Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber. Pathfinder Society Member. 78 posts. 1 review. No lists. No wishlists.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
I am building a non-PFS great axe / spiked gauntlet Str based TWF ranger and can't seem to pick a race.
The top contenders are;
Orc - has some drawbacks
Half-orc - doesn't seem to pop
Human - feats are cool
Oread - seems on par but not using it's racial magic benefits
Tiefling - seems off message
any other suggestions?
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
A wand of desecrate allows you time your daily control rig on intelligent undead without using a spell slot. Undead you animate are under your control unless you release them, undead you create can slip the noose if they are intelligent.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
You ought to consider some sort of enchanter or bard.
Charm, suggestion, dominate. The wizard subschool controller would be amazing at that level of camp...
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
wraithstrike wrote:
What I am asking is could a caster provoke once for the casting of the spell, and once again for the ranged attack portion.
Discuss.
PS:The point of this is to get this FAQ'd since no exact answer has yet to be given.
No need to FAQ it!
from http://paizo.com/pathfinderRPG/prd/magic.html
Spoiler:
Casting Time
Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action...You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.
Spoiler:
Aiming a Spell
You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.
...
Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack...
Read the rules first it's easier to ask sensible questions. Targeting a spell is part of casting a spell. edit and this is spells out in the rulebook;
Spoiler:
Ranged Touch Spells in Combat: Some spells allow
you to make a ranged touch attack as part of the casting
of the spell. These attacks are made as part of the spell
and do not require a separate action. Ranged touch
attacks provoke an attack of opportunity, even if the
spell that causes the attacks was cast defensively. Unless
otherwise noted, ranged touch attacks cannot be held
until a later turn.
BTW I wouldn't let you cast masterwork transformation on an unarmed strike, mainly because there is no "masterwork equivalent" for a unarmed strike, which means the spell would have no effect.
I just read this and instantly though of David Duchovny's hand model character from Zoolander...
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Look at using some sort of teleport 'door' that way the PC can only come at him one per round. This lets the BBEG be a challenge with out losing to action economy right away.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Joey Virtue wrote:
So Can you use a Quickened Spell during the surprize Round?
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action.
Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Erik Mona wrote:
Just to make sure everyone is on the same page, Encounter Packs will pretty much ALWAYS be repaints of existing sculpts. If we could do set packs of new miniatures with no randomness element at all, we would.
Unfortunately, the costs of tooling and sculpting make that impossible, so these sets will not regularly (or even "pretty much ever") include totally new sculpts.
ANY chance for a pre-paint?
ie One mini that is a repaint of one from the next set? That already has an approved sculpt, has made the set list, yet won't be out for a few months...
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
First off let me state my expertise; I have been collecting D&D PPM's since I saw them advertised in Dragon Magazine. The first packs I bought were Harbinger and immediately I was addicted. By the end of the line myself and a cabal of friends were purchasing 1-3 cases each of each set. I played competitively from 2005 til the death of the game, even traveling across the county multiple times to play.
The set list for Heroes and Monsters seems to be a pedantic and boring with very few unique highlights or excitement. The paint jobs as a whole are rather bland with very little inspiration, however there are few of the minis that pop, pop, pop and are truly great grabs. While I was not floored and amazed, as an inaugural set this is a great offering.
Mini by Mini
1-4 The goblins; HFH, these little dudes are the best part of the set. Detailed, pretty paint jobs and best of all PPM Paizo Goblins...score A+
5-6 The orcs: meh, sculpts were ok, paint ok, the brute is top heavy and has a 'mushy' sculpt. D
7 Skeleton; You'd have to try and mess up a skeleton, pretty, accurate and a great common. B
8-9 The watch; boring, plain, but an OK base for future repaints. C+
10 Lizardfolk Champion; hmmmm a new style lizardfolk, not sure if I like it yet. Paint ok, sculpt a bit 'mushy' waiting for more lizardfolk to see if I like the new style. C-
11 Zombie; not good, doing the thiller dance, paint not great. D-
12 Giant Spider; capital A, Amazing, perfect sculpt, great paint. Perfect common. A+
13 Wolf; Great common, good paint, good sculpt, good job. B
14 Venomous Snake; did this guy shuffle through a bucket of red paint on the way to a fight? At least the sculpt is pretty good. C
15 Mummy: no paint, odd sculpt, better mummies out there. C-
16 Human Rogue; I love this guy the web photos do him no justice. Awesome uncommon. B+
17 Human Ranger: All my bows were bent upward, the sculpt looked like it wanted to be great but got lost in the mold and came out 'mushy'. Paint is pretty boring. C-
18 Elf Wizard: If the paint was a bit more creative this guy would be an A, he is a great 'blank' for repaints. B+
19 Half Elf Cleric; nothing special here and the holy symbol is lost to the mold and a blotchy paint. C+
20 Dwarf Fighter; not quite sure about this guy, good overall i guess. B-
21 Human Druid: Awesome sculpt, pretty good paint, overall great figure. A
22 Gnome Fighter; Not great but I like this little guy. B+
23 Dire Rat; WTH did a druid precast animal growth...too big (bigger than most of the humans). Paint is just bad, almost a total fail. D-
24 Gargoyle; Needs a black wash, otherwise OK, better gargoyles out there. B-
25 Half Orc Barbarian; Stumpy arms, little ax, odd sculpt. Needs better paint, very boring. C+
26 Spectre; Damn I wish he was clear plastic. Awesome mini. A-
27 Seelah, Human Paladin; WTH happened here, sculpt and paint should have been as good the Beginners Box set and it failed miserably. Boo! C-
28 Werewolf; Great paint, looks just like the common wolf, I love it. A
29 Medusa; Good sculpt, but WTH happened to the paint, no paint of the snake, BOO!!! C-
30 Minotaur; boring sculpt, boring paint, better minotaurs out there. C-
31 Ogre; Needs a flesh wash, sculpt needs cleaning up, Good effort and my 3yr old loved it so... B-
32 Troll; new way to go on the troll, a bit small, needs a skin wash, good effort. C-
33 Ettin; double-take, I love this guy and I got 3 of em. Too bad about the paint job though, needs wash a better detail. A-
34 Chimera; Fail, Fail, Fail. A lioness with wings, and two heads glued on, looks like a monkey with 3 butts. F
35 Manticore; could be better, but I like old school sculpt. Needs a wash, needs a wash, needs a wash. C-
36 Giant Caveweaver Spider; Super win, awesome sculpt, awesome paint, awesome rare. A+
37 Frost Giant; I love the hand swap, but WTH happened to his arms, is anemic, does he need to work out, anyway he needs something on the paint it's pretty boring. B-
38 Succubus; Seems Ok, paint is pretty boring, wings look tacked on. B
39 Lich; Capital C, Crazy, mad love for this guy. Awesome paint, awesome sculpt, awesome job guys. A+
40 Vampire; great sculpt but the paint is pretty boring. A
Overall Set Grade: B-. Great first offering, buy with little fear and definitely pick up singles.
Thanks to the Paizo and Wizkids for feeding my unhealthy addiction to plastiicrack.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Having a PC or laptop using srd sites (google: Pathfinder SRD) can let people look up abilities faster. Don't allow rules discussions in combat make the call and deal with it later. Remember most spells target creatures and most obstacles are objects. As for encounters; A boss with 5 blockers can be a good challenge, using terrain effectiviely (archers on a ledge, difficult terrain, dangerous terrain, narrow terrain etc...).
Make sure to have fun, it will trickle down to the players.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Bobson wrote:
... doesn't have the silver DR unless he's shifted, and he loses control of the character when he does...
Why would you assume this. The only time a character looses control is when the full moon appears and then only until he overcomes that DC 20 will save.
"A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template's adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes animal form and forgets his or her own identity. The character remains in animal form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition."
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
DeathMetal4tw wrote:
I demand more discussion.
Played a Strix from 1st (rogue sniper if you must). Pretty hardcore at low levels but soon the Dm began to compensate. Besides a flying rogue makes a great fly by attack-snatch-fly away snack. Not many of those pesky paladins up there in the breeze to stop you.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
lastspartacus wrote:
Here are their exact words they used in the request.
"I want a magical weapon that doesnt hurt me and the right size for me to wield, and that can kill my enemies."
Dick Move - 1 Viper Admixture bomb(that it no more)
Make Nice Move - +1 Seeking Blowgun
lastspartacus wrote:
And the orator bard wished: "I'd like a ring or an amulet or some sort of similar item that would give me a great boon to my oratory proficiency without giving me any problems whatsover"
Dick Move - Necklace of Speech, +5 Perform (Orate), that never get tangled, caught up and whose clasp is easy to use
Make Nice Move - Headband of Chr +4 and +5 Perform (orate)
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Having tempted my players over and over again I have only had one who fell though the rabbit hole. The awesome fun was watching him squirm when it came up.
The imp should offer his aid in turn for small favors, the first of which is release followed by a potion of prot evil to prove his ability to make a 'true' deal. He gives a device that will allow a bit of telepathy between them and when asked he provides the PC with aid (timely scrolls, potions, etc at first) asking for only a drop of blood or hair or something easy and relatively painless to give. As soon as he hooked and keeps asking for bigger things (ie higher level) the favors become harsher, boom baby!
Think of the PC as a possible junkie and the imp an up and coming dealer looking to claim his first real score. Long play on the devil is the key to this. Give the PC what he wants just make it a regretful deal for his soul in the end.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Brimir – Monstrous Humanoid (human, dwarf subtype): Brimir are a little known mix of human and dwarven blood. While this pairing usually results in a long fruitless life occasionally, with divine intercession, a child is wrought. Brimir are usually hairless, with smooth stone-hued skin and slightly over sized eyes.
Racial Traits
+2 Constitution, +2 Wisdom: Brimir are tough and wise, yet missing the gruffness of their dwarven parent.
Medium: Brimir are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Brimir have a base speed of 30 feet.
Darkvision: Brimir can see in the dark up to 60 feet. (see darkvision).
Cave Runner: Brimir are used to harsh underground environments and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Sprinter: Brimir are fleet of foot and gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.
Stalker: Brimir have an unnatural shade of skin and keen senses. Perception and Stealth are always class skills for them.
Languages: Brimir begin play speaking Common and Dwarven. Brimir with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Tungri - These remarkable sub-humans appear to have been a small community of orcs, half-orcs and humans trapped in the Mana Wastes for uncounted generations. The results are a race of unusually strong, magic resistant humanoids. Tungri Look like thick squat humans with rangy rough hair, they walk with a slight apelike hitch in their step.
Racial Traits
+2 Strength, +4 Constitution, -2 Dexterity, -2 Intelligence; Tungri and strong and hearty but the rigors of life in the Mana Wastes has left them slow of wit and body.
Medium: Tungri are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tungri have a base speed of 30 feet.
Low-Light Vision (Ex): Tungri can see twice as far as humans in conditions of dim light (see low-light vision).
Plagueborn (Ex): Tungri live a hardscrabble life in an inhospitable land and gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Spell Resistance, Lesser (Ex): Tungri live in a land devoid of magical energies and gain spell resistance equal to 6 + their level.
Silent Hunter (Ex): Tungri are natural hunters and reduce the penalty for using Stealth while moving by –5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this ability).
Languages: Tungri begin play speaking Dwarven. Tungri with high Intelligence scores can choose Common, Orc, Goblin or Sylvan (except for Druidic or other secret languages).
Rotekti - These shy, arboreal humanoids are covered in a soft fur and have large expressive eyes. These pleasant yet reclusive humanoids have been forced to live on the outskirts of their ancestral home, the forest now known as Tanglebriar. The rotekti are swiftly out growing the patches of forest they control and many of the youth are enjoying exploring the outside world.
Racial Traits
+2 Dexterity, +2 Charisma: Rotekti are swift and nimble of both body personality
Small: Rotekti are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Rotekti have a base speed of 30 feet
Darkvision: Rotekti can see in the dark up to 120 feet.
Natural Luck: Rotekti gain the following ability: Once per day, when you make a Reflex saving throw, you can roll the saving throw twice and take the better result. You must decide to use this ability before the saving throw is attempted.
Stability: Rotekti receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Climb: Rotekti have a climb speed of 20 ft., and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Skill Bonus: Rotekti gain a +2 racial bonus on skill checks made with Acrobatics. Rotekti must choose between gaining a +1 racial bonus to Fly or Swim during character creation, once made this choice it cannot be changed.
Languages: Rotekti begin play speaking Common and Sylvan. Rotekti with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnome, Goblin, Orc, and Abyssal.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
kantoboy wrote:
Tinkering with a cleric build. Mostly healing support with some ranged attacks in it (archery).
I'm thinking of dipping into some monk levels for the zen archer archetype. Thoughts?
I've seen it done Cleric/Zen Archer and Cleric/Fighter. Fighter version wasn't worth a damn after level 10, Zen Archer version plain ole sucked until he died at 9th level. Stick to crossbow, maybe rapid reload and your attacks will be something once you start self buffing and get outside 5th level.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Could a large creature that's surrounded and grappling make a grapple check to move and bull rush?
We ruled no and the rules support that. But it seems it should be possible.
Bull rush
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Ultradan wrote:
Hi folks,
I have a player in my game who has a character practically no monster of mine can hit. He's practically a walking tank. Mind you, we're approaching the end of an adventure path so the PCs are all like 16th-17th level, so it's quite normal for them to have strong characters.
I'm just looking for a way to make that PC a little more 'hittable' so I may rough him up a little in the final few battles. I know if I hit him with something like a SLOW spell, the wizard of the group will automatically dispell it on the next round... So how would you guys go about it, without making it look too much like you did it on purpose?
(I don't want to kill the guy, but having him practically walk through the final chapters of the Adventure Path unscathed would be quite an anti-climax...)
Thanks!
Ultradan
Scrying, then end caster uses touch, enchantment and will save or die. Sunder on a BBEG bodyguard can just plain ole break it but is fairly obvious. Mage's disjunction is always a blast.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Joe Kushner wrote:
I hope that at some point we'll see some unpainted versions as well. Dspite the best efforts of WizKids and WoTC, the prepaint does cover up a lot of detail. There is also a lot of customization posible with the old non-paints as well.
Most PPMs are super easy to paint. Most really only need touch ups and detail work, very few require priming and starting over.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
I hate to be a money folder here, but where is the FIRE!
Dog Slicer - check
Toothy Maw/Evil Grin - check
Adorned with weird trinkets - check
Fire...Fire...Fire, WTH who forgot the fire?
Having played RPG's for going a a solid 20yrs I have to say there are two main reasons the groups I am in choose to play Pathfinder.
1. Those red-eyed comically ferocious goblins
2. It's customer care Paizo wants their staff concentrate on. They have proven time and time again through excellent content in monthly books, new and interesting stuff in splat books and Cosmo.
One group I was in played 4e long enough to realize that the system was stale and that WotC truly had zero concern or care for its customers. I was a huge DD3 fan, liked the changes to 3.5 and hoped that 4e would have turned out differently. When they took their magazines out of my bathroom despite the hue and cry it caused I knew this company wanted to put out a quality product, not for me to enjoy, but purely to keep the profit margin in place. It showed and now my hard earned scratch goes to Paizo and will for the foreseeable future. I haven't even visited the D&D home page in months yet I visit Paizo daily. Forget the rules, forget the adventures I have been sitting around with my friends playing RPG's in all their forms and crappy rules systems were made awesome by great GM's and good friends to play them with. I would play any edition of any RPG, and still would to this day, this company shows so much respect to it's fans that I will support them until they stop printing. Hasbro lost my business by not caring about my wants, Paizo earned it by giving me more than I asked for.
Good luck with 5e I can't wait to play it on WWGD, our groups now annual foray into 4e.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
joshua gaines wrote:
zylphryx wrote:
I wish IE wasn't so craptacular.
Your wish is granted. IE is now perfect in everyway, Sadly due to the time and effort that was invested into making IE perfect a single license is now 10K a year and all companies have switched back to Netscape as thier offical web browser.
I wish I could spend more time with my Girlfriend.
Granted! You are now a tumor growing somewhere in you girlfriends body!
I wish I had a fast convertible, an open road and the sun at my back!
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
gran rey de los mono wrote:
zylphryx wrote:
I wish it was Monday.
Ok, but now you are back in this reality, so Monday is the start of the work week.
I wish my brother would have better luck with his car.
Your brother comes to visit, crashes his car into your house killing you and collecting on the life insurance he took out on you with the windfalls gained from his lucky car.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
James Jacobs wrote:
Coltaine wrote:
Hmmm, did you write the whole fane of Tiamat? It just seemed so arbitrary and anti climactic compared to everything else before hand. The Ghostlord is one of my fav encounters of all time.
Yup, I did the whole fane of Tiamat all right. Sorry it didn't work out for you.
The fane was actually the only part of that run that we, as group, all felt like was diminished by deadlines and was the least fun. However as the party is about to meet Karzoug in the same fashion as they met Tiamat it should be really fun.
On topic Paizo is the monkey-funking best. Random PPM is the best way to get em to me and it don't bother me at all. I would rather spend $20 on 5-10 minis than $4 on 1-2, the math works the same but since I'm buying a case it doesn't matter.
Is the huge black dragon availible to us that buy a case or just stores that do?
BTW - if you guys are walking down the street and a lady yells expletives at you, she's not crazy that's my wife who hates my outrageous minis collection that's about to get even bigger!
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
warpi9 wrote:
Last night a player abused the hell out of this spell, essentially locking down a 15HD monster and we are level 8. Oh the monster made it's will save every round, but round after round the player cast this spell negating the monsters turn. Hold person/monster is an all or nothing save and then the creature has to keep saving every round.
This spell has since been banned from our games. Or we were thinking about changing it so that it can only effect non-evil characters, humanoids or something similar. Because would an evil monster (in this instance a demon) really have remorse over what it's done?
Just my 2 cents on an abusive spell.
If it saved why was it locked down...sounds like an immediate action to me. It doesn't say it can do nothing else. Don't read more into the wording than is there. Fail a save do 1d8+str it still has all of its actions. I would change to wording to make a save = as an immediate action deal 1d8+str to self, take your round, fail a save = deal 1d8+str and dazed. Much better this way I think.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
For you metal purists please keep these items in mind;
1. My german shepherd swallowed one of my wotc dwarf PPM's, I found it in the the yard, mostly OK (still got tossed out...gross). I also did a durability test and drove over one with my car, only a little scratched
2. Recently I had an Ikea shelf that I had hung, but missed the studs, fall on my displayed painted metal and my repainted/modded PPM. Every freaking one of my metal minis was banged up, bent, broken, chipped and in 1 case irrevocably crushed. The PPM were just fine the only damage was a troll slasher that I turned into a aquatic troll had a bit of damage on the mod. There were ddm, wizkids and 'other' PPM in the display.
3. Most PPM have great detail and look amazing in the hands of a skilled artist. Google 'runelord' if you don't think so.
I love PPM in what ever form I can buy my plasticrack I will.
(and pack o' XXXX will never sell well, sorry they won't ask any retailer that has had a pack of ogrin/space marine/reaper 3 pack of orcs on the shelf for a 1yr+)
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
A fighter carrying 6 of the javelins and full attacking for two rounds is ammazingly fun... well it's fun to watch the DM's face when 3 lightning bolts bring the pain!
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Boom! goes the evil drow hooker! We rapped up the adventure today...Goos ole fashioned ass whopping followed with some serious looting!!!
Suck it old demon lord!
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
I was actually looking for a "playable" races list with the location of each race. So I stole your list. Thanks for the work involved in this.
I would gank the drow wholesale as they are not truly a playable race in Golarion. As for the list I roled a few times and had some fun come up. It would be fun to break the list up by regions, then races.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Desert Widows Embrace AuraStrong Illusion, Faint Necromancy; CL 7 Slot: None; Price: 55000gp; Weight: 1lb
Description
This small copper vial has the likeness of the dangerous Desert Widow lizard engraved upon the outside. The vial appears mostly empty containing only a small amount of the thick, foul smelling liquid. When unstoppered your nose is assaulted by the scent of lingering death. Distilled from the poison of the Desert Widow, a deadly and rare lizard living among the peaks of Mount Osiki, this poison is magically infused during the distillation and the vials enchanted to release a small amount the potion each day at dawn. The Desert Widows Embrace has 3 charges per day and gives the following bonuses; 1 charge grants a +5 Competence Bonus to Stealth for 8 hours, using 2 charges also grants a +1 Profane bonus to AC lasting 4 hours, using all three charges also grants the user Improved Invisibility. Using Desert Widows Embrace requires a standard action, or a full round action to use multiple charges at once, that provokes attacks of opportunity. Unfortunately the potion, while conferring many magical benefits to the user, is deadly and hard to drink, each day when first used the user suffers a 2 point Constitution drain. Trying to ingest more than one sip of the draught in one turn requires a Fortitude Save DC 15, failure means one extra use is spent for the day. To gain the effect of 2 uses the draught can be consumed in 2 rounds as 2 separate standard actions, to gain the effect of 3 uses the draught can be consumed in 3 rounds as 3 separate standard actions, these rounds must be consecutive to gain the benefits.
Construction Requirements: Craft Wondrous Items, Desert Widow Poison, Improved Invisibility
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
I was a bit disappointed to see there was not a blackguard prestige class in the PfRPG Core book. So I needed a Pf friendly BBEG for a game I am running so I made the Dread Guard prestige class. Any comments or suggestions are welcome and appreciated.
So here ya go
The Order of Ash
Once a cabal of paladins dedicated to assisting in Arodens return, the Order of Ash has fallen far from its founding principles. Originally the Knights of Ash would traverse the nations of escorting priests and friars to and from towns assisting with the disposition of the dead of Arodens flock. This close association with death led these knights to change their mission when Aroden fell. Instead they traveled far and wide collecting relics and bits of his power, wrongly believing that this was as Aroden would want. Soon they turned from grace and were little better than well trained thugs thieving from fallen temples of Aroden. Iomedae was tolerant of their misguided ways. When Aroden failed to rise, Iomedae decided to stamp out this small evil and the order’s headquarters a remote mountain stronghold named Rising Fall was sacked and the Order of Ash was thought destroyed.
A far more insidious thing happened, these fallen knights, their home destroyed came under the notice of Zon-Kuthon and he turned to Norgorber, who saw turning these pillars of virtue in hounds of Zon-Kuthon a worthy challenge. It was far easier than he thought and soon the first Dread Knight was prowling the land in search of religious relics to help him ascend into oblivion as a hound of Zon-Kuthon’s, not to raise the dead god Aroden as many of the order fervently believe. The Order of Ash has a hard time finding recruits and as such their numbers have dwindled as many Dread Knights travel to Zon-Kuthons palace soon after they are turned and the truth of their actions becomes known to them. Some of the Dread Knights know why they do what they do and forsake their old life and whole heartedly embrace their new position. Some believe they are true redeemers and their actions will allow Aroden to rise yet again and their actions while despicable are a true sacrifice to bring about a miracle. They firmly believe any evil they commit is for the greater good and their transgressions will be atoned for when Aroden returns. They fully expect to be forgiven and will stop at nothing to gain control of artifacts they deem necessary to their cause.
The Dread Guard
Requirements: To qualify to become a dread guard, a character must fulfill all the following criteria.
Alignment: any evil
Base Attack Bonus: +5
Skills: Knowledge (religion) 5 ranks, Intimidate 5 ranks
Special: Must willingly be an ex-paladin and have used an Artifact
Hit Die: D10
Class Skills: The dread guard’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Spellcraft (Int).
Skill Ranks per level: 3 + Int modifier
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Dread guards gain no proficiency with any weapon or armor.
Spells: A dread guard has the ability to cast a small number of divine spells which are drawn from the paladin spell list. A dread guard must choose and prepare her spells in advance.
To prepare or cast a spell, a dread guard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the dread guard's Charisma modifier.
Like other spellcasters, a dread guard can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma. When the table indicates that the dread guard gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A dread guard must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A dread guard may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Level 1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 1 0 — —
4th 1 1 — —
5th 1 1 0 —
6th 1 1 1 —
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1
Blackfingers Blessing (Ex): Due to Norgorbers involvement in creating the dread guard they gain several key abilities at 1st level and every other level after(3rd, 5th, 7th and 9th). An ex-paladin may exchange up to 9 levels of paladin for an equal amount of dread guard levels immediately gaining those class abilities.
Blackfingers Blessing I: The dread guard gains Aura of Non-Detection and is difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC 15 + your dread guard level.
Blackfingers Blessing II: The dread guard gains the Divine Bond class feature as follows; The bond allows the dread guard to enhance her weapon as a standard action by calling upon the aid of a demonic spirit for 1 minute per dread guard level. When called, the spirit causes the weapon to shed Darkness as the spell, caster level equal to her dread guard level. At 3rd level, this spirit grants the weapon a +1 enhancement bonus. For every two levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 9th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, defending, disruption, flaming, flaming burst, frost, frost burst, keen and speed or may be used to gain the unholy property. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The demonic spirit imparts no bonuses if the weapon is held by anyone other than the dread guard but resumes giving bonuses if returned to the her. The bonuses apply to only one end of a double weapon. A dread guard can use this ability once per day at 3rd level, and one additional time per day for every three levels beyond 3rd, to a total of three times per day at 9th level.
If a weapon bonded with a demonic spirit is destroyed, the dread guard loses the use of this ability until she sacrifices a sentient humanoid creature with hit dice equal to her dread guard level. She takes a –1 penalty on attack and weapon damage rolls until she does this 1 hour ceremony.
Blackfingers Blessing III: The dread guard gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Blackfingers Blessing IV: The dread guard gains immunity to all charm spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale bonus on saving throws against charm and fear effects. This ability functions only while the dread guard is conscious, not if she is unconscious or dead.
Blackfingers Blessing V: The dread guard gains the ability to debilitate with her smite good ability. She can blind, deafen, paralyze or deal 4 points of ability damage. She can only use this ability once per smite and these debilitations last until the smite good ends and cannot be dispelled or ended.
Detect Good (Sp) At will, a dread guard can use detect good, as the spell. A dread guard can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the dread guard does not detect good in any other object or individual within range.
Dark Blessing (Ex): The dread guard gains Darkvision 60ft and can see in any type of natural or magical darkness.
Smite Good (Su): Once per day, a dread guard can call out to the powers of evil to aid her in her struggles. As a swift action, the dread guard chooses one target within sight to smite. If this target is good, the dread guard adds her Cha bonus (if any) to her attack rolls and adds her dread guard level to all damage rolls made against the target of her smite. If the target of smite good is an outsider with the evil subtype, an good-aligned dragon, or an cleric of a good god, the bonus to damage increases to 2 points of damage per level the dread guard possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the dread guard gains a deflection bonus equal to her Cha modifier (if any) to her AC against attacks made by the target of the smite. If the dread guard targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the dread guard rests and regains her uses of this ability. At 5th level, and at every three levels thereafter, the dread guard may smite good one additional time per day to a maximum of three times per day at 8th level.
Channel Energy (Su): When a dread guard reaches 3rd level, she gains the supernatural ability to channel negative energy like a cleric of equal level. At 5th level she can use this ability to channel ‘stolen’ positive energy. This consumes two uses of her channel energy ability. This is a Charisma-based ability.
Sneak Attack (Ex): If a dread guard can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The dread guard's attack deals extra damage anytime her target would be denied a Dex bonus to AC (whether the target actually has a Dex bonus or not), or when the dread guard flanks her target. This extra damage is 1d6 at 4th level, and increases to 2d6 at 7th level. Should the dread guard score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage, a dread guard can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The dread guard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or creatures that are incorporeal, oozes, swarms or elementals.
This ability stacks with other classes that grant sneak attack damage.
Dark Gods Grace (Su): At 10th level the dread guard is fused with the dark soul that is Zon-Kuthon. He must destroy 1 artifact dedicated to any other god to be eligible for this class feature. He must also sacrifice 10HD of sentient humanoid creature or creatures each year for this class feature function. He is able to call forth, for 8 hours per day, the services of a Nightmare that obeys him without question. She also gains 1 more use of smite good. Any damage done by an attack that deals sneak attack damage requires a DC 15 caster level check to heal magically. Her divine bond automatically gains the wounding property; this does not allow it to exceed the maximum bonuses it can have. She also treats any non-lethal damage done to her as doing 0 points of damage.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
An 80ft long by 50ft wide room. Opposing doors on the long walls.
At one end stands 10 orc statues holding spears.
At the other end is a similar line of dwarves holding hammers.
When you cross the center of the room, the doors seal closed, the trap is triggered; The room tilts, sending the players onto the orc spears (Att +10, 1d8+5) Then the dwarven hammerheads drop from the now ceiling dealing 3d6 points of damage to anyone at the now bottom Reflex DC 15 for half damage.
I stole this from one of the Darkmoon Vale books its a great memorable trap because it does not work like most players suspect.
BTW - Haunts work great in abandoned creepy places.
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
I was a bit disappointed to see there was not a blackguard prestige class in the PfRPG Core book. So I needed a Pf friendly BBEG for a game I am running so I made the Dread Guard prestige class. Any comments or suggestions are welcome and appreciated.
So here ya go
The Order of Ash
Once a cabal of paladins dedicated to assisting in Arodens return, the Order of Ash has fallen far from its founding principles. Originally the Knights of Ash would traverse the nations of escorting priests and friars to and from towns assisting with the disposition of the dead of Arodens flock. This close association with death led these knights to change their mission when Aroden fell. Instead they traveled far and wide collecting relics and bits of his power, wrongly believing that this was as Aroden would want. Soon they turned from grace and were little better than well trained thugs thieving from fallen temples of Aroden. Iomedae was tolerant of their misguided ways. When Aroden failed to rise, Iomedae decided to stamp out this small evil and the order’s headquarters a remote mountain stronghold named Rising Fall was sacked and the Order of Ash was thought destroyed.
A far more insidious thing happened, these fallen knights, their home destroyed came under the notice of Zon-Kuthon and he turned to Norgorber, who saw turning these pillars of virtue in hounds of Zon-Kuthon a worthy challenge. It was far easier than he thought and soon the first Dread Knight was prowling the land in search of religious relics to help him ascend into oblivion as a hound of Zon-Kuthon’s, not to raise the dead god Aroden as many of the order fervently believe. The Order of Ash has a hard time finding recruits and as such their numbers have dwindled as many Dread Knights travel to Zon-Kuthons palace soon after they are turned and the truth of their actions becomes known to them. Some of the Dread Knights know why they do what they do and forsake their old life and whole heartedly embrace their new position. Some believe they are true redeemers and their actions will allow Aroden to rise yet again and their actions while despicable are a true sacrifice to bring about a miracle. They firmly believe any evil they commit is for the greater good and their transgressions will be atoned for when Aroden returns. They fully expect to be forgiven and will stop at nothing to gain control of artifacts they deem necessary to their cause.
The Dread Guard
Requirements: To qualify to become a dread guard, a character must fulfill all the following criteria.
Alignment: any evil
Base Attack Bonus: +5
Skills: Knowledge (religion) 5 ranks, Intimidate 5 ranks
Special: Must willingly be an ex-paladin and have used an Artifact
Hit Die: D10
Class Skills: The dread guard’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Spellcraft (Int).
Skill Ranks per level: 3 + Int modifier
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Dread guards gain no proficiency with any weapon or armor.
Spells: A dread guard has the ability to cast a small number of divine spells which are drawn from the paladin spell list. A dread guard must choose and prepare her spells in advance.
To prepare or cast a spell, a dread guard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the dread guard's Charisma modifier.
Like other spellcasters, a dread guard can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma. When the table indicates that the dread guard gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A dread guard must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A dread guard may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Level 1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 1 0 — —
4th 1 1 — —
5th 1 1 0 —
6th 1 1 1 —
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1
Blackfingers Blessing (Ex): Due to Norgorbers involvement in creating the dread guard they gain several key abilities at 1st level and every other level after(3rd, 5th, 7th and 9th). An ex-paladin may exchange up to 9 levels of paladin for an equal amount of dread guard levels immediately gaining those class abilities.
Blackfingers Blessing I: The dread guard gains Aura of Non-Detection and is difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC 15 + your dread guard level.
Blackfingers Blessing II: The dread guard gains the Divine Bond class feature as follows; The bond allows the dread guard to enhance her weapon as a standard action by calling upon the aid of a demonic spirit for 1 minute per dread guard level. When called, the spirit causes the weapon to shed Darkness as the spell, caster level equal to her dread guard level. At 3rd level, this spirit grants the weapon a +1 enhancement bonus. For every two levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 9th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, defending, disruption, flaming, flaming burst, frost, frost burst, keen and speed or may be used to gain the unholy property. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The demonic spirit imparts no bonuses if the weapon is held by anyone other than the dread guard but resumes giving bonuses if returned to the her. The bonuses apply to only one end of a double weapon. A dread guard can use this ability once per day at 3rd level, and one additional time per day for every three levels beyond 3rd, to a total of three times per day at 9th level.
If a weapon bonded with a demonic spirit is destroyed, the dread guard loses the use of this ability until she sacrifices a sentient humanoid creature with hit dice equal to her dread guard level. She takes a –1 penalty on attack and weapon damage rolls until she does this 1 hour ceremony.
Blackfingers Blessing III: The dread guard gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Blackfingers Blessing IV: The dread guard gains immunity to all charm spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale bonus on saving throws against charm and fear effects. This ability functions only while the dread guard is conscious, not if she is unconscious or dead.
Blackfingers Blessing V: The dread guard gains the ability to debilitate with her smite good ability. She can blind, deafen, paralyze or deal 4 points of ability damage. She can only use this ability once per smite and these debilitations last until the smite good ends and cannot be dispelled or ended.
Detect Good (Sp) At will, a dread guard can use detect good, as the spell. A dread guard can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the dread guard does not detect good in any other object or individual within range.
Dark Blessing (Ex): The dread guard gains Darkvision 60ft and can see in any type of natural or magical darkness.
Smite Good (Su): Once per day, a dread guard can call out to the powers of evil to aid her in her struggles. As a swift action, the dread guard chooses one target within sight to smite. If this target is good, the dread guard adds her Cha bonus (if any) to her attack rolls and adds her dread guard level to all damage rolls made against the target of her smite. If the target of smite good is an outsider with the evil subtype, an good-aligned dragon, or an cleric of a good god, the bonus to damage increases to 2 points of damage per level the dread guard possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the dread guard gains a deflection bonus equal to her Cha modifier (if any) to her AC against attacks made by the target of the smite. If the dread guard targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the dread guard rests and regains her uses of this ability. At 5th level, and at every three levels thereafter, the dread guard may smite good one additional time per day to a maximum of three times per day at 8th level.
Channel Energy (Su): When a dread guard reaches 3rd level, she gains the supernatural ability to channel negative energy like a cleric of equal level. At 5th level she can use this ability to channel ‘stolen’ positive energy. This consumes two uses of her channel energy ability. This is a Charisma-based ability.
Sneak Attack (Ex): If a dread guard can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The dread guard's attack deals extra damage anytime her target would be denied a Dex bonus to AC (whether the target actually has a Dex bonus or not), or when the dread guard flanks her target. This extra damage is 1d6 at 4th level, and increases to 2d6 at 7th level. Should the dread guard score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage, a dread guard can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The dread guard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or creatures that are incorporeal, oozes, swarms or elementals.
This ability stacks with other classes that grant sneak attack damage.
Dark Gods Grace (Su): At 10th level the dread guard is fused with the dark soul that is Zon-Kuthon. He must destroy 1 artifact dedicated to any other god to be eligible for this class feature. He must also sacrifice 10HD of sentient humanoid creature or creatures each year for this class feature function. He is able to call forth, for 8 hours per day, the services of a Nightmare that obeys him without question. She also gains 1 more use of smite good. Any damage done by an attack that deals sneak attack damage requires a DC 15 caster level check to heal magically. Her divine bond automatically gains the wounding property; this does not allow it to exceed the maximum bonuses it can have. She also treats any non-lethal damage done to her as doing 0 points of damage.