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That makes sense. Is there any way to mitigate this travel encounter factor?
The early classes all had at will, encounter, daily power set ups. Later ones had different power setup options that are more always ready but less nova prone.
I've played in games where there were house rules so that daily powers were encounter based but accessed only at higher levels. This smoothed out the nova factor significantly.
DMs can keep PCs guessing on how many encounters they get in a day so they don't count on being able to nova safely.
DMs can plan on players novaing and throw in tougher individual encounters when they are likely to be the only one of the day ("That was one BIG pack of wolves.").
The demon lord in 3 is Mestama, she is the patron of hags and witches.
One option for the changing hut is to adapt the 2e module Dancing Hut of Baba Yaga which has its own big dungeon layout of the Hut.
Or possibly check out the d20 module The Dancing Hut from Monkey God Games. I don't remember the specifics from this one, but it should have something!
This is a big concept for the class, I think. A full wizard but Saruman had the edge in magical telekinesis dueling. Able to wade in with a magic sword and have fun hacking but I expect Aragorn to be the better swordsman in the end.
An AD&D Fighter magic user who is a level or two behind straight classed characters but decent at his stuff. Or an AD&D human dual class character.
You could do Gandalf as a Magus, but the magic feels a lot less wizardish in flavor and Eldritch Knight feels a better fit there.
Elric with his occasional big summons and frequent sword swinging comes to mind, despite black blade magus being designed for his concept.
I've done my viking wizard as an EK build before and it offers lots of options on the magic. Using it to boost the combat with buffs, using ray spells and lightning bolts for my ranged attacks and arcane strike with sword for melee, using magic for utility to be the magical batman with a sword.
It can be a great solo concept or for short handed parties. 1 level of ranger then wizard to EK means cure light wounds wands for healing, a phyisically strong first level that can use weapons and fight, then wizard spells for magic utility.
It falls down significantly as a sword swinger in D&D for a broad range of levels though. Five levels early as a wizard hurts the warrior aspect for a long time with no armor, lower hp, and less BAB. Those mid-early levels the losses are felt hard and show up starkly in comparison to the opportunity costs.
Then the capstone does not play well with lots of stuff and you are left having to figure out the last few levels after capping out. High level wizard spells are a great ability even when slowed by two levels, but then the slow down on spells is felt when comparing to what could have been.
I've played the EK, but knew going in that it was very suboptimal and can not always meet the desired concept. Generally better than multiclassing caster warrior, but significantly underpowered in a lot of ways.
Perhaps a heretical branch of Dretha? She is the orc goddess of fertility and tribes and already has the community domain.
Thisamet sounds like a possibility. CG azata of celbrations, feasts, and holidays. Has the community domain (slant towards law?), sacred animal is a cow (peace?). Name might be feminine, don't know.
Also Lythertida the Voiceless Tragedy, NG empyreal lord of idealism, young death, and potential. Has the community domain, favored weapon is unarmed strike, and symbol is an eye with a tear.
WotC put out various free online things
For 3.0 the srds covered rules material from:
For 3.5 it was:
For d20 Modern it included:
For 4e they eventually put out a quickstart rules guide and a PDF of their first module H1 Keep on the Shadowfell for free. Now they also have their 4e Free RPG day Eberron module Khyber's Harvest. 4e also had a pay subscription service to online tools with the rules elements of their whole 4e line, every class option and monster listed from every book, module, and magazine article. It started off a constantly updated download service then switched to online access to the databases only during subscription.
5e has a PDF of the basic rules.
Charon's Little Helper wrote:
A successful save means you see through the illusion and it then appears as only a translucent outline.
Malachi Silverclaw wrote:
Its just a flesh wound.
That is the point of contention. He clearly does not get the flanking bonus. Whether he flanks his opponent is in dispute.
If flanking is a condition triggered by position then both whip and ally have been flanking and continue to do so but only whip gets the flanking bonus. If ally is a rogue and flanks the target he gets his sneak attack bonus damage dice even though he does not get the flanking bonus to attack.
If flanking is only the flanking bonus during a specific melee attack then rogue ally can not sneak attack as he does not qualify for the bonus and neither can arcane trickster with threatening dagger and ray spell.
Reading the flanking rules it looks clear that you don't need to threaten an opponent to gain a flanking bonus, you just need to make a melee attack and have an ally in position who threatens it.
You can make melee attacks that do not threaten. In the CRB a whip is a melee weapon that does not threaten. Melee attacks with a whip that have an appropriate flanking partner get a flanking bonus. The partner does not get a flanking bonus based on the whip wielder being in position because the wielder does not threaten.
The Werelion player guide is already available.
I used bits and pieces of Midgard in my homebrew mashup. Particularly the Baba Yaga and gnome stuff. It fit in fantastically with running the Reign of Winter Adventure path.
I'm partial to their Wasted West area. It is not Deadlands, but I love the post archmage apocalypse land with mutated tribes of goblins in the shadow of multiple mostly time stopped Cthulhu mythos Old Ones who were summoned as MAD in a mage war.
I'm looking forward to getting my kickstarter Southlands books.
Got some more.
Usagi Yojimbo Monsters by Gold Rush Games for 3.0 has Hannya.
Deadliest Creatures Tome for 3.5 by Fast Forward Entertainment has Kratch, a powerful subspecies of Hag.
Codex Nordica by Troll Lord Games for Castles and Crusades has finfolk mermaids who risk turning into Sea Hags in time if they do not take mortal spouses. It also has Hyldemoer, Elder Tree Hags.
The Castles and Crusades Deities of the Highlands book has Jokaska the Hag Queen is a goddess of nightmares and bedtime stories and considered mother of hags.
Codex Celtarum by Troll Lord Games for C&C has a goddess the Blue Hag (Cailleach Mhór), the counterpart to the Horned One. There is also Ceridwen the Hag Goddess. Cailleach Bheur is a hag goodess and the many lesser hags on various worlds are descended from her. For monsters it has the Alder Tree Hag (Clethrad), along with birch tree hags and dangerous Old Oaks. There are also Bog Hags. Gwrach (Cailleach) are tall sinister hags.
E.N. Critters 6 Berk's Wasteland by E.N. Publishing for 3.5 has the Sand Hag.
Fiendish Codex II for 3.5 has Kalabon devils spawned from the corpse of the Hag Countess Malagarde.
In Dungeon Crawl Classics 35 Gazeteer of the Known Realms by Goodman Games for 3.5 there is the goddess Gil Maridth, the Great Hag, goddess of nightmares, fear, and night terrors. It also has Malotoch the Crow Witch, demonic goddess of cannibalism worshipped by hags.
Khan's Press Monster Anthology by Khan's Press for 3.5 has Hell Hags and Vodnik Hags.
Monsters of Norrath by Sword and Sorcery Studios for Everquest d20 has Festering Hags.
Tome of Horrors IV by Frog God Games for Pathfinder has the Baba Yaga as a race of evil crones related to the hags and it has Hag Nymphs whose true origins are cloaked in mystery. It has the Hedon, a race some sages believe "are the result of a curse laid on an entire community of fey creatures by a vengeful annis or hag." It also has the Peg Powler, a race distantly related to various hags.
Well Greyhawk was Gygax's D&D version of the literary fantasy city of Lankhmar which was Lieber's literary fantasy version of New York.
Waterdeep is a northern coastal trade city set in the western european section of the realms and not at a crossroads for the arabic asian and western sections of the world.
Freeport is another big mercantile trade fantasy city but it is a tropical island based on D&Dified pirates with a little bit of far east but not any real arabic influences.
Ptolus is supposed to be a big trade city, but it is set on a river in the middle of a land continent and not surrounded by arabic or far east influences though there is a little arabic influence with their distant former superpower Uraqi culture.
Absalom comes closer with a strong trade and cultural connection between western and not-arabic powers but it is a city-state and not part of a bigger empire. It is partly a Golarion version of Greyhawk and partly other influences.
Bruja are also in the 3.5 Denizens of Dread from Arthaus/Sword and Sorcery Studios/White Wolf. As are Spectral Hags.
Ravenloft Gazetteer V says the Avanc's origin might have been being cursed by a sea hag. Also Goblin Beasts are those "warped in the womb by exposure to foul magic, dire curses, powerful sinkholes of evil or the corruptive aura of hags." It also details three unique powerful hags, the Darklords of a domain: Laveeda, Leticia, and Lorinda Mindefisk.
A couple ideas for traps:
A couple adventures dealing with ruins of ancient civilizations:
From the Living Greyhawk listing of deities:
Beltar is a Suel Goddess of Malice, Caves, and Pits and is described as Hag-like.
Incabulos from Greyhawk is a God of Plagues and Nightmares and is said to be accompanied by Hags.
Syrul is a Suel Goddess of False Promises whose title is The Night Hag and she appears as a smelly old hag.
In the Scarred Lands the hags were created by the Titan Mormo who seek to return her to life. Mormo's Daughter, the Goddess Belsameth appears as a vulture winged hag and counts a few hags among her followers. Laathsal the Crawling One is a demigod believed to be an aasathi snake folk elevated by Mormo and who is worshipped by a small number of hags. See the [http://www.rpgnow.com/product/3234/The-Divine-and-the-Defeated?term=divine+and+defeated&it=1&affiliate_id=17596]Divine and the Defeated[/url] for 3.0.
In Of Gods and Monsters by Troll Lord Games for Castles and Crusades the Celtic Goddess Morrigan has a hag aspect and her avatar is a green hag.
Warlords of the Accordlands Monsters and Lairs by AEG for 3.5 has Marsh Hags and Undead Hags.
Book of Fiends by Green Ronin for 3.5 has Orusula demons, boar like demonic carriers of demon fever and said to therefore possibly be connected to Night Hags.
Beasts of Legend Boreal Bestiary by Legendary Games for Pathfinder has the Vodenjak which are "closely related to hags though always excluded from their covens."
The Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters by Fat Goblin Games for Pathfinder has Hagwasp Swarms which may be summoned and controlled by a hag coven.
Horrors of the North by Fat Goblin Games also has the Frost Hag in addition to Shadows Over Vathak.
Strange Lands Lost Tribes of the Scarred Lands by Sword & Sorcery Studios/White Wolf for 3.5 has Frost Moths which it says were probably created by ice hags.
Monster Geopgraphica series by Expeditious Retreat Press for 3.5 has a few reprinted OGL hags.
Marsh and Aquatic has the Lake Hag. (actually a form of undead).
In Blackdirge's Dungeon Denizens for 3.5 the Neuronea are sometimes found in the company of night hags who use their sedative abilities to haunt peoples' dreams.
Tome of Monsters by 4 Winds Gaming (now Purple Duck Games) includes the Boo Hag and the Spearfinger Hag, both for Pathfinder.
Fell Beasts Volume I by Adamant Entertainment includes the Hag like Riverwrath which is actually a river fey corrupted by pollution.
Creepy Creatures Bestiary of the Bizaare by Aluria Publishing for Pathfinder has the Hagatataur, considered useful assets by Night Hags.
The Midgard Bestiary for Pathfinder by Kobold Press has a few. The Ala are hag like creatures while there are also Blood Hags and Red Hags.
[http://www.rpgnow.com/product/125341/Monsters-of-Porphyra?affiliate_id=17596]Monster of Porphyra[/url] by Purple Duck Games for Pathfinder has the Rokurokubi, a hag-like creature. Also the Shiko-Me which are described as hag like in appearance and are known as Hell hags.
Monster Menagerie Covens of Chaos by Rogue Genius Games for Pathfinder is all hags, including the Bangungot, Gwrachod, Hu'pochtli, Kalaratri, Night Filcher, Rokurokubi, Truie, and the Whaitiri.
The Mor Aldenn Creature Compendium by Headless Hydra Games for Pathfinder has the hag spider, a combination hag and phase spider created by night hags. They are not a true hag and can not be part of a coven.
Shadows over Vathak by Fat Goblin games for Pathfinder has a Frost Hag.
David Neilson wrote:
I think people are missing the question of why the deities needed to decide whose feet were prettiest.
Negotiated weregild to the Frost Giantess/mountain ice goddess Skadi for the death of her father. She got an Aesir camp husband but she could only pick by looking at their feet. She was hoping for Balder but Njord had better feet. They gave it a go but eventually separated over climatic preference differences.
Giant Creature is a +1 CR adjustment. Monster Advancement
Half an idea here.
Guardian gives three riddles.
In Golarion probably something referencing ancient Cyclopes' empires. "A portal to the soul of X empire." The answer to the first one is an eye.
Abadar's scroll for the dead. The second is a will for dividing a deceased's wealth.
The third will either be dye or singular for dice. I can't think of any good Golarion hook for either off the top of my head.
Then either have the guardian keel over on the spot, or fight the party to the death if all three are answered.
Pin Down says specifically the target is prevented "and does not move." So going with Komoda's interpretation they could choose another action but not an actual move (such as a second five foot step or withdraw attempt) and pin down still does its purpose of stopping them from moving.
I don't agree with his theory of AoO but it does not make Pin Down useless.
I like riddles and puzzles in D&D/Pathfinder best when they can be unsolved without dead-ending the game. Having to fight the riddler, go through a trapped area, or go another way are all great options for failing to solve a riddle.
I also prefer it when there is no ability/skill check so it is all a combination of the player figuring it out and their roleplay of their character. With checks the actual riddle need not even be mentioned, you could go through it by saying the fey asks a riddle, linguistics check DC 30.
xavier c wrote:
I know all those gods exist. but besides(that i know of) Eros/Cupid and Xochipilli you don't usually see male gods with Beauty or Love in there Divine Portfolio.
Apollo and Hermes for the Greek pantheon are male beauty icons (athletic handsome young men). Adonis is literally the male god of beauty and desire for the greeks. There are a bunch of others among the greeks as well.
There are a ton of male fertility gods in many pantheons. Tamuz from Babylon, Frey from Norse mythology (and Balder for beauty/handsomeness/likeability).
Freeport is essentially Call of Cthulhu in a D&D pirate city. Lower point buy and power level works fine for that but so can normal D&D/Pathfinder power levels. Power level is sometimes irrelevant, investigations are not based on CR and it is easy to make cultists and mythoseque critters powerful. Pathfinder has a ton of mythos appropriate monsters in the bestiaries throughout the power scales. I remember reflavoring some ooze from the Bestiary 2 as something cultists had summoned when I was running a Pathfinder Freeport game.
He or his familiar should have a high UMD and carry lots of cure light wound wands for out of combat healing between encounters. Utility spells of all sorts as well on wands.
Solo means he can go super stealth and avoid combats a lot. Escape spells like dimension door and mislead work well. Going this route is not standard D&D fighting style of play but very old school ninja mission style.
Traps are a good thing for such a solo, they work well against one person and are his forte.
Going solo means action economy is against him, a couple ways to get around that tactially include (improved) familiar, charming opponents, henchmen, NPC allies, leadership, crafting a construct buddy, planar binding an ally, summon monster spells (or wand), buddy items (elemental gem, djinni ring).
Not quite, they use distinctly different goals in addressing their subject matter. Green Ronin's Hamunaptra was Fantasy Ancient Egyptian D&D, so dwarves and gnomes are common and fully integrated into the setting with things like Isis being patron of elves and discussions of how the standard classes and such fit. It is specificaly not historical or mythical Egypt and not on earth with other ancient cultures. Very similar to Nyambe from Atlas Games being D&D Africa. Or the way Osirion is Golarion not-Egypt.
Testament was Green Ronin's d20 adaptation for mythic Biblical era roleplaying using 3e rules and includes discussions of what standard D&D mechnics do not fit (classes, races, etc.). It was for mythical roleplay using the d20 system and includes the historical/mythical setting. It does include stuff on Canaan but not Phoenecia that I remember.
Absolutlely. A good wizard can summon a demon and order it to save kids in a burning orphanage. An evil wizard can order angels to burn the orphanage with everyone inside. An evil wizard can only not summon celestial template creatures, they all turn out fiendish automatically. Nothing in the spell prevents him from summoning the subtype good creatures though.
As a house rule you might have him not be able to summon [Good] creatures due to the [good] subtype of the angel summoning spells and his inherent [Evil] subtype and nature, but that is not something required by the RAW.
What feat is that?
Oracle of Flames can get a flame breath ability which is very draconic.
Bloodrager will lead to dragon disciple as well as sorcerer and synergize better with paladin as you can cast in medium armor (heavy if you take the steelblood archetype). Bloodrager has a specifically draconic bloodline as well.
Dave Justus wrote:
Summoner 5th level spells range from cleric 4 to cleric 7. Mostly they are equivalent to a higher level cleric or wizard spell though.
Summon Monster VII is a summoner V spell and a cleric 7 spell while summon monster V is a cleric 5 spell and a summoner 4 spell.
Summoners are designed more as full casters squashed down to six levels of spells than bards or inquisitors or warpriests or magi who are more partial casters.
Well the warmage is as the 3.5 class a blaster in armor. Going to take battle caster to do so in full plate and be a tin can spouting fireballs and just really be an artillery piece. My Dredd Paladin well thats the best way to say it...is going to do right and use whatever means necessary to do so...both characters are well suited for social stuff having high Cha. I hope that info helps
Full plate blaster for the warmage? That opens up options: paladin, fighter, and cleric jump to mind. High HD and work well in heavy armor.
This can already happen even if non-wizard means not also on the wizard list.
If Paizo makes a divine caster class like the summoner, a full caster condensed down to six levels.
Say a healer class that turns heal from a cleric 6 to a healer 5 spell. Then heal goes A) from "My wizard couldn't duplicate heal yesterday but he can today!"
Dave Justus wrote:
Here is the base summoner spell list for 5th level spells which they get at 13th, the level that wizards get limited wish as 7th level.
5th-Level Summoner Spells—banishment, creeping doom, dispel magic (greater) ethereal jaunt, heroism (greater), hungry pit*, invisibility (mass), planar adaptation*, planar binding, plane shift, repulsion, rejuvenate eidolon (greater)*, sequester, simulacrum, spell turning, summon monster VII, teleport (greater), true seeing, wall of iron.
*Banishment - cleric 6, wiz 7.*Creeping Doom - Druid 7.
Dispel Magic Greater - Bard 5, Cleric 6, Druid 6, wizard 6
*Ethereal Jaunt - Cleric 7, Wiz 7
Heroism Greater - Bard 5, Wiz 6
Hungry Pit - Wiz 5
*Invisibility Mass - Wiz 7
Planar Adaptation - Cleric 4, Wiz 5
Planar Binding - Wiz 6
Plane Shift - Cleric 5, Wiz 7
Repulsion - Cleric 7, Wiz 6
*Sequester - Wiz 7
*Simulacrum - Wiz 7
*Spell Turning - Wiz 7
*Summon Monster VII - Cleric 7, Wiz 7
*Teleport Greater - Wiz 7
True Seeing - Cleric 5, Druid 7, Wiz 6
Wall of Iron - Wiz 6,
The ones with an asterisk could not be cast as nonwizard spells of 5th level or lower in corebook only but now qualify as 5th level summoner spells.
So summoners level 5 base list changes limited wish to be able to do 8 core 7th level wizard spells that it could not do absent the class.
I don't think anyone would argue that limited wish couldn't cast righteous might, even though an inquisitor can't cast it until 13th level.
That is looking at it from the other way around on spell level power and is an aspect I had not been considering. Banishment on the inquisitor list as a 5th level spell instead of a 6th level cleric or 7th level wizard spell is the type of thing I am talking about though.
A limited wish cannot do an equivalent level 13 top tier spell if it is 7th level.
Being able to do any of the summoner top tier level 13 spells like the 5th level summoner spell summon monster VII, which is equivalent to an otherwise barred wizard/sorcerer/cleric level 7 spell, and since you can do it without choosing to prepare the summon spell beforehand it is pretty powerful.
You will want someone to pick up a full caster divine class for healing probably, cleric goes well with anything but oracle synergizes well with paladin for charisma casting.
Warmage is like a hardcore evocation specialist, I think rogue for skills and sneak attack would go well if you use a lot of rays and can find a way to get the ranged sneak. Ranger is a similar idea but a little tougher and favored enemy instead of sneak attack plus a companion to pick up some minor action economy. Monk is a decent way to increase survivability with all good saves and no armor AC if his wisom is not subpar and the lawful alignment is a possibility (not a powerhouse addition but a solid survival increaser). Druid is a great one for divine casting healing plus a major companion to pick up some body space for the party.
Parsantium City at the Crossroads by Ondine Publishing Pathfinder. City sourcebook.
City of Brass sourcebook/sandbox mega-adventure by Necromancer Games 3.5
Tales of the Caliphate Nights by Paradigm Concepts True20.
Legacy of Fire AP by Paizo 3.5.
Dark Markets A Guide to Katapesh sourcebook by Paizo 3.5
Qadira Pathway to the East Player Companion and gazetteer by Paizo for Pathfinder.
Al Qadim stuff by TSR/WotC for AD&D 2e
Crafting means you can make things at half market price. That is the only applicable rule I've found.
So if you are higher level your budget money spent on items covered by those feats goes farther.
You still have the same starting money, you can just spend it more efficiently on equipment thanks to the feats.
The rules on starting wealth don't state this, it is only the rules on the crafting feats that give you the half price and the rest is implication.
It is the way I've run it and the way the groups I've played in have run it.
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
I'm trying to make it work. I do dragon style and the combat style mastery. Round 1 charge and hit, free action switch styles, and swift action Kirin style study. Round 2 Ki rin strike.
Often it goes surprise round charge and free action switch to Ki Rin style. First full round swift action study while full attacking. Second full round full attack with strike.
A five feat investment is a lot to get X2 int once a round against a single target. And if that opponent goes down it is real annoying to have to spend a swift action to reset study another single target and therefore a full round before before bringing on the kirin strike again.