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Warforged

Warforged Goblin's page

312 posts. Alias of NChance (RPG Superstar 2009 Top 16).



What background info did you give your PCs before starting any of these modules? Just how much of Falcon's Hollow did they know about?


FotSG Spoilers

Spoiler:
If a non-giant corpse was polymorphed into a giant corpse and dumped into said cauldron, which would happen?

1 - The non-giant would arise as a runeslave giant and stay that way.
2 - The non-giant would arise as a runeslave giant until the polymorph wore off at which point it would become a runeslave non-giant.
3 - The non-giant would arise as a runeslave giant until the polymorph wore off at which point it would revert back to its regular non-giant, non-runeslave form.
4 - Nothing would happen at all.


Help?


After my PCs cut through nearly every encounter during my last session, I've decided to raise the stakes a bit and beef the throne-sitting boss of the ogres up a bit.

Spoiler:
I'm thinking of giving Barl the skeletal minion variant necromancer and the animated skeletal remains of the chatty stone giant bodyguard, if for nothing else to give the party more targets than just Barl and the remaining bodyguard. A favored tactic of my PCs' is to silence a pebble, give it to the barbarian/ranger, and watch as the spellcaster screams silently. So I'm decided to return the favor by giving Barl some oils of silence which he'll pour onto the boulders that his living bodyguard will toss at the party. I've also swapped some of his feats, making him much more the caster than "fighter/mage".

Any other suggestions?


I would assume they'd be rare, if existant at all. Do we have any ideas one way or the other about draconic half-breeds?


Considering that the rosewood armor sprouts roses, would it be a viable target for an entangle spell?


Has anyone thought of beefing up Mammy Graul? My group consists of:
- A spiked chain wielding half-orc barbarian 3/ranger 4 with a war mastiff animal companion thanks to Natural Bond
- A human beguiler 6/mindbender 1 with the Mind Sight feat from Lords of Madness
- A human cleric of Desna 7 with Leadership and a 4th level warlock cohort
- A human factotum 5/chameleon 2 who can do ANYTHING
- And a gnome jester 7 whose hideous laughter spells make my DM dice rolls below 8.

After two dispel magics from the cleric and beguiler, they tore Xanesha apart and I'd like this to last a bit longer than usual. I'm thinking of swapping some stats and making her a 10th level dread necromancer. Has anyone else bumped her big fat fanny up in levels?


Long story short: Our party needs at least 60 days to craft magic items and we only have 6 available to us. Using the Great Wheel cosmology, are there any planes where times moves faster there than it does on the Material Plane (ie: 5 days there equal 1 Material Plane day)?


Long story short, I'm working on an Golarion homebrew class that has some ties to the Outer Realm (you can thank the Hounds in Pathfinder 4) that culminates with the character getting a template. I had originally thought about using one of WotC's templates, but I like keeping with the OGL spirit. Any suggestions for a good C'thulu-esque template? As a frame of reference, I have the Advanced Bestiary but I wasn't able to really find anything that fit the feel I was looking for.

Thans in advance.


Just finished the first half of Skinsaw and my PCs are soon to be on their way to the City of Monuments. I intend on bringing one of my player's siblings in as a slaver. If I recall, Korvosa is rather lenient on the slave trade, but what about Magnimar? I forget if this has been covered before, the holidays are finally starting to take their toll on my stress-addled brain. Thanx in advance.


I'm not sure if this has been covered before, but can we expect to see content from the Dragon Compendium grace the pages of Pathfinder APs or Game Mastery modules? I was thrilled when I saw all the class variants used in J1, and I'm wondering what other non-WotC "new" stuff we'll be seeing.


I'm planning on running D0 as a one-shot this weekend for, more than likely, four players. While Valeros and the gang are cool and all, I 1) have too much time on my hands and 2) like adding my own twist of things, so I'm coming up with new pre-gen characters. Here's what I'm thinking right now:

Human (Varisian) Battle Dancer 1
Half-Elf Cleric (Cloistered Cleric Variant) 1
Human Fighter (Thug Variant) 1
Elf Evoker 1

Has anyone else changed or ran D0 with a "non-traditional" party, and if so, how did it turn out? I don't want a TPK because of my bad planning/character creation.


I think this has been brought up before, but I'll ask anyway. Do you guys have a "Paizo Gallery" where we can print out some of the artwork found in the Pathfinder AP and Gamemastery Modules? My fiance is running a "Kristmas Kobold Kampaign" and the art from "Crown of the Kobold King" would be a great visual aid for the players.


So, my fiance (who is in my Pathfinder game as a player) and I are walking through the book store yesterday when I see the White Dragon/Drizz't(TM) pack, to which I exclaim "Oh, I'm gonna need to get that". Her response is "No. We're so not fighting a white dragon".

"Oh really?"

"Yeah, really." *Pouty face*

Now, this got me thinking. Seeing as I'm a kind and benevolent husband-to-be, I'm thinking about swapping the white (whatever age it is) with another environment-appropriate dragon such as a silver or chromium dragon. Now my question is this: Do Golarion dragons follow the "standard" dragon alignments, or are they like Eberronian dragons and do as they will?


My players are just about done with Burnt Offerings and I'm giving them a few weeks in-game for downtime. One of my PCs wants to organize and help sponsor a fishing contest, with first prize going to the one who catches Murdermaw. Now is "red snapper" Golarion slang for some type of huge crimson-shelled aquatic turtle, or is the famed boat-eater just a large version of what my wife made for dinner last night?


My players beat the ever-living snot out of Malfeshnekor (A well placed glitterdust from the beguiler and a roll of a 2 for the save ensured that), but still have the treasury, howling hole, and tentamort's lair to explore. I want to give my 4th-level PCs a challenge, so I'm thinking about advancing the tentamort. Now the stats in Pathfinder don't list advancement and I was wondering when the thing got to be Large-size. Can anyone help me out?


As was brought up before in other threads, the multitude of shatter-using spellcasters may be a bit of a problem for the players. I know one of my PCs, the half-orc barbarian, will have her spiked chain targeted at least once. Now, I could just put a +1 spiked chain in with the random treasure, but that feels to hokey. So instead, I came up with a legacy weapon for the campaign. Any input anyone has on this would be much appreciated.

[Notice: I don't know how to do tables on the boards, so please forgive the more than likely bad formatting.]

Spoiler:

SHACKLE BREAKER
At first glance, Shackle Breaker appears to be a sub-par example of a spiked chain, heavily rusted and only having seven spikes running along its length. However, despite these cosmetic flaws, Shackle Breaker’s spikes retain a razor’s edge. Those who unlock its power find themselves a mighty foe of spellcasters and those who bend others’ will to their own.

Nonlegacy Game Statistics: +1 cold iron spiked chain; Cost 4,350 gp. The seven spikes that run along the chain are actually pieces of a Sihedron rune.

Omen: Shackle Breaker refuses to be sheathed or stowed, instead wrapping itself around the wielder’s waist or chest. The chain’s spikes do not in any way damage or hinder the wielder, the chain does not take up a magic item slot in this manner, and the wielder may draw Shackle Breaker as a free action.

HISTORY
Thousands of years ago, before the fall of Thassilon, the empires of the Runelords spread far across what is now known as Varisia. Bending dragons, outsiders, and raw magic to their will, the runelords quickly abandoned their virtues of rule for greed, envy, sloth, and other vices of power (DC 21).

In the coastal province of Eurythnia sat Sorshen, Runelord of Lust. Her empire was one of trade and merchant traffic; both in pleasure slaves and exotic goods. One such slave was a half-elf, whose name has been lost to history, owned by the wizard Belzart. Given to cruel whims, Belzart was reviled by her “subjects” and often had slaves killed for displeasing her. The half-elf was a competent minstrel and, unknown to Belzart, warrior in his own right. Using his natural talents for seduction, the half-elf soon became Belzart’s favored slave, a status that afforded him free range throughout the wizard’s estate. It was in the hours when Belzart took to the other slaves when the half-elf began crafting Shackle Breaker. Secretly and over the course of months, the half-elf worked on his weapon, using only his former bonds and a broken Sihedron rune. When he finally finished his work the half-elf presented himself, seemingly bound and helpless, to his mistress. It was then he slew Belzart, slaughtered her guards, and freed his fellow slaves (DC 25; Humble Liberator).

The slave revolt was put quickly down and the half-elf and his weapon were cast into the sea. Shackle Breaker lay in the sand and silt for years until found by sahuagin pirates who bartered it to the half-giant chieftain Nen’Tuum. Nen’Tuum, an escaped slave in the greed-powered empire of Shalast, used the powers of Shackle Breaker to build a small fiefdom of ogres and dwarves. Eventually Nen’Tuum’s holdings caught the attention of runelord Karzoug, who personally came to see who would dare to grow so powerful under his shadow. Using guile and mollification, Nen’Tuum stayed Karzoug’s hand from destroying what he had built (DC 29; Placate Thy Enemy).

Nen’Tuum’s reign was cut short by an attack from the neighboring bugbear legions of runelord Alzanist’s empire; Bakrakhan. Seeing the rage and fury that Nen’Tuum fought with, the bugbear warlord Vurdnott took Shackle Breaker for himself, unaware of its true power. Vurdnott eventually lost Shackle Breaker to agents of Karzoug. Drawing upon its power, the runelord’s human agents bound the barghest Malfeshnekor with Shackle Breaker, keeping him inside one of Karzoug’s sentinel statues. Yet, when the end of Thassilon came, both Malfeshnekor and Shackle Breaker were forgotten (DC 34; Subdue the Demon).

LEGACY RITUALS
Three rituals are required to unlock all the abilities of Shackle Breaker.

Humble Liberator: You must defeat a slave owner who’s Challenge Rating must equal or exceed your character level and then free the owner’s slaves. Cost: 1,500 gp. Feat Granted: Least Legacy (Shackle Breaker).

Placate Thy Enemy: You must convince a Hostile enemy to a community to halt their actions. This may be done with words (a Bluff, Diplomacy, or Intimidate check) or by the offering of a gift (the total of which is subtracted from the total ritual cost). Cost: 13,000 gp. Feat Granted: Lesser Legacy (Shackle Breaker).

Subdue the Demon: You must defeat an evil outsider with a Challenge Rating that equals or exceeds your character level in personal combat. If summoned using a summon monster spell, the outsider must be defeated before the spell duration ends. Cost: 40,000 gp. Feat Granted: Greater Legacy (Shackle Breaker).

WIELDER REQUIREMENTS
Most wielders of Shackle Breaker are fighters or barbarians, but any character proficient with the spiked chain might be interested in its abilities.

SHACKLE BREAKER WIELDER REQUIREMENTS
Base Attack Bonus +5
Craft (weaponsmithing) 4 ranks
Exotic Weapon Proficiency (Spiked Chain)

"TABLE" 1-1: SHACKLE BREAKER
5th Level: Personal Cost: None; Arcane Sight
6th Level: Personal Cost: -1 Attack Penlaty; +1 cold iron magebane spiked chain
7th Level: Person Cost: -1 Reflex Save Penalty, -2 Hp; Detect Runelord Servant
8th Level: Person Cost: -2 Hp; None
9th Level: Person Cost: -2 Reflex Save Penalty; Unshackle Mind 3/day
10th Level: Person Cost: -2 Hp; None
11th Level: Person Cost: None; No More Locks
12th Level: Person Cost: -2 Attack Penalty; +1 cold iron magebane giant-bane spiked chain
13th Level: Person Cost: None; Slip the Bonds 1/day
14th Level: Person Cost: -2 Hp; None
15th Level: Person Cost: -3 Reflex Save Penalty; None
16th Level: Person Cost: -2 Hp; Mettle
17th Level: Person Cost: None; Slip the Prison 3/day
18th Level: Person Cost: -3 Attack Penalty; None
19th Level: Person Cost: None; Mental Freedom
20th Level: Person Cost: -4 Reflex Save Penalty; +3 cold iron shattermantle magebane giant-bane spiked chain

LEGACY ITEM ABILITIES
All of the following are legacy item abilities of Shackle Breaker.

Arcane Sight (Su): You can use detect magic or read magic at will as the spells, using a different command word for each effect.

Detect Runelord Servant (Su): While wielding Shackle Breaker you can detect the presence of any creature with the Giant type within 60 feet, but you must concentrate (a standard action) to do so. If any giants or giant-kin are detected, Shackle Breaker sheds an orange glow equivalent to a torch. If the giant or giant-kin possesses any type of damage reduction, you ignore it when attacking with Shackle Breaker.

Unshackle Mind (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can use break enchantment as the spell (CL 10th).

No More Locks (Su): At will on command, you can open locked or magically sealed items, as with the knock spell.

Slip the Bonds (Sp): Once per day, when you issue the command word and gesture (a standard action), you can use freedom of movement as the spell (CL 10th).

Mettle (Su): At 16th level, the wielder of Shackle Breaker can resist magical attacks with great willpower and fortitude. If the wielder makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. If the wielder is unconscious or sleeping he does not gain the benefit of mettle.

Slip the Prison (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can teleport a short distance, as if affected by the dimension door spell (CL 15th).

Mental Freedom (Su): Shackle Breaker grants the wielder a +3 insight bonus on Will saving throws to resist mind-affecting and compulsion effects.

As I said, input is most appreciated.



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