakari River in Varisia.

Sovereign Court

Juvenile Nabassu? Death Stealing Gaze?

--Vrock 'em Sock 'em Robots

Sovereign Court RPG Superstar 2013 Top 32, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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Forecaster (Alchemist)
The alchemist’s guild known as the forecasters study and maintain the complex workings of the magical clock tower at the center of the River Kingdoms town of Uringen. The forecasters glean insight into the nature of fluid time when the clock tower and parts of the surrounding town become “unstuck” from Golarion.

Horology (Sp): A forecaster establishes a bond with an ornate timepiece such as a clock, hourglass, or sundial in which they store spell effects called predictions. A forecaster prepares spells by calibrating the timepiece and casts his spells by reading the device. When a forecaster prepares his timepiece, he infuses it with a tiny fraction of fluid time — this creates powerful effects, but also binds them to his timepiece. If a forecaster attempts to cast a prediction without his bonded timepiece in hand, he must make a concentration check or lose the prediction. The DC for this check is equal to 20 + the prediction’s level. A forecaster keeps a list of all of his predictions in a special tome called an almanac. This modifies the alchemy ability.

Summon Paradox (Sp): At 1st level a forecaster can call upon his own future to aid in the present creating a short lived paradox. As a full round action the forecaster summons a duplicate of himself with his full hit points, copies of his current equipment, and is treated in all ways as a summoned creature. The forecaster and his duplicate share all limited class abilities such as bombs and predictions as well as consumable magic items or items with charges. A forecaster can summon a paradox for a number of rounds per day equal to his level + his Intelligence modifier. When the paradox ends the forecaster is staggered for a number of rounds equal to the duration of the paradox. This ability replaces mutagen.

Better Late Than Never (Su): At 2nd level during any surprise round where a forecaster would not normally act due to a failed Perception check he acts last, regardless of his initiative result (acting in the normal order in following rounds). This ability modifies swift alchemy and replaces poison use and swift poisoning.

Tightly wound (Su): A forecaster gains a +1 insight bonus to initiative. This bonus increases to +2 at 5th level, and +3 at 8th. This ability replaces poison resistance.

Temporal Burst (Su): At 10th level the forecaster may take a standard and move action (or full round action) in a surprise round. This ability replaces poison immunity.

Discoveries: These discoveries complement the forecaster archetype: delayed bomb, eternal potion, extend potion, fast bombs, and spontaneous healing.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

6 people marked this as a favorite.

Verdant Crown of Oak and Iron
Aura moderate transmutation; CL 11th
Slot head; Price 58,800 gp; Weight 1 lb.

Description
Fashioned of living branches this crown bears four oak leaves wrought from cold iron. The crown grants a +2 enhancement bonus to natural armor to the wearer’s animal companion, eidolon, familiar, mount, and conjured minions from summon nature’s ally spells within 60 feet and treats all their natural attacks as cold iron for overcoming damage reduction. The wearer also gains the constant ability to speak with animals.
Each cold iron oak leaf acts as a feather token (tree) when removed from the crown by the wearer as a move action. These tokens remain magical until the next dawn when new leaves regrow upon the crown. As a full round action the wearer can touch any oak tree created by the crown’s leaves, which have distinctive iron gray bark, and command it to animate as a treant under their control until dawn. Using this power drains magic from the crown causing one less oak leaf to regrow. The crown withers and dies the dawn after the fourth leaf has been used, losing its magical properties.

Construction
Requirements Craft Wondrous Item, barkskin, liveoak, magic fang, plant growth, speak with animals; Cost 29,400 gp

Sovereign Court

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

Sovereign Court

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

Sovereign Court

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

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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

Sovereign Court

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

Sovereign Court

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!

Sovereign Court

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!

Sovereign Court

Now that's a right proper Rogue!

--Masterwork Vrock Picks

Sovereign Court

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

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16 , Dedicated Voter Season 6, Star Voter Season 7 aka primemover003

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

Sovereign Court

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

Sovereign Court

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

Sovereign Court

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

--Vroctoberfest

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

--Vrocky Road

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Ooo, I'm on the cover! lol

--Vrock the House!

Sovereign Court

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.

Sovereign Court

Well my 1st level PC's went straight for the ruby with crowbars. I rewarded them with 2d6 magical backlash damage and an elevator malfunction. It moved suddenly clueing in PC's outside of it (half the party) to either jump in or get left behind. A round later, the entire party in tow, it dropped 60 feet in a herky-jerky fashion. A Reflex DC 20 negated 1d6 of nonlethal damage.

The lower levels encounters have forced them to rest for the day again, but short of following a winding path descending into the Darklands they have the option of trying to repair the elevator.

So should a simple Disable Device check do the trick, or would some additional Skill Challenge-esque tasks need to be added? Some knowledge (arcana or engineering) checks? They still have not deciphered the riddle so casting the enchantment spell or successful UMD check should still be required to operate the elevator. The party has Knowledge in Religion, Arcana, Dungeoneering, Engineering, Nature, & Local.

The Party:

  • Denallis - NG, elf Ranger 1 (ranged)
  • Dolgrin Ironbeard - LG, dwarf Cleric 1 of Torag (domains earth & artiface)
  • Hakak - CG, half-orc Fighter 1 (power attack, imp. init)
  • Katallin - LN, half-elf Monk 1
  • Tredge Klankenbeard - N, dwarf Rogue 1 (trapmonkey)
  • Wilfred Fizzlebang - CN, gnome Sorcerer 1 (fire bloodline)
  • --Technical Vrock Out

    Sovereign Court

    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

    Sovereign Court

    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!

    Sovereign Court

    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!

    Sovereign Court

    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!

    Sovereign Court

    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

    Sovereign Court

    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!


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    Implied Regrets

    1/5

    The start of the Player guide gave me a lot of hope, as descriptions were rich in flavor. The problems started with the traits that were given. A lot of the flavor and strenght of the situation was detracted from. The start paints a picture of a character who isn't sure of himself, yet most traits imply that you're rather calm and collected about the whole afair and with absolute certainty about how you resolved things in the past. It also provides so many traits that imply that you're not even afraid of your current situation.

    The suggested archetypes etc. left me confused, as these are all thematic to a Lovecraftian story. So are our characters in our starting situations because of intrest into the occult? or is it random? either of both would imply much and characters build on differing principles would make a very awkward party

    It also suffers from a lack of art that would evoke the flavor and theme of Lovecraftian horror, a lot of it was reused, which while obviously not an uncommon practice, was particuarly poorly picked.

    A lot of interesting plot points or character development were also cut of. The example of someone of faith who feels to have sinned against that faith, no longer caring in the slightest about it completely detracts from any implications that might bring with it. you still have your spells, so it wouldn't affect gameplay, and now it won't even affect story.

    In the end I cannot help but feel that it would've been much better to go into the first adventure completely blind. As that might have evoked the fear and mystery that is so typical of Lovecraftian horror. And now that is gone.

    A strong start completely detracted from by its second half.