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Valeros

Vakr's page

46 posts. Alias of Hurlbut.

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Is it okay to ask why there were no responses?


darth_borehd wrote:
I'm still at a lost to find any parallel for Gunslinger.

You wouldn't find any parallel. The nordic warriors looked down on the archers for their battles. If the warrior wanted some ranged firepower at all, he was content with carrying around light spears or javelins (or sometime throwing axes) for flinging something at his enemies.

I would guess that for a gunslinger, a nordic warrior would used a name or descriptor that is very close to a magic caster or such one who sling harmful spells at his enemies to refer to the gunslinger.

I got one; Thunderslinger
The gun make a deafening noise and bright flash/smoke. The enemy that got hit appeared to be struck by something invisible like how the lightning strike is alway only visible for an instance before disappearing and leaving the damage and thunder behind.


darth_borehd wrote:
Vakr wrote:


Lawspeaker, Lagman. Pick your choice of either of those adeptly norse themed names. (Just remember they would be most likely be followers of Tyr) :)

Inquisitor is out because heresy wasn't a big of a deal to them as it was for Christianity.

Are you saying Inquisitor class is out completely or change the theme to a fantasy adventuring "Lagman"?

If you had to keep the Inquisitor, I'm saying to call them ICly as Lagman or Lawspeaker. But I'm also saying as a class, the Inquisitor doesn't fit the nordic culture.


I'm loving the fact that

Spoiler:
Cthulhu
is officially one of the Great Old Ones of the Pathfinder Chronicles Setting.


Talonhawke wrote:
Vakr wrote:
So have you guys, like, heard about Ultimate Combat for your PF RPG needs? :P
You meant the book where my Vitality and Wound rules come from? Yeah i got it.

Except you specified Unearthed Arcana, not Ultimate Combat in your earlier post. And it's Wound/Vigor points in Ultimate Combat.


So have you guys, like, heard about Ultimate Combat for your PF RPG needs? :P


That Sahuagin stats, I would move the +4 from int to Wisdom. The shark itself is a highly attuned sensing machine. (I'm most fond of the Hammerhead for its sensory capabilities among its shark kin)


If you wanted to make stats for Worgen why not look at the Shifter race of Eberron for inspirations behind a 'Lesser' Werewolf race as a playable race that isn't powerful (as to be required to start at later levels as Core Rulebook suggest for powerful races)?


darth_borehd wrote:
kyrt-ryder wrote:


I forget which of the nordic nations it was, but for one of them didn't one of the kings use catholicism to consolidate his rule?

I want to avoid Christianity in the campaign if I can.

For right now, I made the Norse equivalent of Inquisitor an adventuring "lovisegemann" or "law-reader man". This was an official who would read the law at trial things. In reality, his responsibilities ended there, but in a fantasy world, they can be vigilantes bringing law to the outlaws!

Yes, I know its a stretch, but its only think I came up with so far.

http://en.wikipedia.org/wiki/Norse_law

Lawspeaker, Lagman. Pick your choice of either of those adeptly norse themed names. (Just remember they would be most likely be followers of Tyr) :)

Inquisitor is out because heresy wasn't a big of a deal to them as it was for Christianity.


The Building and Losing Reputation table is themed for Ulfen adventurers or adventurers looking to stay in the Linnorm Kingdoms.

How would I go about adjusting the table for adventurers, that is not tied to a specific culture or land?


I don't have the books those 'characters' pages refer to. They hardly have any information on their own pages.


Inspired by the fictional Black Zodiac of Thirteen Ghosts, The Ghosts.

Lords of an unnamed realm or plane, what would you conjured up for them? Initially I thought to have them all be undead. But I realized that wouldn't work out very at all and it doesn't bring a good variety to the lords.


Judy Bauer wrote:
The_Minstrel_Wyrm wrote:

Seems to me "From Shore to Sea" in the Pathfinder Modules line has some Azlanti ruins or some such.

Lost Cities of Golarion has the "Sun Temple Colony" (at least I think that's what it's called)... another Azlanti ruin.

Correct on both counts. And in the Adventure Path line, there's also...

** spoiler omitted **

Four volumes? Sheesh, I have to start saving up. I'm already committed to buying the Inner Sea world guide pdf this month.


I already have;
Guide to Absalom
Campaign Setting sourcebook
Wayfinder #1-#3
Intending to get Pathfinder Campaign Setting: Inner Sea World Guide PDF on 23rd

So I'm just asking which adventure path books/adventure modules/Pathfinder Society scenarios have info or take place in Absalom/Azlant ruins or structures?


Freehold DM wrote:
I'm thinking Japan had a worse one about a century ago, if not more.

Actually I checked the list of earthquakes on record for Japan, this 8.9 quake is definitely the largest for that country. But I never said it was the most *devastating* quake though.


Firest wrote:

The earthquake was one of, if not the largest earthquake on record in Japan and is sending tsunamis out across the Pacific.

Hawaii is only expecting a 6 foot tsunami, and the west coast of the U.S. is expecting 3-6 foot waves.  Not good, but everyone has had plenty of warning for this one, even given it's happening in the middle of the night.

The east coast of Japan has been screwed though.  The images I'm seeing look as bad, if not worse than the Christmas tsunami from a few years ago.

Video on MSNBC

I heard on another board that this earthquake is largest earthquake on record for Japan and the 5th ranked worldwide.


James Jacobs wrote:

There are two reasons why the crashed spaceship isn't a spelljammer.

1) I'm not a fan of Spelljammer—it's too silly and filled with weird and unappealing elements of self-mockery for my tastes.

2) It's not open content anyway.

The crashed starship in Numeria is a technological object. The old adventure "Expedition to the Barrier Peaks" is one of its inspirations.

I never said that it should be a spelljammer ship, only that my players like to believe it is.


My players like to believe the crashed ship is a spelljammer itself.


Oh right, basically I wasn't wrong in depicting Beldrin's Tower as a Wizard's tower right?


KaeYoss wrote:
Since you have thought this through better than me: Finding leaves of the right size and texture, that's Survival, right? One player keeps complaining that it should be possible with Perception as well.

Let him use his precious Perception, it won't tell him that this leaf is poisonous oak or that wonderfully amorous leaf attract Fire Ants at night when it rubbed off something, like Survival will tell him :).


It was invented by an englishman living in New Zealand :P


Davor wrote:
Tony Ranger wrote:

Wait... have I been doing sneak attack damage wrong this whole time?

I thought the sneak attack damage could only be applied to a single attack per round...

You may be thinking of 4th edition, where this is the case. Unless otherwise mentioned, Sneak Attack damage applies to all attacks on targets who are either denied their Dexterity bonus to AC or are flanked by the character with Sneak Attack.

Yep which is why Two Weapon Fighting is a popular fighting style for rogues since it give them extra attacks to squeeze out extra goodness from that sneak attack damage.


Ambrus wrote:
Thomas LeBlanc wrote:
Fixed it for you.
Damned Americans...

You do know that mean everyone on North America and South America, technically? :) (Calling the people of USA 'yanks' or 'yankees' is acceptable and less confusing :D)


So hold on a sec, we have Englishmen to blame for inflicting Daylight Saving concept on us?


Ambrus wrote:
So, specifically, it is today Wealday the 2nd of Pharast, 4711 AR (Absalom Reckoning) in Golarion. No word yet on time zones or daylight savings time adjustments though. ;)

FYI, Daylight Saving time is uniquely an United States thing, no need to use that accursed system for the setting (even though I'm a citizen of said country).


Erik Mona wrote:

Beldrin is a wizard from Absalom's past who rashly built his abode on the edge of the cliff overlooking Absalom's harbor. We haven't revealed much about him, yet, but he was one of the more potent spellcasters to live in the city, and we will be getting back to him some day.

I thought it was the earthquake in 4698 AR that turned his former estate into a new sea cliff? (regarding the rashly part)


Having vague information on Tian Xia allowed me to insert a kingdom on that continent which one of my players' characters call home. A land of vulpines (normal medium sized humanoid version of Vupinal Agathion, though to be frank, my player's homebrewed race was concieved considerable far earlier than the Bestiary 2) that draw inspirations from the samurai culture of Feudal Japan.


And why does he have a bluff and three towers(one still standing)named after him in the Precipice Quarters of Absalom?


sasuke sarutobi wrote:
i don't really disagree but the guns that they previewed are not that amazing there one shot and at the least a move action to reload and only 20-60 ft range( including far shot feat) if they don't make guns that much better then they are atm i think it will be ok but there is the potential for disaster i could see it if you had to have like 5 ranks in alchemy to make gunpowder and i would think that some of the stuff to make it is rare so it would cost a bit don't make it easy to be a gunslinger unless there is a campaign that is in Alkenstar also guns back in the day like pirate days misfired sometimes so maybe a 10% chance to misfire or something it would make the game more period realistic and give preserve the balance of power as to not make gunslingers way better and more appealing

When you say 20-60 feet range, I think you're not realizing those are range *increments*. They already have a misfire rule as well.


Str 15, Dex 12, Con 14, Int 12, Wis 16, Cha 18
Human
So far I just have Skill Focus (Heal) to start with. What other feats should I get for the Hospitaler?


You were probably thinking of ironwood or such similar material that allowed you to make wooden version of metal armors.


Alexander Kilcoyne wrote:
Remember the paladin needs a free hand to use lay on hands on himself- making sword & board less attractive to the Paladins.

Not if they used a light shield :P


If he gave up the spellcasting (never learned it at all in the first place), then what happen to the Spellcraft Skill? What would take its place if applicable?


Eh, I went with "The Black Book: Dhauken's Codex" (Refering to Dhauken Tor who have an excerpt in The Horror Revisited regarding inherent evil of the undead.). Thanks for the name, Krome!
Thanks for reading my topic, guys even if it got a little derailed ;P


northbrb wrote:

i don't disagree with that my problem comes from the fact that from the time the barbarian picks up the brawler powers all the way to 20th level he will only be doing 1d6 unarmed damage +str mod.

im not saying it should get as high as the monks but even if they had made 3 brawler powers and each one improved their damage dice by one step plus some other bonus then i would have been happy but it is just one increase if they have the improved unarmed strike feat and it is only 1d6

Look at it this way. His punching ability does not come from his "martial artist training", this is why his dice is only a 1d6. The power behind his punches come from his raw strength. He's about hitting hard using his Strength, not using martial moves. The damage dice pales in signifacent compared to the strength bonus and other flat bonuses as you go up in the levels on a martial class (rogues being an exception).

Really, the focus shouldn't be on the unarmed strike damage dice, but the damage bonuses you can pile up on it.


Ravingdork wrote:
But yeah, I know what you guys mean. In Star Wars Saga, I would always have a player or two hoard their Destiny Points so that they could instant win against the big bad guy at adventure's end (which often made it anticlimactic and ruined the fun for the other players as they fight would be over before their turn).

When you allow Hero Points, you allow the spells and feats that goes with it. The spells include granting temporary hero points *AND* another one denying characters the use of their Hero Points.


Ehh....my OP was asking about what name or *Title* such book would have in Golarion.


I never indicated that it was Lovecraft's Necronomicon. That's why I expanded on its description and referenced Draconomicon as an example.


Drakanav Codex is Golarion's version of the Draconomicon or 'The Book of the Dragons.

What might be Golarion's version or name for the Necromicon or 'The Book of the Dead', a reference book on the undead?


Even if it's only those for the Inner Sea, the 310k population and the area it cover make it very much comparable to Ancient Rome.

But if you delve into China in ancient and medieval times, the populations it had, especially in its largest cities put to shame the European cities at the contemporary times.


James Jacobs wrote:
Vakr wrote:
Does this add to or expand upon the kingdom ruleset back in Kingmaker #2?
While there are some encounters that talk about what happens if PCs try to claim certain hexes, and some quests grant rewards to things like Economy... there are no actual rules expansions for the kingdom/city rules in this adventure on purpose; we wanted those rules to be as self-contained as possible, so GMs wouldn't have to flip through several different books to track down stealthy rules.

Ah okay I'll still pick up the PDF to get those encounters for claiming hexes and the quests that affect the kingdom. Thanks.


Does this add to or expand upon the kingdom ruleset back in Kingmaker #2?


oh heh I didn't base it on that stalwart stance, stalwart is just a good name for durable, tough, and so on. Maybe I need to pick another name.


Dwarven Defender
Fearsome warriors, dwarven defender are rare even among their folk. Their durability and toughness are legendary. They are are feared for their abilities to take blows that would fell a weaker race and do their duty even unto Death.
Only dwarves can become dwarven defender, they are usually fighters, some paladins taking up the call are not unheard of.

Role: Dwarven Defenders have the ability to take anything thrown at them and endure them while they go to work on hacking away at their opponents.

Alighment: Lawful

Hit Die: d12

REQUIREMENTS
To qualify to become a defender, a character must fulfill all the following criteria.

Race: Dwarf
Base Attack Bonus: +7
Feats: Dodge, Endurance, Toughness

Class Skills
The defender’s class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Stalwart Stance
2nd +2 +3 +0 +3 Uncanny dodge
3rd +3 +3 +1 +3 Damage Reduction 2/-, Dodge Bonus +1
4th +4 +4 +1 +4 Spell Sense +1
5th +5 +4 +1 +4 Shrug It Off
6th +6/+1 +5 +2 Damage Reduction 4/-, improved Uncanny Dodge, Dodge Bonus +2
7th +7/+2 +5 +2 +5 Improved Stalwart Stance
8th +8/+3 +6 +2 +6 surprise Rush, Spell Sense +2
9th +9/+4 +6 +3 +6 Damage Reduction 6/-, Dodge Bonus +3
10th +10/+5 +7 +3 +7 Most Stubborn

Class Feature

All of the following are class features of the vanguard.

Weapon and Armor Proficiency
A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

Stalwart Stance
He can use the stalwart stance for a number of rounds per day equal to 4 + Constitution modifier. At each level after first, he can use stalwart stance for 1 additional round. Temporary increases to Constitution, such as those gained from stance, rage, and spells like bear’s endurance, do not increase the total number of rounds that a dwarven defender can use stalwart stance per day. A dwarven defender can enter stalwart stance as a fee action. The total number of rounds of stalwart stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in stalwart stance, a defender gains phenomenal strength and durability. He gains +2 to Strength, +4 to Constitution, +4 Dodge bonus to his AC and can add his newly modified Constitution bonus to AC instead of his Dexterity. The dwarven defender loses this Constitution bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the dwarven defender would still be considered flat-footed. The Constitution bonus to AC cannot be more than his armor’s Maximum Dexterity as normal for Dexterity.
The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the stalwart stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are.
A defender can end he stance as a free action and is fatigued after stalwaft stance for a number of rounds equal to 2 times the number of rounds spent in the stalwart stance. A defender cannot enter a stalwart stance while fatigued or exhausted but can otherwise enter stalwart stance multiple times during a single encounter or combat. If a defender falls unconscious, his stalwart stance immediately ends, placing him in peril of death.

Uncanny Dodge (Ex)
Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Damage Reduction (Ex)
At 3rd level, a dwarven defender gains damage reduction. Subtract 2 points from the damage the dwarven defender takes each time he is dealt damage. At 6th level, this damage reduction rises to 4/- and at 9th level to 6/-. Damage reduction can reduce damage to 0 but not below 0.

Dodge Bonus (Ex)
The dwarven defender receives a dodge bonus to Armor Class that starts at +1 at 3rd Level and improves to +2 at 6th and +3 at 9th.

Spell Sense (Ex)
At 4th level, a dwarven defender gains a +1 bonus on saves made against spells and spell-like effects and a +1 dodge bonus to AC against touch attacks by spells and spell like effects. At 8th level, these bonuses rise to +2.

Shrug It Off (Ex)
At 5th level and higher, a dwarven defender can scorn death and unconsciousness while in stalwart stance. As long as his stance continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, he continues to fight normally until his stance ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Damage Reduction (Ex)
At 3rd level, a dwarven defender gains damage reduction. Subtract 2 points from the damage the dwarven defender takes each time he is dealt damage. At 6th level, this damage reduction rises to 4/- and at 9th level to 6/-. Damage reduction can reduce damage to 0 but not below 0.

Dodge Bonus (Ex)
The dwarven defender receives a dodge bonus to Armor Class that starts at +1 at 3rd Level and improves to +2 at 6th and +3 at 9th.

Improved Uncanny Dodge (Ex)
At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Improved Stalwart Stance (Ex)
At 7th level, his bonuses to his Strength and Constitution increases to +4 and +6 while in stalwart stance. He may avoid becoming fatigued upon leaving stalwart stance by rolling a Constiution check. The DC is 10+two times the number of rounds spent in stalwart stance. The bonus from Endurance may be included on his roll.

Counter Attack Rush (Ex)
At 8th level, a dwarven defender’s base movement is doubled in the round after using a Fighting Defensively or Total Defense action for one round.

Most Stubborn (Ex)
At 10th level, a dwarven defender may add his Endurance bonus to saves made against effects that would result from damage or death attack such as the Death Attack from Assassin. 3 times per day he may reroll a failed saving throw against death attacks or spells and spell-like effects which cause damage that would put him at 0 HP or lower including disintegrate and slay living. This ability does not prevent death from damage through disintegrate or slay living even if he succeeded on his new saving throw. He must take the new second roll, it cannot be rerolled through this ability.

-----------------------------------------------------------------------

Well it's not polished, so I appreciate some criticism.
I do have an ability in mind that can replace either Stubborn or Shrug It Off. I tried to make the PRC a little more player friendly so that it could be used outside dungeons or dwarven delvings.


lastknightleft wrote:
elghinn velkyn MASTER wrote:

This class is medieval knight , no Mongol or primitive cavalier .

How so, you say that, yet there's no real backing to that statement.

Yeah, the cultures who used horses for war also had their own mounted champions.


I already stated that an armor training style ability could do something like increasing AB (instead of increasing Max Dex you know?) of medium and heavy armor.



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