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The Mazeflesh Man

Wolf Munroe's page

Pathfinder Society Member. 1,766 posts. 1 review. 1 list. 1 wishlist.


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Antipaladin's aura of cowardice (gained at 3rd level) suppresses immunity to fear, so I'd say paladin has a really tough fight ahead if the two are of comparable level.

I'm looking at the scaling item rules in Pathfinder Unchained and one of the sample items is the sacred avenger.

It scales up to 17th level and appears to be very similar to a Core Rulebook holy avenger at the sacred avenger's maximum level, including the area dispel effect, but without the sword ever gaining the holy property.

The crafting requirements for sacred avenger are the same as holy avenger except for sacred avenger costing about 5k gp more.

It seems odd to get to the top of its scaling then still have it be inferior to a holy avenger.

Is the lack of the holy property on the weapon intentional or accidental?

CalethosVB wrote:

It's usually written as an ability below the rest of the stat block and isn't represented within the stat block itself unless the author has some way to do it without referring to mathematical notation.

Because 20+1×0-8÷2^2 is still confusing to some people.

It wouldn't be expressed in the monster stats at all then?

I got 18.
I have no idea how you made the math symbols so fast. I copied and pasted yours.

How is that usually noted in a stat block? I've never seen multiplication used to express a value in a stat block.

I'm trying to stat a creature with the improved stench feat (from Demons Revisited). It's a ghast so its stench aura is normally 10 feet and duration of 1d6+4 minutes.

How can I figure out what the roll needs to be for 1d6+4 minutes with an added +50%?

How do I express it on the monster stat block?

Thank you for looking and for any assistance.

UntoldPaige wrote:
He is 100% a murder-hobo type of player and takes the "kill first, ask questions later" to the extreme as in "ok I stabilize/heal/raise dead the person, we ask it questions then kill it again". He's obviously not against torturing creatures for information.

To address this specific issue, I would direct you to the rules on Revivification against One's Will (CRB page 208). A soul cannot be returned to life if it doesn't want to be. The soul knows the name, alignment, and deity of the character attempting to revive it and may simply refuse any attempt to bring it back by someone it doesn't want bringing it back.

So, yeah, raising the dead to interrogate them is only a viable option if the person would be willing to be raised by the person casting the spell.

If he wants to interrogate people maybe he should stop killing them first.

UntoldPaige wrote:
1) Can a cleric of Sarenrae actually get away with not using a scimitar?

Yes, as said already, a cleric is not required to use the favored weapon of their deity.

UntoldPaige wrote:
2) I know I can give him small punishments from Sarenrae such as "temporary, unexplained sunburn or blindness" but does not using the scimitar warrant that?

No, not using the scimitar doesn't warrant punishment. However, all the other unseemly behavior does warrant some kind of divine signal. You can talk to him out-of-character or start small in-character, or perhaps do both.

UntoldPaige wrote:
3) How quickly will alignment change and which steps should it go to? If he's "NG" does it go in 1 step increments e.g. NG-N-NE or would his actions take him straight to NE/CE?

If he doesn't take the hint with non-mechanical effects (things strictly in the RP like sunburns or bad dreams) consider having his domain powers and domain spell slots denied to him before his general clerical spells, but don't just hit him with it out-of-the-blue in combat. Make it clear when he prays that he's feeling blocked somehow. Merely denying the domain effects first shows again that "Hey, this is deity-specific."

The first time it happens, allow him to pray and use divination spells to figure out what's wrong. Maybe even suggest the use of such magic.

If he returns to his old ways after divination magic has been cast and the effect is lifted, do the same thing again, limiting his access to his domains, coupled with a curse or geas/quest effect that hinders him mechanically in some minor way appropriate to his combat style. If he would have to move two steps in a direction to actually lose divine spell-casting, this step might contain an alignment shift that doesn't impact spellcasting. This new punishment should require he seek atonement with another clergy of his faith to be lifted, either the literal atonement spell, or merely having the cleric cast remove curse or break enchantment. The cleric should also have a heart-to-heart with him and provide him good counsel about the destructive ("sinful") path he's on.

If he does it yet again, consider an alignment shift outside of his allowed clerical alignments, coupled with all the other effects above. This shift can also be restored with the atonement spell by a cleric of the faith, but the same cleric may not be willing to cast it again. He should know very clearly this is the effect he's approaching when he gets the previous curse removed by the cleric of his faith. He can get an atonement to shift back to his alignment for Sarenrae, and also remove the curse or geas, or he can switch deities and domains, and the new patron can grant him the same relief from the curse or geas.

Subsequent mis-matched alignment issues can put him back in the same position of being outside of her allowed alignments.

So this is basically four steps, repeated here just because:
1.) Non-mechanical portents and omens of the deity's dissatisfaction.
2.) The "temporary" loss of domains (domain abilities and domain spells+slots) that he can fix himself by figuring out what is wrong and making amends.
3.) The "temporary" loss of domains (domain abilities and domain spells+slots), plus a curse or geas/quest that also afflicts him somehow, and possibly a one-step alignment shift if it doesn't affect spellcasting. He cannot resolve it himself and must seek the aid and counsel of a cleric of the faith that can cast an appropriate spell on him to fix it.
4.) An alignment shift to a fitting alignment for his behavior that finally cuts off his spell-casting access, plus all the effects of the last time (no domain powers, and a curse or geas), that requires he seek an atonement spell from a cleric of the faith. If he changes deities (and domains, as appropriate) to a deity that allows his new alignment, also allow that as a means of removing the curse or geas effect.

UntoldPaige wrote:
4) How many warnings should I give the player before his alignment actually is changed (potentially jeopardizing his class abilities)?

Ummm... See above for my opinion on this subject.


Alternatively, if you want him to change deities, but don't want to go through a huge quest about it, consider having him receive visions from a more appropriate deity that tempts him away from Sarenrae. This deity may suggest it will grant him the powers Sarenrae denies him, but he must accept its domains instead of hers, and must continue to act the way he does in its name instead of in her name.

Then you don't have to run the quest for him to change, the other deity is tempting him to its service and all he has to do is give up the Fire and Healing domains, or whatever domains he took with Sarenrae. (I like Fire and Healing.)

Anyway, those are my thoughts.

I'm not familiar with this product line. Are Hell Dorado miniatures metal or plastic?

Also note that mithral counts as silver for purposes of overcoming silver damage reduction, but doesn't indicate that it reduces a weapon's damage. It is a fourth option for overcoming silver DR, though a pricey one. Mithral is a Core Rulebook material, so may be available in some games where supplements aren't allowed.

Silversheen is likely both a special material and a wondrous item because someone didn't check to see if the name was used already. Just consider them two different items that share a name, as that's really the case.

The advantage of the "silversheen paste" (likely a better name for it than sharing the name "silversheen") is that it can be applied to whatever your weapon is, so if you have a +2 keen frost cold iron battleaxe, you can pute the paste on and it acts like a +2 keen frost alchemical silver battleaxe for the duration of the encounter.

The paste allows you to keep your weapon's other properties and only change the effective base material, instead of having to carry a second silver weapon and get it enhanced with a bunch of weapon properties as well.

Actually, I think I like the name "silvercoat paste" better than "silversheen paste," but you can call it whatever you like. The point is they just messed up and named two different but similar things the same name.

Kazaan wrote:

There are some mistakes I'm seeing.

PRD wrote:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.
When you channel energy, you decide what type of creature to target, either Living or Undead. You do not choose to either heal or harm; that distinction is determined by your desired target compared to the type of energy you channel. So lets say the Anti-Paladin chooses to target Living creatures. He channels negative energy which normally damages Living creatures. Now NEA doesn't actually cause you to count as Undead for targeting purposes; it only flips what the energy does to you. So Negative energy targeted at you heals while Positive energy harms. But it still needs to be targeted at a Living creature because the Dhampir is alive, not undead. So lets say there is a Dhampir and three creatures without NEA. Our Anti-Paladin channels negative against Living creatures. This will heal the Dhampir, but harm the other three creatures. Then, he channels negative against Undead creatures. Neither the Dhampir nor the other three are affected because none of them are Undead. That is the problem OP has. The solution is selective channel for the Anti-Paladin. He can exclude the horse and just heal the Dhampir.

The dhampir is treated as an undead creature for purposes of resolving positive and negative energy. That means when the channeler channels to heal undead creatures with negative energy, the dhampir is affected because he is treated as undead for its effect.

Channeling to harm the living doesn't heal the dhampir, channeling to heal the undead does.

By the same token, the dhampir is also not harmed when positive energy is channeled by a cleric to heal the living, because the channel is not being used to harm the undead. The dhampir is, however, harmed if the cleric channels positive energy to harm the undead.

While the dhampir is not undead, it is treated as undead for how the effects are resolved. The effects are resolved to either heal or harm against certain targets.

Universal Monster Rules wrote:
Negative Energy Affinity (Ex) The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. Format negative energy affinity; Location Defensive Abilities

The effect of the channeled energy (positive or negative) is resolved as though the dhampir were an undead creature, from start to finish.

Yes, the description of channeling says the good cleric chooses whether to heal living or harm undead with the use of its ability, and the evil cleric chooses whether to heal undead or harm living with the use of its ability, and does say "Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric." However, the description of the Negative Energy Affinity indicates that creatures with that trait (which includes dhampirs) are healed and harmed as if they were undead creatures.

The line you are drawing is that you're saying it isn't an undead creature for the cleric's determination of which type to affect with its channeling, but is treated as one for the resolution of the same effect. You're saying it is treated as not undead to determine if it is affected, but that it is treated as undead to determine how it is affected. The thing is, how it is affected is from start-to-finish of the effect. When the good cleric (or paladin) channels positive energy to heal the living, it is treated as an undead creature so is not healed. When the cleric channels positive energy to harm the undead, it is treated as an undead creature so is harmed. When the evil cleric (or antipaladin) channels negative energy to harm the living, it is not affected, but when the evil cleric (or antipaladin) channels negative energy to heal the undead, it is affected. Start to finish, for the resolution of the channel energy effect, "as if it were an undead creature."

Text of channel energy provided below for reference.

PRD Cleric Channel Energy Class Feature:
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

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Rynjin wrote:

Um, excuse me?

The weeping angels were obviously inspired by THIS.

If you're looking for video game inspiration for Weeping Angels, I'd have to offer up the Boos (ghosts) from Super Mario. They only move when you're not looking at them, and it's always directly toward you to attack.

Sorry, I don't play on Skype, but just wanted to chime in to say:
Don't let the Core Rulebook intimidate you. The best way to learn is to play, so it sounds like you're on the right track.
Good luck finding people.

I have a player in my campaign that plays a beastbrood (Rakshasa-spawn tiefling) sorcerer with the Rakshasa bloodline.

He's played in the campaign since level 1 and he's currently level 7. (Will likely be level 8 next session). He missed a half dozen recent sessions but we've recently been in contact and he is likely rejoining next session, and previously had more XP than any other single character due to previously having very good attendance, so isn't behind.

It might depend on the kind of campaign you run, or that I run, but in our campaign he's one of the most powerful characters. He tends to pick no-save spells (magic missile, stonecall) when he can though, so that's a big part of it. His player has vocally complained about lack of no-save higher level spells though, so that's changing. Another part is the +2 Charisma bonus from beastbrood tiefling helping out his spells/day and spell DCs. He has also talked his way out of one or two sticky situations.

The other party members are generally afraid of him, not so much because they couldn't take him, but because they believe they couldn't.

Rakshasa bloodline may not be the greatest bloodline for builds ever made, but it's still a fun bloodline for a pure sorcerer, at least in the right game.

For me it really depends what type of creature it is whether it gets a surname or a title.

Humans, elves, halflings, gnomes almost always get a full name in keeping with the conventions of the setting's rules for the race. I'm running my game in Pathfinder setting's Ustalav so tend to use names that sound Balkan or Eastern European. I also like the name list from the old AD&D Ravenloft Guide to Transylvania (a Masque of the Red Death supplement).

If they're just meant as a combat encounter, sometimes I'll make the name up on the spot only when it comes up.

For monsters, sometimes they'll not only have a name and title but multiple names for the same creature. Rarely do they only have one name with no title. If they do, it's intentional.

A long list of examples:

My nabasu demon (with 8 growth points):
Caractus the Glutton

The nabasu's juju zombie lieutenant (granted via Improved Death Stealing feat):
Manheim (elected to only give him a surname, but that may change)

The CR 15 huge umbral dragon:
Dimyrion Shadowhunter or Dimyrion the Shadow Hunter (so far only called Dimyrion in-game)

My buring skeletal champion undead lord:
Theodore Pyreborn, the Lord of Burnt Bones. His real name is Ludovic Teodorescu

My dread shadow rogue:
The Hidden Master, also known as The Master of Deep Shadows

The dread ghast rogue with Civilized Ghoulishness (appears human):
Rukalla the Quiet

The unique CR 20 mythic fey lord (that I will stat-up eventually):
Caradoc Brac Caerwyn (intentionally used names of Gaelic origin)

The berbalang cleric that harries the party on occasion:
Carmen Musat

The lare (house deity - LG invisible incorporeal native outsider):
The Argent Chamberlain

The vilkacis (former werewolf, former village guard captain):
Garrett Racivado


The village guard bailiff and captain:
Everett Racivado

Village councilwoman:
Kaitlyn Racivado (widow of Garrett Racivado, sister-in-law of Everett Racivado)

Village councilman/local farmer:
Mikhail Aretti

Village mayor:
Barovan Sweetwater

Local farmhand/general laborer:
Iago St.Kavapesta (who, despite being named after the Pharasmin saint, is not very religious)

The village general merchant:
Lee Favensorzi (his name is a mnemonic. I think of the General Lee from Dukes of Hazzard, or the actual Civil War general, to remember his name.)

The magic/alchemy dealer:
Toben Gunderso (actually named after the monster Toben from Ravenloft)

Halfling tavern owner:
Sumac "The Slip" Sarzini

The hedge witch:
Katla Maleva (references mythological witch (Katla) and the old "gypsy" woman (Maleva) from The Wolfman)

The weaponsmith/weapon merchant:
Marcus Ogden

Village thug/layabout:
Elijah "Eli" Ogden (son of Marcus Ogden)

Village guards:
Alezandru Merton and Dana Ogden (other son of Marcus Ogden)

Tavern elven barmaid:
Cavena Nightwhisper (has been missing for some time, presumed dead)

Village priest:
Brother Sergei Quinnell of Pharasma (has been missing, presumed dead)

Replacement priest:
Felix Ghoulkin of Pharasma (a dhampir cleric of the Lady of Graves)

Cleric of Jezelda:
Tarabitha Czelnai (a witchwolf that hopes to gain lycanthropy from second-hand exposure to the vilkacis)

Leader of the Fire Snakes gang in Kavapesta:
Davros "The Mandragora" Czelnai (first cousin of Tarabitha Czelnai)
(His last name hasn't been mentioned in-character that I recall.)

Innkeeper at The Broken book in Kavapesta:
Beadlin Nightjar (Old human bard)

Archery merchant in Kavapesta:
Jim Nimble

Posh socialite in Kavapesta:
Gregor Traladora

Vampire bride in the castle in the Vale of Red Breath
Emera Galdyce (gravewalker witch 9, her surname is from canon, as I made her the wife of the canon nosferatu Viscount Oilic Galdyce mentioned as having dwelt in the castle there)

Dhampir rogue that serves Emera and claims to be her son:
Aelic "Galdyce," (though he appears to be a standard white-haired dhampir, not an Ancientborn, so likely has not actual blood ties to Oilic Galdyce)

Vampire servant of Emera:
Milos Constante (vampire rogue/fighter with a viridium greatsword)

Ratling oracle that serves the vampires:
Loremaster Gray

Green Hag witch:
Sister Faye Ashrella
(has been mentioned a couple times in-character, has not interacted with PCs yet)

Twin changeling witch daughters:
Babette and Suzette Ashrella (who believe their mother is their step-mother, though they're nearing the age when she'll try to convert them into hags)

Those are just the NPCs I remember off the top of my head. There are a few I thought of but couldn't remember their whole names so didn't list them (Beadlin's wife, another set of twins--twins are common in the village, as part of a plot element).

I use a LOT of proper names in my game, and try to support names with faces by using Paizo's Face Cards. I own a lot more Item Cards than Face Cards, but the Face Cards see actual use at the table, while I haven't figured out how to integrate Item Cards in a way that isn't a logistical nightmare.

As for the players:

Their PCs don't have/give surnames most of the time, or at least not written on their sheets. Once in awhile they'll have a surname, and I noticed that the two newest characters to join have surnames. They don't have any trouble remembering each other's character names though, because I tend to refer to them by character name all the time, and that's how I write their initiative down too.

They captured and interrogated one new PC that was following the party around without introducing himself, and just last session the until-then-newest PC pulled a sickle on the just-joined PC, who was sleep, and demanded he tell them who he was, why he was there, and his business.

Playing in my campaign is kind of like playing a game of Memory because of all the names floating around. That kind of pleases me though, because I named the campaign "Relics, Reliquaries, and Remembrance." I do need to see about inserting more relics and reliquaries, but the "remembrance" part we've got covered.

Timitius wrote:
Wolf, good suggestion! I'll have Dain and Garrett look into it.

Thanks for having them look at it. I'll check back for updates and hope it is one.

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Hey, I just downloaded Wayfinder #13 today. I was planning to get it anyway but the Paizo Store Blog (front page) mention made it that much easier.

I would like to be able to print some of it but don't want burn all my ink on that brown vein-textured background. I would recommend updating the PDF so the background is on its own layer that can be toggled on/off. That preserves the appearance of the document by default, but should allow disabling the background layer for printing. The document doesn't appear to have any layers presently.

I'm not sure if that's a big task or little task, but I thought I'd mention it. I'd love to be able to print some parts of the book to keep with my game binder, and preserve the layout and graphics. (Admittedly I can still copy&paste the text into a text document and do it that way.)

Love what I'm seeing in the book so far. I was surprised at how long it was, and it made me wish I had submitted something. (Ustalav is my favorite country in the setting.)

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I used to really enjoy reading the Paizo Blog.

Now, and for some time, every post is hidden behind a "Show Post" button and only gives a little bit of the top of the post, so it's impossible to tell whether I want to look at something or not except by what product line it is in.

I miss when all the posts were just visible on the same page and I could just scroll to the bottom and click for an older month of posts. I realize this change to using post previews was probably done for some reason, but I'd like to suggest a "Show All Posts" button to restore the ability to scroll and skim the blog without having to expand each individual topic.

As it is right now, I mostly don't read the blog anymore because it's cumbersome and I spend most of the time clicking "Show Post" on things I am not that interested in, because I can't tell if I care or not until I do so.

A "Show All Posts" button would seem to allow for the best of both worlds. For people who benefit from having a preview, they'd still get their preview, but for those of us who would prefer to scroll down through the full text, stopping when something seems to warrant it, a "Show All Posts" button/link would enable the preferred alternate method.

A related suggestion would be to add a series of check boxes at the top so posts of various types could be filtered out. I have no interest in the Adventure Card Game, for instance, so would hide blog posts about that for easier reading of stuff that I do want to read.

Anyway, I'm sure there are reasons why both of these suggestions are bad ideas, but as it is, I end-up relying on Google search more to find stuff on than I do browsing or the internal search. A few changes would vastly improve my user experience, and I doubt I'm the only one.

Thank you for reading this. I hope it proves valuable feedback.

Will the skinwalkers be in this book?

I love the idea of the different lycanthrope-kin but the witchwolf, the most significant of the bunch as judged by the prevalence of werewolves compared to other kinds of lycanthropes, doesn't make sense.

The witchwolf takes a penalty to Intelligence when the description says they're frequently witches, and they have "witch" in the name. And gains a bonus to Wisdom when shape-shifted? Really would make more sense if it were a physical ability score, as gaining a mental ability bonus for shape-shifting doesn't add significant benefit, even for spellcasters that use that stat.

But the big thing is that penalty to Intelligence completely messing with the witchwolf theme.

I hope this book also explains better how dhampir and svetocher both come to be, as they seem like different mechanics for the same heritage, descended from moroi vampires. I do like both so I've just been saying so far that moroi produce both types as offspring, but I would like to see more clarification on the subject.

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I also really hope the Grim Reaper gets more appropriate art. The art in the AP where it appeared didn't look like a Grim Reaper so much as Solomon Grundy.

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If it's better that an NPC not be resurrected, the NPC could just not respond to Resurrection attempts. Trying to revive someone from death is never a sure thing. Any death could be that character's final death, regardless of the state of the body.

Core Rulebook page 208 wrote:
Revivification against One's Will: A soul can't be returned to life if it doesn't wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.

Perhaps that NPC's soul is now happily at rest with its deity. The fact that demons stole its head is trivial. The NPC's soul wasn't in its head. It's soul is already with its god. It has no plans to return to mortal life and mortal suffering. The party can try to resurrect it, but any such attempts will fail if it doesn't wish to return to mortal life.

Aelryinth wrote:

Walls of fire deal double damage to undead creatures.

per the standard 'deals x damage to undead' rules for holy water and the like, that means it has a 100% chance to affect incorporeal undead, as well.

They also do not allow a saving throw if hurled at something, and duration is Concentration PLUS 1 rd/level.


I see the description of it doing double damage to undead in the spell description, but what do you mean about it having 100% chance to affect incorporeal undead?

In the Neverwinter Nights persistent world I still play on (yes, some people still play that), at one point a group of half-orcs insisted on being called "oran." It's a combination of orc and human.

None of those half-orc characters are around anymore (some of their players still are), but characters still intermittently refer to half-orcs as oran in-game.

Tiny Coffee Golem wrote:
ErisAcolyte-Chaos jester wrote:

For a Vampire, Being Buried alive in a locked Iron Maiden, with a small amount of blood being given before entering. the key element is that they will be starved to near death, but never allowed to die of starvation. They go Mad in there.

Beheading and then being preserved and reanimated in a jar, with the lips stitched up and the tongue cut out. Your existence is condemned to being a head in a jar for all time.

In pathfinder vampires dont actually need blood. They just crave it. "Good" idea though.

Golarion-specific vampire madness from lack of feeding:
Pathfinder Chronicles: Classic Horrors Revisited (specific to Pathfinder's Golarion setting) does say vampires go mad if they go too long without drinking blood. It actually suggests they feed very often because of that.

Pathfinder Player Companion: Blood of the Night (also specific to Golarion) has optional undead starvation rules that are a bit more forgiving than what is originally suggested in Classic Horrors Revisited. They're written with a focus on vampires but can be used for other kinds of undead as well.

The two books do conflict regarding ghouls though. Classic Horrors Revisited says ghouls prefer the flesh they eat well-aged. Blood of the Night hunger rules say, for undead that eat flesh, the flesh has to be so fresh to qualify. I prefer that ghouls favor aged flesh in my game, so ignore the freshness aspect of the hunger rules for them.

As for torture to terrify someone? Put two people in a pillory, or otherwise restrained in an area haunted by a possession monster. In our campaign it was a vilkacis, a rage-filled werewolf spirit that possesses people to spread lycanthropy. The spirit will probably possess one of the two people. In our case the vilkacis tries to possess the strongest one first. If it succeeds, the other person is locked inches from a murderous possessed creature. That creature could escape and kill them, or it might try to attack them from its restraints while the possession lasts.

The experience is terrifying for both people, because either of them could potentially be possessed and kill the other with no control, or be killed by the other if that one is possessed. Or not killed, but have it be a risk for the duration of the possession.

I absolutely love Face Cards. Want!

I use a screen. I did use it standing and hide all my minis behind it so the players couldn't see what I was about to pull out. I'd also roll behind it.

But I had one player that the other players told me was lying about his rolls. He sat right across from me, so the screen blocked my view of his rolls. He would get upset if anyone else sat in "his" seat, even though he had kind of hijacked it from another player initially. So I just started putting the screen flat.

I wanted the information on the screen (which I do occasionally reference) so now I play with the screen laying flat and the minis on top of it. I pull out so many minis each session that even with my players able to see them, they still don't know what's coming next. I still keep the minis representing unique NPCs/monsters out of view still until time to put them in the fight.

Imbicatus wrote:
Atarlost wrote:
N. Jolly wrote:
Petty Alchemy wrote:
My lvl20 Healing Hand Monk is named Asmodeus/Sarenrae/[insert deity of choice here].
My lvl20 Healing Hand Monk is named 'The.'

Please. You can manage intelligibility without articles.

My 20th level Healing Hand monk is named 'Be.' He's an identical triplet. His brothers are 'Being' and 'Been.'

My 20th level Healing Hand monk is named Marklar.

I actually played with a character named Marklar once. He was an evil elven arcane archer and worshiped Malar. (Forgotten Realms and this was nine years ago.)

This discussion kind of makes me want to play some of these archetypes just to try them out.

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My dream right now is that one day Bastardhall will get its own hardback treatment like Emerald Spire, except F. Wesley Schneider has to write all of it. (Well, other contributors can work on the bestiary section, maybe.)

stormcrow27 wrote:
There is a bit dealing with the story of the unicorn, the goblin and the peach tree in the module the Harrowing. The unicorn is guarding a peach tree in full bloom, while the goblin, wearing a paper machete head of a unicorn, attempts to convince the unicorn that he is a fellow unicorn so he may get the peach. Naturally, the unicorn fails to believe him and stands fast in the face of comedic evil. As for a unicorn PC or NPC, you could easily play one around 4th level or so given racial hit die or powers.

Not thinking anything in The Harrowing should be taken as reflective of creatures of its kind though, all the creatures encountered in the Harrowing are Storykin characters that reflect their Harrow cards more than the creatures they resemble. They're basically manifestations of the demi-plane, and not real (in the context of the narrative).

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:
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?



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:

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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:

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:

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
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
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)
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.
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
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
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
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
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.

As Viscount Galdyce Bat Swarm with the following changes:
Senses darkvision 60 ft., tremorsense 30 ft.; Perception +41
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)
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
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:

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.)

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