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The Mazeflesh Man

Wolf Munroe's page

Pathfinder Society Member. 1,739 posts. 1 review. 1 list. 1 wishlist.


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Drejk wrote:
Whispers into Wolf's ear There are new templates there...

Dude, I already said I'd get it when I could afford it. What do you want from me?!

Hmm... My money, I suppose.

Looking forward to seeing how things are changed for Pathfinder too.

As I said earlier, I'm making a negative-energy-charged bodak for my game right now using the 3.5e Advanced Bestiary. It has stuff that relates to Turn and Command Undead, so I'm interested in how that stuff will be changed for Pathfinder, or if it will be changed.

Also looking forward to seeing the sample monsters statted in Pathfinder style, so I can see where certain properties go on the sheet.


While my 3.5 Advanced Bestiary is in good health and still in use, I want this very much and will buy it as soon as my wallet allows.

In my current Pathfinder campaign I'm using the blood knight template, dread ghoul template, and dread ghast template (all with slight modifications), and I plan to stat a negative-energy infused advanced bodak very soon.


James Jacobs wrote:
Three night cycle for lycanthropes. Just like in the real world. Ha.

Thanks a lot. I thought I read it somewhere before, just couldn't remember.

I did find it by dipping into my 3.x books. It's in the 3.5e Monster Manual that a Remove Curse spell works during the 3 days of the full moon to allow another saving throw to throw off the curse. The wording was changed to remove that mention of 3 days of the full moon in the Pathfinder Bestiary. The wording there is that the remove curse only works during the full moon, without mentioning its length.

I much prefer the 3 night cycle so glad that's still the case. Allows my players to have 3 nights of werewolves instead of one encounter then waiting another month to encounter it again.

And it means the first night of the full moon in my campaign is happening already. (Last session stopped at 3 AM on the night before the actual full moon, which is one of the nights of the full moon cycle.)


I looked through Classic Horrors Revisited again, and read the Ecology of the Lycanthrope article in Pathfinder AP #45, but didn't see anything definitive to answer the question. I'll check Blood of the Moon too. It has some stuff about the moon in it.

I did get the information from somewhere, because I was watching a show with a werewolf in it the other day and I commented on the three days of the full moon to my father shortly before the show mentioned it. Most likely place I got that tidbit of lore is from RPG material. It just may not be from Pathfinder material.

It's the night before the full moon in my Ustalav campaign right now, so I'm just trying to figure out if werewolves are only active the next night, or also this night and the next two nights.

If I don't find anything, I'm going to go with a three-night cycle for werewolves. I like that better.


Ok, I know in some werewolf stories the werewolf is active during the three nights of the full moon (the nights before and after the technical full moon) but I'm not sure if that's the case in Pathfinder Campaign Setting.

So, yeah, does anyone know of any canon details on whether afflicted werewolves change involuntarily on all three days or only the one?

I know werewolves of Golarion are detailed in a few different places, such as Classic Horrors Revisited, inside the Carrion Crown AP, and in Blood of the Moon, to name a few, just wondering if anyone knows specifically where to look for details on that aspect of the lycanthropy.


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Captain K. wrote:
Quite a lot of his characters are easy to convert. There is a Thing equivalent, Michael Myers from Halloween is an (undead?) Barbarian, the sailors from The Fog are Wights. Less sure about Christine the Car...

The undead sailors from The Fog could also be draugr from Bestiary 2. They have a nautical theme, and the darugr captains can use obscuring mist 3/day. Paizo PRD draugr

The Fog itself could be a Hungry Fog from Bestiary 3. It's a gaseous ooze with negative energy affinity and spectral shapes move in the fog. Paizo PRD Hungry Fog

I wanted to use draugr in my campaign but my campaign isn't on any significant water so I haven't used any draugr yet. Party is moving beyond the basic draugr threat level.

I don't have Bestiary 4 yet. This thread makes me want it even more.


Ustalav. My whole campaign is in Ustalav. I wish there were more stuff published about Ustalav, like more random encounter tables for various regions and more write-ups of towns and stuff. Of course Bastardhall needs to be published eventually too.

Following Ustalav, I like Nidal, Irrisen, and Varisia.


About a month ago I told a player "No, your orc cannot sneak-up and have his way with the man in the pillory. That's rape and if your character does it, there will be repercussions. There are people standing nearby talking so even though he's sneaking, that wouldn't go unnoticed. At the very least he'd be arrested, but being an orc, he'll probably just be attacked outright. Anyway, we're playing in a shop, and I don't think that kind of thing belongs here. Even if other players are fine with it, I'm trying to run an R-rated game, and I think that pushes it too far into NC-17 territory. It's not appropriate for the game."

What I was thinking, of course, was "uh, what the...? Are you mental? Seriously?" I tried to be judicious in my wording with the player, but that's a line you shouldn't cross in a group-narrative without mutual understanding. If it's an NPC, it's one thing for a DM to use it as a plot device. It's quite another, as was the case at the table, for a player to invoke it against another PC whose player isn't there for the session. Against an NPC is bad enough, seriously, and even that can seriously mess with someone who has had personal experience with that kind of trauma.

Rape is a taboo topic in gaming, and a lot worse than murder in the sense that it is about the worst thing one person can do to another and have them survive it. A person can murder someone, but that person is dead and isn't living with the aftermath of the murder. A person that survives a murder attempt isn't a murder-survivor, they didn't get murdered. A large percentage of women (and a small percentage of men), on the other hand, feel that they've been sexually violated in some form or another, whether that was actual rape, or other inappropriate touching, they have to live with that experience. People who have been close to a murder get upset sometimes with stories of murder, but the number of people who have survived a murder attempt to be traumatized by it is much smaller.

Anyway, the point is, I'd say such things should be handled very delicately, if at all.


OK, I think I've got this figured.

The ghost could have invisibility at-will as a swift or immediate action, but can't attack while invisible, only attempt possession, and takes a full-round action to appear?

That would negate surprise rounds from that form of invisibility and would also discourage its use in combat.

I don't know though, I feel funny tampering with how coming out of invisibility works.


RuyanVe wrote:
Quote:
This miniature may or may not be in the original bag, and may or may not include the stat card.

Has anybody an idea what determines whether or not it comes w/ bag and stat card?

Thanks!

Ruyan.

The plastic D&D Miniatures singles on Paizo's site sometimes come from buy-backs or other second-hand means. As such, the condition of the mini, whether in plastic bags or not, or with or without the original stat card, would depend on the miniature they happen to have on hand to fulfill the order. Since these miniatures were originally sold in blind-random booster packs, any purchase of the plastic D&D Miniatures singles would generally be considered a second-hand purchase because the original packaging (the blind booster pack) has already been opened to get at the minis to sell as singles.

Information for selling your D&D Miniatures to Paizo can be found here: http://paizo.com/store/sellMinis


3 people marked this as a favorite.

Another vote for published Bastardhall here!

You could just publish it in segments. The thing about a Megadungeon is that it doesn't have to be published all at once, it can be ever-expanding.


Since you're a new GM, just try to not get bogged down in looking stuff up at the game. You should keep a notepad handy though so you can write down questions you have to look up before you play again, because you'll have some questions that can't be answered immediately.

My first session DMing (D&D 3.5e), I didn't know how Attacks of Opportunity worked and I was giving them way too often. They occur when you leave a threatened square, not when you go into one. Oh well, I know now, and I knew for our second session too.

Try not to let the rules slow you down too much (I still have trouble with this), and have a good easy way to keep track of initiative when combat starts. It my first game, also played with people who hadn't played before, we took forever getting initiative order at the start of combat.

If you know what classes your players are playing, read-up on level 1 abilities of those classes before the game. Don't bother trying to learn every class 1-to-20 yet, just read-up on what you're actually using. (Include NPCs you plan to use in your studies.)

That's all I can think of off the top of my head.


Wolf Munroe wrote:
F. Wesley Schneider wrote:
Whaaaa!? Prove it! Post it in a new thread and/or link to it or it's not real! ;)

My PC is down so I don't have access to the Word Doc on my hard drive, but I started retyping it from my print-out.

It's not much to look at though, it's just a templated Guild Master NPC (rogue 11) from Paizo's GameMastery Guide (page 267). I took away two rogue levels and added 3 aristocrat levels to reach aristocrat 3/rogue 9 for the Viscount. (He's CR 13, not CR 14 like I said before.) His Skills may be incorrect because of the change from rogue 11 to aristocrat 3/rogue 9.

But anyway, I'm retyping him and will post him soon, flaws and all.

Edit: Posted here: http://paizo.com/threads/rzs2pqu2?My-version-of-Viscount-Oilic-Galdyce#1

OK, so I finally got around to rebuilding Viscount Oilic Galdyce. He no longer uses the Guild Master NPC as a baseline so he's a true aristocrat 3/rogue 9. He's built with the Heroic Array and equipped as a level 12 PC (slightly over-budget), and his skill ranks were all redistributed. In other words he's much better now, in my opinion. I focused his feats on grappling so he's more likely to get to use his blood drain ability. He has the Noble Dead variant ability from Classic Horrors Revisited and I also made stats for his bat swarm form, and partial stats for centipede and spider swarm forms. (No rat swarm, it seemed least likely to be used.) Well, anyway, there's more detail on the page with him, so here's the link:

http://paizo.com/threads/rzs2pqu2?My-version-of-Viscount-Oilic-Galdyce#2


So, I decided that the previous version of Galdyce wasn't good enough, now that the Pathfinder version of the Nosferatu template is out, so I rebuilt him. Here's the new and improved Oilic Galdyce (even though the template really didn't change). He's equipped as PC rather than an NPC, which might adjust his CR to 14, but I haven't done that. I left his ability to use dominate animal as well as dominate person even though only dominate person appears in the Pathfinder template. I've given him the Noble Dead vampire variant power from Classic Horrors Revisited as well. In a few places I've listed details not because they're uncommon to the template but because they're different from other examples of the same thing, such as how the nosferatu blood drain does Con and Wisdom drain, and the nosferatu damage reduction works with wood-shafted weapons even if they have metal heads. If a capital B follows something, such as a feat or language, that indicates it is a bonus feat or language. If capital RT follows a feat that indicates it comes from a rogue talent. In my own document these annotations are in superscript, but the forum here doesn't support that. He has multiple grappling feats so he's more likely to be able to get to use his blood drain attack.

Anyway, here he is, my revised and improved Count Oilic Galdyce:

Viscount Oilic Galdyce:
Viscount Oilic Galdyce CR 13
XP 25600

Male Varisian human noble dead nosferatu aristocrat 3 / rogue 9
NE Medium undead (augmented humanoid)
Init +14; Senses darkvision 60 ft., low‑light vision, scent; Perception +37
========================================================================
DEFENSE
========================================================================
AC 31, touch 20, flat-footed 21 (+3 armor, +10 Dex, +8 natural)
hp 123 (12 HD; 3d8+9d8+69); fast healing 5
Fort +10, Ref +18, Will +14
Defensive Abilities channel resistance +6, evasion, improved uncanny dodge, trap sense +3; DR 5/wood and piercing;
Immune undead traits; Resist cold 10, electricity 10, positive energy 10, sonic 10
Weaknesses vampire weaknesses
========================================================================
OFFENSE
========================================================================
Speed 30 ft.; spider climb
Melee rapier of puncturing +20/+15 (1d6+3/18–20 plus wounding) and claw +13 (1d6+1)
or 2 claws +18 (1d6+1)
Ranged +1 shortbow +19/+14 (1d6+1)
Special Attacks blood drain (1d4 Con and 1d4 Wis), dominate (DC 22), rapier of puncturing special 3/day (touch, 1d6 Con damage), sneak attack +5d6 plus 5 bleed, telekinesis (DC 20)
========================================================================
STATISTICS
========================================================================
Str 12, Dex 30, Con —, Int 14, Wis 19, Cha 18
Base Atk +8; CMB +18 (+22 to grapple); CMD 29 (31 vs. grapple)
Feats Agile Maneuvers, AlertnessB, Combat Reflexes, Greater Grapple, Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Iron Will, Lightning ReflexesB, Skill Focus (Perception)B, Skill Focus (Stealth)B, Toughness, Weapon FinesseRT
Skills Acrobatics +18, Bluff +18, Diplomacy +21 (+23 against Undead), Disable Device +18, Disguise +18, Escape Artist +20, Intimidate +16, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nobility) +10, Linguistics +8, Perception +37, Sense Motive +31, Sleight of Hand +18, Stealth +39, Survival +8;
Racial Modifiers +2 Diplomacy (+4 against Undead), +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common (Taldane), VarisianR, Azlanti, Hallit, Jistka, Necril, Skald; telepathy 60 ft.
SQ rogue talents (bleeding attack, fast stealth, finesse rogue, trap spotter), spider climb, swarm form, trapfinding +4
Combat Gear dust of appearance (worth 1800 gp), feather token (whip) (worth 500 gp); Other Gear rapier of puncturing (+2 wounding rapier plus special, worth 50320 gp), +1 shortbow (worth 2330 gp) and 20 arrows, +3 deathless bracers of armor (worth 16000 gp), belt of incredible dexterity +6 (worth 36000 gp), cloak of resistance +2 (worth 4000 gp), elixir of truth (worth 500 gp), disguise kit, masterwork thieves' tools
Boon Viscount Galdyce can provide detailed historical and geographical information on the county of Amaans, including secret or hidden locations in the county, as well as details on past and present Ustalav nobility and aristocracy. Consulting with Viscount Galdyce for an evening of research grants a +1 bonus to future Knowledge (geography) and Knowledge (local) checks concerning Amaans, as well as a +1 bonus to Knowledge (nobility) checks concerning Ustalav. One of these three skills may be selected to become a permanent class skill.
========================================================================
SPECIAL ABILITIES
========================================================================
Bleeding Attack* (Ex) A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature may possess.
Blood Drain (Su) A nosferatu can suck blood from a helpless, willing, or grappled living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, draining 1d4 points of Constitution and Wisdom each round the pin is maintained. On each round it drains blood, the nosferatu gains 5 temporary hit points that last for 1 hour (up to a maximum number of temporary hitpoints equal to its full normal hit points).
Damage Reduction (Su) A nosferatu has damage reduction 5/wood and piercing. This includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon’s head is made of another material.
Dominate (Su) A nosferatu can crush an opponent’s will just by looking into his eyes. This is similar to a gaze attack, except that the nosferatu must use a standard action, and those merely looking at it are not affected. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu’s influence, as though by a dominate animal or dominate person spell (whichever applies; caster level 12th). The ability has a range of 30 feet.
Fast Stealth (Ex) This ability allows a rogue to move at full speed while using the Stealth skill without penalty.
Noble Dead (Su) A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2. (CR +0) (PC:CHR 50)
Spider Climb (Ex) A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su) As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The nosferatu gains the natural weapons and extraordinary special attacks of the swarm it has transformed into. The swarm has the same number of hit points as the nosferatu. While in swarm form, a nosferatu can't use its claw attacks or any of its special attacks. It retains the defensive abilities, weaknesses, and special qualities it gains from being a nosferatu, counts as an undead creature, and can use any of the swarm's abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise.
Telekinesis (Su) As a standard action, a nosferatu can use telekinesis (caster level 12th).
Telepathy (Su) A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, a nosferatu can use this ability to communicate with any animal, magical beast, or vermin.
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. This check should be made in secret by the GM.

I've also included his Bat Swarm stats and partial stats for Centipede and Spider swarms that use the Bat Swarm as their baseline. The swarm damage of 3d6 is calculated as though he's a 12 HD swarm. The Resist positive energy 10 comes from the deathless property on his armor, which melded into his swarm form, but because it isn't an armor bonus, just a property of the armor, it's still included in his stats. (I wasn't sure how that should be handled so that's my interpretation.) I followed general polymorph subschool rules for the swarm forms, but I left his darkvision intact because I feel it's granted by his Undead Type rather than his present form. Because the Swarm Form doesn't indicate it functions like any of the Beast Shape spells, I gave him anything he already had that wasn't expressly removed by the Swarm Form description or the polymorph subschool.

I only did the diminutive swarm forms because I was out of room on the page and the rat swarm was a different size category so would take-up more space and more time to do than the modifications the two vermin swarms made to the bat swarm.

Viscount Galdyce Diminutive SWARM forms:
Viscount Galdyce BAT SWARM CR 13
XP 25600

Male Varisian human noble dead nosferatu aristocrat 3 / rogue 9
NE diminutive undead (augmented humanoid, swarm)
Init +17; Senses blindsense 20 ft., darkvision 60 ft., low‑light vision, scent; Perception +37
========================================================================
DEFENSE
========================================================================
AC 35, touch 27, flat-footed 22 (+13 Dex, +8 natural, +4 size)
hp 123 (12 HD; 3d8+9d8+69); fast healing 5
Fort +10, Ref +21, Will +14
Defensive Abilities channel resistance +6, evasion, improved uncanny dodge, swarm traits, trap sense +3; DR 5/wood and piercing;
Immune undead traits, weapon damage; Resist cold 10, electricity 10, positive energy 10, sonic 10
Weaknesses vampire weaknesses
========================================================================
OFFENSE
========================================================================
Speed 5 ft., fly 40 ft. (good); spider climb
Melee swarm (3d6 plus wounding and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (Fort DC 20), wounding
========================================================================
STATISTICS
========================================================================
Str 2, Dex 36, Con —, Int 14, Wis 19, Cha 18
Base Atk +8; CMB —; CMD
Feats Agile Maneuvers, AlertnessB, Combat Reflexes, Greater Grapple, Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Iron Will, Lightning ReflexesB, Skill Focus (Perception)B, Skill Focus (Stealth)B, Toughness, Weapon FinesseRT
Skills Acrobatics +21, Bluff +18, Diplomacy +21 (+23 against Undead), Disable Device +21, Disguise +18 (+28 to disguise as a bat swarm), Escape Artist +23, Fly +19, Intimidate +16, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nobility) +10, Linguistics +8, Perception +37 (+41 with blindsense), Sense Motive +31, Sleight of Hand +21, Stealth +54, Survival +8;
Racial Modifiers +10 Disguise to pass as a bat swarm, +2 Diplomacy (+4 against Undead), +6 Fly, +8 Perception (+12 when using blindsense), +8 Sense Motive, +20 Stealth
Languages Common (Taldane), VarisianR, Azlanti, Hallit, Jistka, Necril, Skald; telepathy 60 ft.
SQ rogue talents (bleeding attack, fast stealth, finesse rogue, trap spotter), spider climb, swarm form, swarm traits, trapfinding +4
Melded Gear dust of appearance (worth 1800 gp), feather token (whip) (worth 500 gp), rapier of puncturing (+2 wounding rapier plus special, worth 50320 gp), +1 shortbow (worth 2330 gp) and 20 arrows, +3 deathless bracers of armor (worth 16000 gp), belt of incredible dexterity +6 (worth 36000 gp), cloak of resistance +2 (worth 4000 gp), elixir of truth (worth 500 gp), disguise kit, masterwork thieves' tools
========================================================================
SPECIAL ABILITIES
========================================================================
Damage Reduction (Su) A nosferatu has damage reduction 5/wood and piercing. This includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon’s head is made of another material.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creation with the distraction ability is nauseated for 1 round; a Fortitude save negates the effect.
Fast Stealth (Ex) This ability allows a rogue to move at full speed while using the Stealth skill without penalty.
Noble Dead (Su) A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2. (CR +0) (PC:CHR 50)
Spider Climb (Ex) A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su) As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The nosferatu gains the natural weapons and extraordinary special attacks of the swarm it has transformed into. The swarm has the same number of hit points as the nosferatu. While in swarm form, a nosferatu can't use its claw attacks or any of its special attacks. It retains the defensive abilities, weaknesses, and special qualities it gains from being a nosferatu, counts as an undead creature, and can use any of the swarm's abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise.
Telepathy (Su) A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, a nosferatu can use this ability to communicate with any animal, magical beast, or vermin.
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit points per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Viscount Galdyce CENTIPEDE OR SPIDER SWARM
As Viscount Galdyce Bat Swarm with the following changes:
Senses darkvision 60 ft., tremorsense 30 ft.; Perception +41
========================================================================
OFFENSE
========================================================================
Centipede Speed 30 ft., climb 30 ft.; Spider Speed 20 ft., climb 20 ft.
Melee swarm (3d6 plus poison and distraction)
Special Attacks distraction (DC 20), centipede poison (DC 22), spider poison (DC 20)
========================================================================
STATISTICS
========================================================================
Skills Disguise +18 (+28 to disguise as a swarm), Perception +41;
Racial Modifiers +10 Disguise to pass as a swarm, +12 Perception;
spider swarm uses Dexterity for Climb checks
========================================================================
SPECIAL ABILITIES
========================================================================
Centipede poison (Ex) Swarm—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based (Charisma‑based) and includes a +2 racial bonus.
Spider poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based (Charisma-based).

When I print all these for my binder, I use a 6.5 arial font, with 6.0 arial headers (such as "STATISTICS") and a 10 font for the stat-block name, CR, XP. I got all the information above on one page.

If anyone actually looks through all this and sees any glaring errors, please let me know.


I'm really looking to mimic the D&D 3.5e ghost's ability to Manifest that wasn't carried over into Pathfinder. Basically, in 3.5e ghosts were invisible except when Manifesting because they normally dwelt on the Ethereal Plane and only "manifested" on the Material Plane. The ability to move back and forth between the Material plane and the Ethereal Plane was removed from the Pathfinder ghost template.

Here's the 3.5e text for Manifestation, a property all ghosts had:

3.5e Manifestation (Su):
Manifestation (Su) Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently.
A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where it is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Materal Plane normally unless the spells rely on touch. A manifested ghost's touch spells don't work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

3.5e Malevolence (Su):
Malevolence (Su) Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try to move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's CHA modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.

I see in rereading the 3.5e Malevolence ability that only a manifesting ghost can possess someone though, so I guess it's a moot point. It does make it hard for someone to secretly become possessed.

I suppose the RP for the ghost going into someone could be that the ghost vanishes.

I still like the idea of invisible, incorporeal ghosts haunting a site with most people none-the-wiser. I suppose poltergeist sort-of fills that niche though.


Garrett Guillotte wrote:
Wolf Munroe wrote:
I'd love to see a picture of the included Flip-Mat though, so I can decide if I want to open my BB for it.
Here's one. If you want a different angle/type of photo, let me know (PM would be best) and I'll see what I can do.

Thanks. It took me awhile to get back to this thread, but I do appreciate the shot. I could certainly use the dungeon side but I have enough similar Flip-Mats that I don't see that I need to get at that one any time soon.


OK, so this may be explained somewhere, but if it is, I missed it.

How can I tell whether the benefits of a feat are extraordinary or supernatural?

I know it rarely comes up, but it might if there's an anti-magic field or similar effect suppressing supernatural abilities.


Victor Zajic wrote:
I don't see anything in the rules for skeletons that says you can apply more than one template. You would need inclusive permission to be able to do such a thing, since the rules aren't set up to tell your everything you can't do.

The wording in the variant skeleton entry (Bestiary 251) says:

Quote:
Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another--it's possible to have a bloody burning skeletal champion.

Of course a skeletal champion can't be created with animate dead, but the text does say that the skeleton templates can be stacked.

There are additional skeleton and zombie variants in one of the Carrion Crown AP bestiaries, and in that book it has them listed with multiple templates applied.


The Nosferatu template seems to break the Universal Monster Rules on Blood Drain. It specifies that it drains Constitution and Wisdom on a successful grapple attack. Nowhere in its entry does it indicate that this drain is actually Constitution and Wisdom damage instead of Constitution and Wisdom drain.

So, based on the Universal Monster Rule that Blood Drain actually does Constitution damage, should I treat the Nosferatu's Blood Drain as doing Constitution and Wisdom damage, instead of Con and Wis drain?

Or is the Nosferatu template actually dealing Con and Wis drain on a successful grapple? The Nosferatu template doesn't inflict negative levels so having it deal drain instead of damage might be how it compensates.


Adding the hitdice is easy, it's figuring out how many to add for a given CR that's the hard part.

Hitdice work like classes when it comes to actually adding them. They grant bonuses to BAB and saves like class levels, and also cause feats and ability increases to be gained like class levels. (A feat every other level, an ability increase every 4 levels). Adding hitdice will also probably change the DCs for special attacks, but usually not for spell-like abilities. Which race the creature is determines its hitdice, BAB progression, save progression, and class skills, and that information is found in the details of the Types.

There's the caveat that doubling a creature's racial hitdice may cause its size to increase as well, which will affect attack bonus, AC, space/reach, STR, DEX, etc, but that's not always the case.

If you're just wanting to add hitdice, it might be easier to add your hitdice then see what CR you hit. Usually adding racial hitdice seems to take the CR up slower than adding class levels. But, as someone said above, CR is more art than science, so it may take some eyeballing. I'm convinced everything in my campaign is over-CRed.


I hope Paizo is going to have plenty of these and the flip-mats to keep a backstock for awhile, I don't think I'm going to be able to afford to get it when it comes out, but I really want it, and I want the flip-mat pack for it even more.


The description for scorpion whip in Ultimate Equipment says "If you are proficient with whips, you can use a scorpion whip as a whip."

So one interpretation is to allow it to function as a whip for all effects, including weapon finesse and reach, if the character is whip-proficient, except it still gets the benefits of being a scorpion whip.

I think that would allow it to do what you want it to do.

Not sure if it's abusable though, my player using it isn't abusive so I can't say what's possible.


N N 959 wrote:

Technically, if you hit their Touch AC, then you "touched" the person and their armor or whatever prevented the damage.

If swinging normally doesn't ever allow you to "touch" someone on a miss, then how is someone's armor working?

There is absolutely no RAW that says you swing differently for a Touch Attack vs Non-Touch. While I suppose most GMs will convince themselves it's double-dipping or some such metaphor....

I'd allow it.

I wouldn't allow it because a touch attack is a standard action, while regular attacks can be part of an iterative full-attack action. So allowing a standard attack to resolve as a touch attack means you're allowing multiple potential touch attacks per round.

In the case of a standard attack, the AC that blocked the attack isn't specified as shield AC, deflection AC, dodge AC, DEX AC, natural AC, or any other particular kind of AC. You just missed against the AC. Just because you could have hit the touch AC or the flat-footed AC doesn't mean that was the part of the AC that your roll overcame.

If he wants to target only Touch AC with a touch attack then he needs to take a standard action to do so. (Except in the round in which the spell is cast, of course, when delivering it via touch attack is usually a free action as part of the casting action.)


The hyperlink to the product is broken in the blog text.


Thanks. I'll keep checking back.


I figured I'd wait a few days and see if there was any difference, but no change. Hopefully they're at least aware there's an issue.


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An inquisitor gains a single domain. He doesn't gain spells from that domain.

A subdomain is like an archetype for a domain. If you have a subdomain it replaces certain effects of a domain, so in an inquisitor's case it replaces the powers of the domain that is specifies and keeps the rest of the domains powers, and still grants no spells.

An inquisition is like a domain that is for inquisitors-only and therefore doesn't have spells associated with it. You take an inquisition as though it were your selected domain.

The inquisitor has one domain slot that may be filled with an appropriate domain (either modified by an appropriate subdomain or not) or by an inquisition, which counts as the inquisitor's domain.

Sorry if this post seems redundant. I just wanted to try to put all the info together and clarified.


I've tried with Firefox 29 and Google Chrome and when I click Older Posts on the Paizo Blog, I get a blank area where the posts would be. I still get the sidebars on both sides and the hyperlinks to older and newer posts at the top, but no actual page content.

So, for instance, this page appears to have no body content for me: http://paizo.com/paizo/blog/2014/april

Is this something on my end or is it the site?


Thanks, guys.

I didn't know about the Ulfens moving through the region and into Iobaria and stuff like that. It's something else to look up.

Also, the (spoiler-tagged) stuff about the various ancestries of the vampires of Ustalav is interesting. I never heard/saw that before.


So, I'm bumping this because I still don't know. But then again, I'm not sure if anyone knows.

When is it appropriate for an Ustalav to speak Skald? I mean I know Skald is usually spoken in the Land of the Linnorm Kings, Brevoy, Irrisen, and Ustalav, but it's not the primary regional language in Ustalav, and I'm just trying to pin down why it would be spoken there, and under what conditions. To me is seems like Hallit would be much more common in Ustalav than Skald, given the proximity of Sarkoris/Worldwound and Mendev, but I'm assuming there's some reason Skald is in Ustalav that I'm missing.

So, what conditions would lead to an Ustalav speaking/knowing Skald?


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Are wrote:

It's three: It sends the soul back to life, and, if the body isn't available (since the spell can bring back creatures whose bodies have been completely destroyed), creates a body matching the one the soul possessed before death.

The equipment the person possessed before death, if that equipment still exists, remains wherever it happens to be. The spell doesn't teleport it to you, and it doesn't recreate it.

This. True Resurrection remakes the body whole.

In fact, I always consider that any flesh from the previous body continues to exist as well after a new body is created, but the previous flesh is inert for the purposes of Raise and Resurrection spells, or any spells that create undead. (In other words it can't be used to Raise the person or turned into undead. It's just meat, not a valid corpse.) So it's possible that an adventurer could come upon their own corpse, still wearing their gear.

Imagine the trauma a character might suffer if he finds his own corpse in the dungeon that killed him. Imagine the Resurrected mad wizard that likes to keep his own former skull around as a memento.

"Whose skull is that?"
"Oh, it's mine. I recovered it from the ghouls that ate me, along with my spellbook." The wizard patted the bloodstained book chained to his belt.

Of course the spell itself doesn't specify what happens to the former body, it just indicates it can make a new one.


Harles wrote:
Each time I open the Beginner Box and thumb through it, I am amazed at this product. I am already organizing a Beginner Box day at my FLGS to introduce players who have thus far been too intimidated to try the core rulebook.

This is more a reply to the OP (from January 2012, I realize), and his comment about how he likes the Beginner Box because the Core Rulebook intimidates people so much they won't try it.

I run a bi-weekly Pathfinder RPG game using the Core Rulebook (and other books too). About half of my players had never played a version of 3.x before, whether D&D or Pathfinder, and in fact I had a new player join last session who has never played a tabletop RPG before.

Another player did assist that player with building a character (the characters are presently level 6), as is usually the case with new players, but when the player asked about how to read the character sheet, I told her the same thing I tell all our new players: The best way to learn is to play first and we'll help you find stuff on the sheet. Once you've learned a basic understanding in-play then you can delve more deeply into the mechanics. It's much easier to focus on "what I want my character to be able to do" in the beginning, and get help trying to translate that into the mechanics you have available, than learning the mechanics up-front and feeling stifled by them.

The Pathfinder Core Rulebook can be overwhelming, but it's not once you tell the players they aren't going to be expected to know the whole book, or even half of it. 1/3 of the book is Gamemastering stuff, 1/5 is spells, and those can mostly be looked up when used, and a lot of the book is related to classes a character doesn't have and doesn't need to worry about. It's fine to be intimidated by the book, but it's also important to realize most of it is only used as a reference book, and they're not going to be expected to know more than a sliver of what's in the book.

That having been said, I've heard the Beginner Box is very good. I have a friend online that said he used it to teach several members of his Pathfinder group the basics of play, and he feels it is worded better than the Core Rules, even if it is missing elements. I own it but I've never opened the plastic. I'd love to see a picture of the included Flip-Mat though, so I can decide if I want to open my BB for it.


What about a ghost that can stay invisible indefinitely but can't attack while invisible except to use its malevolence (possession) ability?


James Jacobs wrote:
Aegys wrote:

So I've been thinking about the ages of such characters.

The Advanced Race Guide has a chart that shows their ages, having them hit adult hood by 60ish.
Yet the Blood of Angels and Blood of Fiends books contradict this by saying they live slightly longer then their parent race.
The second option is correct for Golarion, and it SHOULD have been the case in Advanced Race Guide (which, while it isn't world specific, should have assumed Golarion as the baseline). It'll be corrected in an upcoming reprint of Advanced Race Guide.

Does that mean their age categories are going to be lowered as well?

I just told my players to use the half-elf starting age and use the listed age categories for the rest.


TheWarriorPoet519 wrote:
Hallit, I think. The natives of Sarkoris were Kellids. Ustalav and Sarkoris weren't friends, and part of that is because of regional enmity between Ustalav's Varisian population and the Kellids they displaced when Solvidia Ustav conquered Ustalav to begin with.

You're right. It's Hallit. I checked and Inner Sea World Guide actually lists Hallit as the language of the Worldwound (along with Abyssal). I think I get mixed up because it lists the languages of Ustalav as Skald and Varisian. I understand why Ustalavs speak Varisian, but where does the Skald in Ustalav come from?

I know Ustalav and Sarkoris didn't get along because of their different ethnic majorities (Varisian vs. Kellid), but I still don't know why Skald is mentioned as an Ustalav language. Where does that come from?

I mean, basically, when is it appropriate for an Ustalav to speak Skald?

Changed thread subject so it is more appropriate to the actual question.


Hey, I'm running an Ustalav game and I know Sarkoris was destroyed by the Worldwound like a hundred years ago, but I'd like for some undead and/or other long-lived creatures to be fluent in the language of Sarkoris.

Was the regional language of Sarkoris Hallit or Skald? I always have trouble telling where each of those two languages was spoken.

Edit: Changed subject for the evolved question.


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You might look at the hexcrafter archetype for the magus. It's a magus archetype that has some witch hexes instead of magus abilities.

I'm not familiar with the 3.5 hexblade class, so I may be off in left field, but you can take a look. I'm guessing the hexblade class was full BAB (since it was mentioned it has 4 spell levels), while magus is only 3/4 BAB and has 6 spell levels.

Magus: http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html

Hexcrafter magus archetype is on this page: http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/m agus.html

Both the class and the archetype originally appear in Ultimate Magic.


So, I get that you're saying at-will invisibility wouldn't be a good fit for a swap on a ghost special attack because it is too powerful. So strike that idea.

What kind of CR adjustment would a ghost that does have natural invisibility or at-will invisibility be looking at?

Standard ghost template is CR +2. So if the ghost IS also invisible, what kind of CR should it have?


I didn't think it would be that severe of a change because the examples of creatures with both begin occurring at pretty low level:

poltergeist is incorporeal and has natural invisibility and is CR 2.

Lares (from the Bestiary in "What Lies in Dust") are invisible and incorporeal and they're CR 5.

Shadow demons are incorporeal and their shadow blend ability makes them functionally invisible in anything short of bright light. They're CR 7.

Shadow Demon Shadow Blend:
Shadow Blend (Su) During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Admittedly, poltergeists and lares have no direct melee attacks. They attack by telekinesis or possessing objects, but shadow demons, which have sunlight powerlessness, are mostly going to be encountered in conditions without bright light.

I'd really like to run my ghost more like a shadow demon, with it using malevolence to possess people while it's invisible. Otherwise it's pretty obvious that somebody just got possessed when the ghost disappears into them.

The shadows in my campaign have a lesser form of shadow blend too, and are invisible in conditions less than normal light, so my players already do have some exposure to invisible incorporeal creatures. (There's also a lar in the campaign, but it is allied with the party.)

I suppose one solution would be to tie the invisibility to the malevolence ability, like it's the only effect that functions while the ghost is invisible, but it has to be visible to actually attack with corrupting touch.

Or I could give it corrupting gaze, which is a gaze attack, and would only function while it isn't invisible. So the party gets a benefit by it being invisible too (no gaze attack).


Standard ghosts in Pathfinder don't have a means to disappear, since they lost their connection to the ethereal plane/manifest ability from 3.5e.

Would it be reasonable to give a ghost natural invisibility as one of its ghostly special attacks?

I'd want to give it the ability to switch between visible and invisible at-will as well, possibly as a swift action (so it can do it 1/round, but doesn't lose an attack or move action). In that case I'm not sure if the invisibility could be natural invisibility though, since it would have a visible form.

Invisibility as a constant spell-like ability is also an option, but that would be susceptible to Invisibility Purge, I think.

What do you guys think?


Googleshng wrote:
Wolf Munroe wrote:
I have likewise always thought of adamantine as black. Ultimate Equipment doesn't say its color though, nor does the Core Rulebook, or Pathfinder AP #14, which mentions the colors of most of the other skymetals. Even the D&D 3.5e DMG doesn't appear to list its color.
You want Pathfinder #61 as official sources go. It goes through all seven varieties of starmetal, with pretty specific descriptions of their color and texture, with illustrations.

Thanks. I just now looked there by your direction. It doesn't expressly say adamantine is black in the adamantine description, but the shard of the Sihedron that is made of adamantine (the Shard of Greed) is described as being "made of black adamantine."


My background with adamantine is Neverwinter Nights, D&D 3.x, and Pathfinder.

I also read Wolverine comic books but I never associated adamantine and adamantium as being the same material. Adamantium is described as an alloy, while adamantine is a metal found in meteorites or deep underground.

I have likewise always thought of adamantine as black. Ultimate Equipment doesn't say its color though, nor does the Core Rulebook, or Pathfinder AP #14, which mentions the colors of most of the other skymetals. Even the D&D 3.5e DMG doesn't appear to list its color.

Mithral, which, which I always associate with mithril (from LotR, also known sometimes as True Silver), I always imagine as silvery, almost mercurial in the way it reflects the light. It's described as a "rare, silvery metal that is lighter than steel but just as hard" in Ultimate Equipment.


Just now saw this blog. I'll still Twitter-stalk you, Sean K Reynolds, so I hope your have really cool tweets about RPG stuff and miniature painting. I'll miss seeing you come into threads and say "No, this is how it works."

Good luck with Jodie in Indiana. There's so much corn there you'll be writing horror tales about being lost in corn fields in no time.


What you're describing sounds like it's just the advanced simple template added, yeah.


So, will these gods be in the Inner Sea Gods hardcover?

I'm guessing probably not, but I thought I'd ask anyway.

Love that Bastet is going to be in Pathfinder now. I've always been a big Sharess fan (Sharess is Bastet in Forgotten Realms) and Calistria never quite did it for me as a replacement. I see Bastet is Chaotic Neutral though, so mixed feelings about that.


Yeah, I'm thinking the Signifier is the best bet. I clicked through to Reaper's site and ended up browsing minis for hours the other night, and still didn't find anything closer.

Thanks again. Good luck with your move.


Thanks, Sean. Both still might require a bit of defacing on my part, but I'll put them on my list of possibilities.

I like the clothing of the dungeon torturer better. I suppose I could just fill-in her eye-holes? Can't see how "connected" that sword is behind her back though.

The signifier has a cool pose and no weapons, and the head is better, but she's wearing armor. Hmm... Still pretty feminine armor though. It might be converted to a plain bodice easily enough?

I'll have to think about it. Kere Psychopomp isn't something I really need for anything right away, if ever, but I do want one as she's my favorite psychopomp. (My party encountered her once and I had to use a poor stand-in.)


Hey, guys, I've wanted to find a suitable miniature for a kere psychopomp for awhile, but I haven't seen anything I'd think would be good for one.

Kere psychopomp basically looks like a "ghostly" female mourner in a black dress, with a black veil covering the upper portion of her face. As I'm after unpainted metal minis, the actual color is irrelevant.

I feel like I'm describing it poorly, but my quick search failed to turn up a picture on the Internet.

I would prefer metal miniatures, 25 to 32 mm and unpainted, so do you know of any unarmed half-veiled mourner miniatures that fit that criteria? I'd prefer not to try to "craft" the veil on myself because I don't trust my talents in that regard and feel bad defacing a mini like that.

I'm not looking to buy immediately, but I'd appreciate some pointers in the right direction.

Thanks for any suggestions you might have.


Shadowlord wrote:
All the effects of a second dose of the same poison are pretty spelled out. A second round of primary effects is not listed. I would say only the first dose has a primary effect.

Thanks.

That makes sense.

It will be easier on my players this way than how I was thinking I should do it.


Tursas wrote:
Claxon wrote:
Only templates say things like CR+1, because it modifies the base creature. Petitioner's are a base creature.

OK... but in Bestiary 2 I read: “Petitioner” is an acquired template that can be added to any creature whose soul migrates to one of the Outer Planes following its death (henceforth referred to as the base creature).

Accordingly, che Petitioner's CR should be "+1" instead of "1". Maybe that's an errata.

PS: Chaotic Neutral Petitioners (the "shapeless") are incorporeal too: they seem very ghostly!

PPS: sorry for my very poor english.

You're right, petitioner is a template.

However, the petitioner template changes the base creature so much that it actually makes the creature CR 1 instead of modifying the existing CR. This in part because it removes all racial hitdice and class levels and instead gives the creature 2d10 HD. The petitioner also loses all existing skill ranks, defensive abilities, racial bonuses to armor class, and all existing feats (but gain one feat as a 2 HD outsider, usually toughness). Basically not a whole lot of the original creature carries through besides ability scores and size, so the template changes the creature to CR 1.

Of course, there is a clause for non-CR 1 petitioners when creatures have ability scores or an unusual size.

PRD/Bestiary 2 wrote:
CR: A petitioner's CR is 1. In some cases, at the GM's discretion, particularly large or unusual petitioners with higher than normal ability scores may begin with a higher CR; compare the petitioner's statistics to the values on Table 1–1 on page 293 to help determine an unusual petitioner's starting CR.

Really the whole idea of a petitioner is that it's the soul of the person that has departed to the afterlife, petitioner to the gods. If the spirit is lingering, it's not really a petitioner but a ghost (or other undead).

The ghost template has no alignment restriction, so you can have a ghost ancestor without it being evil.

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