RPG Superstar 2011 Top 16. Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Battles Case Subscriber. Pathfinder Society Member. 618 posts (620 including aliases). No reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 1 alias.
The Dragons of Golarion article from waaaay back in Pathfinder #4 states that amongst metallics, the mother's traits prove dominant in mixed pairings. So a Gold father and a Copper mother produces a Copper hatchling. Amongst chromatics, the father's traits prove dominant. So a Red father will always produce Red hatchlings, regardless of it's "mate's" color.
Crossbreeding between metallic and chromatic dragons is always by force and results in an abomination dragon: hoarfrost, rot, ruin, rust or suffocation.
They can't just sail west or they really will pull a Columbus, they'll sail right into Arcadia. After sailing through the shattered and inhospitable remains of Azlant. Remember, the world map we have right now is not even remotely to scale, the oceans are much larger than they appear.
The spell can be used offensively, but it has limits.
It only affects 10 cu. feet + 1 per caster level. At fifth level, that's only 15 cu. feet. Say you try to make a cage, with 1 cu. inch bars set 6 inches apart. The enemy can still attack through the bars, or can attempt to break the bars (1 inch stone doesn't have too many HP and only 10 hardness), and it has no roof, so the enemy can just climb out).
You get 36 bars. You get 18 ft of fence, or 4-1/2 ft. of cage. Which isn't enough to catch a creature with 5' x 5' space. Since the spell only affects stone (hence the no SR or save) I'd say it can't force a creature to squeeze or otherwise directly harm the creature, which means you can only "catch" tiny creatures (who can just squeeze through the bars) until you hit 6th level and get enough bars to fully surround a 5 ft x 5 ft square.
As the character level's up, the spell becomes better (can form a higher and thicker bars or add a roof), but at higher levels the character probably has other even more deadly options.
I think i'd adjust this one when I run it so that the pc's are the latest prisoners being transferred to deepmar at the outset, with the mainland not yet aware of the loss of communication. That ups the creep factor, imho.
If it has something to do with the words on the page, I don't mind reusing some art. Just don't do what WOTC did. I can't count the number of times they threw in that little black and white demon, dragon, or skull. It looked like they ran out of the art budget and fell back on clipart to keep the pages from turning into walls of text.
My mistake, Apsu is the dragon god for good dragons. Dahak (The Endless Destruction), would be the dragon god for the evil dragons.
Actually, Apsu is god to both chromatic AND metallic dragons. Chromatics see him as an overbearing father, and don't so much worship as grudgingly admit him as their creator. Only the most degenerate chromatics worship Dahak, and they are outcasts among their own kind.
This is from Dragons Revisited, which is an older book with some stuff that probably isn't canon anymore, but in Golarion all dragons are part of a very large and highly dis-functional family. But they are still a family.
I'd go with Legacy of Fire. It's the only AP to date that feels like it could actually begin with "Once Upon A Time..."
It's like a Harryhausen Sinbad movie from start to finish, with very clear villains and good-aligned supporting cast. While there is violence (I mean, this IS a game about killing things and taking their stuff), there isn't any incest or gratuitous sex or gore.
It is 3.5, but that really isn't that big of a deal.
It was in Crimson Throne 4, A History of Ashes. Let's you use an earthbreaker and klar together effectively. It's 3.5, but may have been updated somewhere....
I'm just concerned about this whole encounter. I really enjoyed every other aspect of this installment, but having the climax being watching two NPC creatures fight, while once per round ONE PC gets to make a check to aid the creature they are rooting for seems like one of the cardinal sins of adventure design. The party members are supposed to be the heroes that do stuff. Not just watch from the sidelines.
I agree. I'll have the Beast and the Aberrant Promethius duke it out off-screen before the PC's arrive. The Beast will have lost, but the Aberrant Promethius will have been weakened enough for the PC's to take.
There is very little published on the area, but Iblydos is suggested to be a sword and sandals mythic Greece analog. It's in Casmaron, the same continent as Vudra and the Keleshite empire.
Can you say if the Hero's Handbook and Game Master's Guide are actually bound books or just stapled?
Bound books could still be useful to me, just to have an extra set of rules floating around the table. But a 64 page book that is just stapled together? Probably wouldn't last long enough to be worthwhile.
We may already have seen the Cloistered Cleric archetype. From the RPG Superstar 2011 round 2 rules:
Cloistered Cleric (Cleric)
A cloistered cleric typically lives in a temple and rarely interacts with the outside world. They are bookish and well-learned in the lore of the faith, paying less attention to its magical and martial aspects.
Weapon and Armor Proficiency: Cloistered clerics are proficient with light armor and with the following weapons: club, heavy mace, light mace, quarterstaff, and sling. They are not proficient in shields.
Skill Ranks per Level: 4 + Int modifier.
Breadth of Knowledge: A cloistered cleric gains a bonus to Knowledge skills equal to half her class level (minimum +1) and can make Knowledge skill checks untrained. This ability replaces channel energy.
Brewmaster (Ex): At 3rd level, a cloistered cleric gains a +2 bonus on Craft (brewing) checks.
Fish Friar (Ex): At 5th level, a cloistered cleric gains a +2 bonus on Profession (cook) checks when preparing fish.
Chip Monk (Ex): At 7th level, a cloistered cleric gains a +2 bonus on Profession (cook) checks when preparing potatoes.
Wander the Countryside (Ex): At 9th level, a cloistered cleric gains a +20 enhancement bonus to her land movement speed.
From a flavor standpoint, why would lycanthropy be the basis for a sorcerer bloodline? Werewolves don't have any spell-like abilities! A barbarian archetype with appropriate rage powers I can see, but a sorcerer bloodline? Not seeing it, and hoping Paizo isn't seeing it either.
I liked the first two action sequences. I felt sorry for the dragons. By the fourth action sequence, I was bored. And the ending blows sweaty donkey balls.
Many of the haunts from the article on pg 64 are directly referenced in the adventure.
Which spoils the adventure about as much as reading the skeleton entry in the Bestiary. Without the context of the adventure, the stats don't spoil anything.
What about the Night Hag? Are they Hags like the Green, Anis, and Sea? If they are what would changeling of Night Hag get?
Night Hags are outsiders, not monstrous humanoids. In other cosmologies and campaign settings, Night Hags are the mothers of terrestrial hags, not changeling children. I'm not sure if Paizo has defined their relationship in Golarion yet.
Umm, Steel Wind? AoW was the second AP in Dungeon. The first was Shackled City. AoW happened because Shackled City was so well received.
Is AoW better than Shackled City? Yes. Definitely. But I think Paizo has learned from every AP they've done, and made improvements in the concept every step of the way.
Weren't Skindancers the "tribe" of werewolf kinfolk that gained shapechanging powers of their own by hunting and ritualistically killing other werewolves? It's been a long time since I played World of Darkness.
The Pathfinder RPG Alpha documents were out in April, D&D 4th Ed. launched in August. Plenty of time for that little dig to be added.
The retort came in Shadows in the Sky, the first volume of the Second Darkness AP. A minor crime lord running the "Cheat the Devil! Take His Gold!" tournament has wait-staff dressed as succubi. Even though succubi aren't devils. Which he is to stupid to know and wouldn't care even if told.
Not to complain overmuch, as I'm very much looking forward to this book, but ... haven't we seen that scene depicted a half dozen times already? Where's the Iomedae love? ;)
Not quite. We've seen Sarenrae striking down Rovagug (on the cover of Gods and Magic, reprinted in the Gamemastery Guide if I recall correctly).
Now we see Kyra, a cleric of Sarenrae striking down a big, bug like thing, likely a monstrous servant of the Rough Beast. It's supposed to show how the God's struggle must be taken up by their mortal servants.
Description: Tamonash is a proud, regal Vudrani. Born on Jalmeray, the superiority of Vudra over the barbarians of Avistan or Garund was instilled in him from an early age. He was admitted to the Monastery of Untwisting Iron where he showed great talent, but also great disregard for aesthetics from the Inner Sea. While sparring, Tamonash's use of taboo techniques resulted in his opponent's death. For this crime, he was caste out of the monastery and disowned by his family.
Motivations/Goals: Tamonash hates the barbarians he's forced to reside amongst, and hates his own people for casting him out. He seeks power to return to Jalmeray as a conqueror.
Schemes/Plots/Adventure Hooks: Tamonash scours the ruins of Katapesh, Osirion and Nex for items that give power over elemental creatures, knowing the power of the bound genies that defend his homeland. Specifically, he desires rings of elemental command. Newly unearthed sites or expeditions by other organizations (such as Pathfinders, the Aspis Consortium, or the PC's) attract his attention. He tries to insinuate himself into such groups with the intention of betraying them later. Alternatively, Tamonash may have a lead on one of his desired treasures, and recruits the PC's for an expedition, again with the intention of betrayel.
Tamonash Byrraju CR 9
Male human monk (hungry ghost monk, APG pg. 110) 10
LE Medium humanoid
Init +0; Senses Perception +15
===== Defense ===== AC 16, touch 15, flat-footed 15; (+1 armor, +1 deflection, +1 dodge, +2 monk, -1 size, +2 Wis)
hp 83 (10d8+30)
Fort +10, Ref +8, Will +10; +2 vs enchantments
Defensive Abilitiesdisplacement, improved evasion, slow fall 50 ft.
===== Offense ===== Spd 60 ft.
Melee flurry of blows +14/+14/+9/+9 (2d8+6, 19-20)
Ranged heavy crossbow +7 (2d10, 19-20)
Space 10 ft.; Reach 10 ft.
Special Attackski pool (7 points), life funnel, Punishing Kick 10/day (DC 17), steal ki
===== Tactics ===== Before Combat Tamonash drinks his potions of enlarge person and displacement when combat is imminent. He prefers to fight against a lone enemy, but if he must battle a group, he uses an elemental gem to summon a large air elemental.
During Combat Tamonash opens combat with a Vital Strike for nonlethal damage against a flat-footed enemy, using Enforcer to intimidate that foe. He focuses on one foe at a time, flurrying when he can make a full attack or Vital Strike if his foe tries to retreat. He relies on his summoned elemental to keep other combatants at bay, using Punishing Kick to knock down anyone that does manage to get past.
Morale Tamonash is arrogant but not foolish. If reduced to 20 hp, or if his summoned elemental is defeated, he drinks his potion of invisibility and flees.
Base StatisticsStr 18, Dex 12; Melee flurry of blows (1d10+5)
===== Statistics ===== Str 20, Dex 10, Con 14, Int 10, Wis 14, Cha 8
Base Atk +7; CMB +16 (+18 grapple); CMD 32 (34 vs. grapple)
Feats Dodge, Enforcer, Improved Critical (unarmed strike), Improved Feint, Improved Grapple, Improved Unarmed Strike, Intimidating Prowess, Power Attack, Punishing Kick, Toughness, Vital Strike, Weapon Focus (unarmed strike)
Skills Acrobatics +13 (+35 jump), Bluff +9, Intimidate +17, Knowledge (history) +12, Linguistics +1, Perception +15, Sense Motive +14, Swim +9
Languages Common, Vudrani
SQ high jump, maneuver training
Combat Gear 2 elemental gems (air), potion of displacement, potion of cure moderate wounds, potion of enlarge person, potion of invisibility; Other Gearbracers of armor +1, brass knuckles +1, cloak of resistance +1, ioun torch, ring of protection +1, mwk heavy crossbow, 10 bolts, 123 gp
In lieu of our regular game, this week we rolled up one of each of the new alternate classes to playtest them. I ran Carrion Hill, or as much as I could in about 4 hours time. 20 point buy for stat generation. We had a dwarf gunslinger (musket), gnome samurai (riding dog mount), and a human ninja.
We only made it through three fights.
Spoilers for Carrion Hill!
Spoiler:
Fight 1 was against 3 dark creepers. Monsters had time to hide in a darkened room, but lacked ranged weapons (other than throwing their daggers, which would have left them without melee weapons), so the surprise round was used just to engage the party in melee.
The Ninja was the star of this fight. She made the perception check to spot the creepers when everyone else in the party failed, so she got to act on the surprise round. She then beat the creepers at initiative. Invisibility to position for a sneak attack attack-of-opportunity when one creeper moved one-hit killed a creeper, then moving to flank one-hit killed a second. The gunslinger scored a critical hit with his rifle against the third and dealt 77 points of damage against the last creeper. The samurai felt... unproductive.
Second fight was against a ghoul rouge 6. Again, the monster heard the party coming and hid. This time, nobody made the perception check, so it got a surprise round to actually attack. It hit the gunslinger for a good chunk of damage, and the gunslinger failed the fortitude save and became paralysed. The ghoul won initiative, took a second bite out of the gunslinger (who then failed his save against ghoul fever) and dove into a nearby murky pool to hide. The gunslinger is below half hp at this point, paralysed for 4 rounds, and in (eventual) need of a remove disease. Loss of a good fort. was definitely felt. Samurai and ninja
rushed to the water's edge to attack the ghoul when it reemerged. When it did, it targeted the samurai and missed (really high AC), and was quickly dispatched by the ninja, samurai and the samurai's mount.
The last fight we got to was against some asylum orderlies (4 human warrior 3's). This almost didn't count as a fight. R1-Gunslinger almost dropped one of the orderlies with one shot, samurai and dog combined dropped an orderly, ninja alone dropped an orderly. The orderlies attempted to trip the two melee party members, succesfully tripping the ninja but failing to trip the samurai.R2- Gunslinger reloads, samurai and pet kill their orderly, ninja attacks from prone and kills her orderly (the one the gunslinger had wounded on R1).
The gunslinger never used any grit (foolishly, but he's a new player). The ninja was never hit despite having the lowest AC (getting tripped doesn't count, she never took any actual HP damage). The samurai never used his challenge (only usable 2x per day meant he was always waiting for a tougher foe). The consensus seemed to be that the ninja by far was the most powerful of the three classes we played with. The gunslinger seemed "swingy," either ending encounters very quickly with a lucky crit or not meaningfully contributing at all (paralysed by ghoul, reloading every other round otherwise). The samurai played like the variant cavalier he is.
The samurai player did lament being forced to select a mount. Melee classes tend to do better the bigger they are, and he felt compelled to play a small race so that he could take his mount into a dungeon. Otherwise he would have been "wasting a class feature." He would have preferred to play a medium race and have some other option he could have selected in place of the mount. So, perhaps not all samurai have to be mounted?
I see a gunslinger starting with guns as similar to jedi starting with lightsabers. It's an expensive piece of equipment, but the character just wouldn't be the same without it. The reason the character has it is hand-waived; a parting gift from a mentor, stolen from the gift-shop of a nearby tourist trap, whatever. And if the character dies, the rest of the party buries him with his gear. As a DM, that's how I'd do it, anyway.
Love the cover. Heck, I love all of the references to Runelords in recent products. (That's no samurai on the cover, BTW. He's a Rune Giant, and that scene is straight out of Xin Shalast.)
I'm in the pro-guns camp, and can't wait to see the gun rules . Is the gun-mage based on Iron Kingdoms?
Well, since other contestants are commenting on their items, I guess it's safe to do so.
Firstly, I didn't make up nomenclature.
PRD wrote:
When a haunt is triggered, its effects manifest at initiative rank 10 in a surprise round. All characters in the haunt's proximity can attempt to notice the haunt at the start of this surprise round by making a notice check.
It's called a notice check because it's not always a perception check to notice a haunt manifesting.
Second, I chose hide from dead because that spell can be used against haunts.
PRD wrote:
All haunts detect life sources and trigger as a result of the approach of or contact with living creatures, but some haunts can be tricked by effects like hide from undead or invisibility.
I priced the item as high as I did to make it comparable to four potions of hide from undead created at caster level 6th, long enough to last for an hour. The candle is still a discount, actually. As a DM, I want those haunts to manifest. In retrospect, I should have made it unable to be extinguished once lit, functioning in vacuums or underwater, but not creating any heat or able to start a fire.
Thank you everyone for all of the feedback, and keep it coming! I promise at the very least to use a less fancy title for my archetype!
First World Druid (Druid)
The First World is a place of wild vitality and bizarre creatures. In places where the fabric of reality has worn thin it can bleed over into the material plane. Druids dwelling near such breeches often display an affinity for a natural world that doesn't really exist.
Nature Bond (Ex): A first world druid may not select an animal companion or the Animal domain. Instead, she adds the Travel and Trickery domains to those usually available to druids.
Beast Empathy (Ex): A first world druid can improve the atttude of magical beasts with an intelligence of 1 or 2 as a normal druid can with animals. She can also use this ability to influence animals, but she takes a –4 penalty on the check. This ability replaces Wild Empathy.
Wild Shape (Su): A first world druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level -2. At 10th level she can assume the form of a Small or Medium magical beast, at 12th level a Tiny or Large magical beast. This effect functions as beast shape IV.
Tane's Power (Su): When wildshaped into a Huge plant or Large magical beast, or shapechanged into a Huge plant, Large magical beast or Huge dragon, the first world druid gains an additional ability based on the creature type she assumed.
Sard's Electrical Jolt: When in plant shape, every time a creature strikes her with a metal melee weapon, arcs of electricity deal 2d6 points of damage to the attacker.
Thrasfyr's Entangling Chains: When in magical beast shape she grows six chains from her body. As a standard action, she can cause these chains to snake outward to a radius of 20 feet and thrash about violently. All creatures in this area take 10d6 points of slashing damage and become entangled - a Reflex save halves the damage and negates the entangled condition. An entangled creature can escape with a Reflex save or a DC 30 Escape Artist check made as a full-round action. The chains can also be sundered (hardness 10, hp 5, Break DC 26). The save DC is Dexterity-based.
Jabberwock's Burble: When in dragon shape she can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense affects all creatures within a 30-foot-radius spread - these creatures must make a Will save or become confused for 1d4 rounds. This is a mind-affecting sonic effect. The save DC is Charisma-based.
These are in addition to the normal benefits of the assumed forms. This ability replaces Timeless Body.
I'm 31, married, no kids. I've been gaming for the last 16 years, playing OWoD, AD&D 2nd ed, Star Wars (D6 and D20), Robotech, Rifts, Heavy Gear, D&D 3.0 & 3.5, L5R and of course Pathfinder. I've followed the contest every year, and considered entering, but this is the first year I actually entered.
It's a little surreal. I feel like I'm a little over my head trying to squeeze game design in between my two jobs and what passes for my social life, but no matter how far I go, it'll be fun while it lasts!