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Greetings, fellow traveller.
I'd suggest having a look at these, free-to-download and short adventures--they are the Free RPG Day modules and are fun and easy to play/GM.
Good luck and have fun!
Now. Back to my game and crossing the trapped bridge.
Thanks again for all your insights, hints and tips! We definitely enjoyed the session.
With the orphanage they would kind of relieve the Turandarok Academy of this service as it functions as orphanage and school in one.
Master Ganethus would imo be the first point of contact in this affair.
Also, if you own the Magnimar book you might wanna check with the plot hook given for the Valdemars there.
You're aware of the bank in the vaults of the townhall (building a proper bank has been delayed for various reasons so far)?
The rest depends imo on how you handle land ownership. If the PCs have to buy the land where they're going to construct their buildings the former owners might want to have a say in what's going to be built.
I've stopped assigning (individual) XP for some time now, doing level ups when I see fit and everybody seems happy with that.
I've also more than once witnessed (as a player) how a gap of 2 levels ruins the game: the lower-level PC is on the verge of being killed by a typical (APL) encounter while the higher-level PCs are bored to death due to too easy challenges--this is especially a problem if the player of lower level is of a martial type.
On the other hand I've heard players complain about easy XP with no risk attached.
So, while I would fully agree to what people said (make him lvl 6 and move on with the fun), I'd suggest talking to the rest of your players, too, asking them what they think (and explain your thinking behind either way of dealing with the situation).
Greetings, fellow travellers.
I've got a question concerning Mythic Bond (3rd tier Marshal, p.42):
The text says my AC gains half my favored enemy bonus, but the text from CRB says:
A ranger's animal companion shares his favored enemy and favored terrain bonuses.
So, does my AC gain half my bonus on top of what it has already gained through the normal bond feature (i. e. if I have fav enemy [aberration] +4 my AC would have a bonus of +6 against aberrations)?Thanks in advance!
Right out of the Bestiary:
PRD, Bestiary section wrote:
My rogue player let himself be led away by beautiful Shayliss and they descended into the basement.
Shayliss is quite angry with the rogue for spending effectively more time with her father than with her. He is now trying to date her but has been turned down by her so far.
Shameless bump for this awesome fanzine!
Plus, I'd like to add to my derro bloodline the following pieces--thanks Will for the encouragement!
Ok, here we go. This piece was discussed with the editor assigned to me, but wasn't included in Wayfinder #9--I still like it better then the included bloodline power:
Alternative 9th level bloodline power:
Mad Man’s Charisma (Su) At 9th level, you can spread your madness via magic. You can modify a spell to also confuse a creature targeted by the spell. Independent on how you aim the spell, when a creature--which you have to specify prior to casting--is affected by the spell, they become confused for a duration equal to the original spell's level in rounds. If the spell allows a saving throw, a successful save negates the confusion effect. If the spell does not allow a save, the target can make a Will save to negate the confusion effect. A confusing spell uses up a spell slot one level higher than the spell's actual level and two uses of your Mad Touch ability. As with similar metamagically enhanced spells, the casting time increases to a full-round action. In addition you gain Spell resistance 11 + your class level.
Plus, what's a derro without a fitting little companion?
Alternative class feature:
This replaces a sorcerer’s 1st-level bloodline power, a witch’s familiar class ability, or a wizard’s arcane bond class feature.
Prerequisite: able to cast 1st-level arcane spells, ability to acquire a familiar, Cha 18, derro
Benefit: The creature gains a strange, sickly-looking patch of fungus or mold—in fact a sentient cytillesh—as familiar as a wizard equal to her caster level. For this purpose, her caster levels stack with any sorcerer, wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have multiple familiars or both a familiar and a bonded item.
Statblock of the familiar:
Sentient cytillesh CR 1/8
Statblock of the improved familiar:
Advanced sentient cytillesh CR 2
This patch of sickly looking fungus clings to the wall of a dark, dank cave giving of a blue-tinged light like a torch. Small tendrils seem to sift the air for sustenance.
CN Tiny plant
Init +0; Senses darkvision 60ft., low-light vision; Perception +7
AC 14, touch 12, flat-footed 12 (+2 natural, +2 size)
hp 13 (3d8)
Fort +3, Ref +1, Will –1
DR 5/bludgeoning; Immune plant traits; SR 14
Speed 5 ft.
Melee tendril +2 (1d2–4)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +5)
Constant—speak with plants
At will—touch of madness (DC 13)
3/day—calm emotions (DC 13), touch of idiocy (DC 13)
Special Attacks confusion, feed
Str 3, Dex 10, Con 10, Int 15, Wis 7, Cha 14
Base Atk +2; CMB +0; CMD 10 (cannot be tripped)
Feats Skill Focus (Perception), Ability Focus (Confusion)
Skills Knowledge (dungeoneering) +5, Perception +7, Sense Motive +1, Stealth +10; Racial Modifiers +4 Stealth
Languages speak with plants, telepathy 100 ft.
Environment any underground
Organization solitary or grove (3–12)
Treasure none (incidental)
The Cytillesh can expel a cloud of spores in a 5 ft. burst which lasts until the Cytillesh’s next turn before automatically dissipating. A creature standing within this burst must make a DC 15 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
By settling upon a helpless or willing target, the Cytillesh can feed. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and Intelligence drain, and the Cytillesh heals 2d6 points of damage.
An advanced sentient cytillesh can be gained as a familiar via the feat Improved Familiar at 7th level and if matching the cytillesh’ alignment.
Finally, if you're in search for a scaly challenge at mid-levels for your PCs, you might wanna check out this piece of work which I had submitted but didn't make the cut due to all the other awesome new monsters in Wayfinder #9!
Deep Earth Drake:
Deep Earth Drake CR 7
Fiery veins of molten lava zigzag across this beast’s body as it perches atop an outcropping of rock at the far side of a lava lake. As it gets up and unfurls its powerful wings, two malevolent, dark-red glowing eyes take in every movement underneath. With a powerful roar and a graceful dive, it vanishes into the lake below.
CE Large dragon (earth, fire)
Init +5 Senses darkvision 90 ft., low-light vision, scent; Perception +11
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp 84 (8d12+32)
Fort +12, Ref +7, Will +6
Immune fire, paralysis, sleep
Weakness vulnerability to cold
Speed 20 ft., fly 60 ft. (average)
Melee bite +12 (2d6+5 plus 1d6 fire), tail slap +7 (1d8+2)
Special attacks pyroclastic breath
Str 21, Dex 13, Con 19, Int 12, Wis 10, Cha 13
Base Atk +8; CMB +14; CMD 25 (29 vs. trip)
Feats Great Fortitude, Flyby Attack, Imp. Initiative, Power Attack
Skills Acrobatics +9, Climb +11, Fly +11, Intimidate +12, Knowledge (dungeoneering) +7, Knowledge (local) +5, Perception +11, Sense Motive +8, Stealth +10, Survival +8, Swim +10
Language Ignan, Draconic
SQ speed surge, superheated
Environment any underground
Organization solitary, pair, family (2 adults and 2-4 offspring)
Treasure standard (double coins)
Pyroclastic Breath (Ex)
A deep earth drake can, as a standard action, breath a cone of fire and slag. This attack has a range of 120 feet and deals 8d6 points damage. Half the damage is fire damage while the other half is bludgeoning damage (DC 18 Reflex half). Once a deep earth drake has used its pyroclastic breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Speed Surge (Ex)
Three times per day as a swift action, a deep earth drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
A deep earth drake’s bite attack deals an additional 1d6 fire damage.
Deep earth drakes share a magma dragon’s jet-black scales with in-between visible glowing rivulets of lava, whereas the membranes of its wings lack this resemblance. A deep earth drake is rather large and stands out with its compact physique when compared to other drakes. They reach heights of up to 15 feet and weigh up to 3,500 pounds.
... huh? One's no more original than the other. Heck, I've heard/seen Maiden-Mother-Crone much, much more often in reference to the triune goddess than Maiden-Mother-Matron.
You might also wanna check Hecate on e.g. Wikipedia - fits the bill quite nicely (see my post above from January, 28th).
Eric Clingenpeel quoted the relevant text. Everything is there:
Bolded mine. The creature has to exist in the first place; where do I check that? I have a look into Bestiary I-III.
Emphasis mine.This is how by advancing a monster you can increase its size. This is also what is explicitly negated for wildshaping by the rules Eric Clingenpeel quoted.
How's that rule outdated and no longer needed?
I'd say you get best of both worlds: no rest, just a specific time of day (you cast divine spells) and 15 min prep time (you are a spontneous caster).
Try to get hold of the old MERP adventures...
Roughest conversion would be to divide equipment properties by 5 (MERP is a d100 system).
For a free glimpse, you could try The Guild Companion. They published some 10 years back a free mini campaign:
You could also have undead appear at their borders over time attacking outlying farm steads etc. I'd give them ~1 month before the dread zombie cyclopes show up. If they investigate throw in the soul eater and 2-3 zombies.
Another idea could be to send a recurring nightmare to one of the players - maybe with religious background - showing a robed humanoid (Charon) ferrying ghostly humanoids (souls) over a river (Styx).
Greetings, fellow travellers.
I like the idea of a herald of Erastil showing up - maybe the giant stag from the bestiary - and have it tell the players the background of the bear/priest. I also like the idea of having him reincarnated (pick race in advance). Or let the stag show up, touch him with its antlers, have the bear change back to human and die (peacefully) due to old age and then have the stag granting the party a boon or a charm (+1 to saves for a day, +1 to attack for a day, and +2 to handle animal, woodland stride for a day, or something similar).
Well, my thinking goes along the lines of adding the lining not to the surface of a wall but having the wall built like a sandwich, where the typical inconspicuous masonry encases the lead, thus minimizing emission.
In addition, followign a more scientific (and thus to RPGing completely irrelevant) argument, lead is easily oxized and especially in a rather humid environment forms a quite inert patina (confer usage of leaden tubes for water pipes). Thus, lead poisoning would indeed occur over a rather longish (decades) period of time.
I really liked the vague nature of the gazetteer in KM(AP #33) - but I do not mind a more detailed look onto/into Deeprun Crevasse. While the coastal regions and the "kingdoms" along the Ardshrod River were ok, the heart lands including the woods and Syrzemyan Highlands intrigued me much more.
Besides: clever Paizonians - it's all there!
Artrosa: “The Three Who Watch.” These three
massive stone mesas are visible from many Iobarian
cliffs despite the distance. Crudely carved into the cliffs
are three nude female humanoid figures of uncanny
scale, their bodies at least a half-mile long. While their
race is unclear, the figures show a long-haired maiden,
a pregnant matron, and a hunchbacked crone, each
holding up a hand and warning the viewers away (though
from what is unclear).
Funny, how everybody cites RAW and you're the only one supporting your arguments.
Reverse logic does not work here, since it's a game with its own rules. If logic would apply at all there'd be no magic, thus no wildshaping, thus argument ends.
Fact #1: Wrong, he might loose the benefits, but even that depends. True is, he will not be able to use most of its equipment, but if he puts aside his weapon, shifts into an animal having opposable thumps he might be able to pick it up and wield it in combat. If said shape was humanoid to boot, he might even be able to don armor and benefit from its armor bonus.Fact #2: Animals can wear Armor, which is called barding.
Fact #3: Wrong, they overlap. Only bonusses from different categories stack.
Fact #4: True.
And the conclusion?
Keeping it PG-13 as basis works fine for me, dial it up to 11 in your homegame, if you want.
I actually would like to wallow in the grittier things implied here and e. g. RotRL, too, but know first-hand how uncomfortable some (of my) players are when facing these kind of challenges (and we're well beyond PG-13 level in RL).