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One of the things I have set-up for my starting town for my campaign is that it has an unusually high number of twins (in part because I like making twin villains and have a couple sets). Basically a villain was doing fertility experiments in a lair in the region and accidentally got something in the water that caused the incidence of twin births to increase. So I want to offer a campaign trait that is for a twin player-character from the starting town. I just don't know what kind of mechanical benefit to grant that would make sense. Any suggestions? I want to use a vampire rose (or more than one) in an encounter eventually. Vampire rose is a small plant that is a blood-drinking rosebush.
Are there any good miniatures to substitute for such a thing, or any recommendations for making my own? Basically something very small that looks like a rose bush would be great. When I got the notice that the Skull and Shackles Player's Guide had been updated, I went to the downloads page and sorted by most recent update. I noticed the core books had received updates yesterday (same printing so I guess it was a bug-fix update or something) so I decided to re-download them. I managed to download both CRB files fine, and the singleFile version of the Bestiary, but as I moved up the page it got stuck personalizing the File-by-Chapter version of the Bestiary and I haven't been able to download it again. I also tried the GameMastery Guide and it just jumps back to saying it is personalizing the Bestiary for download. I'll try again in a couple hours. Is there any information on what lhaksharut inevitables are doing about the Worldwound? Lhaksharut (the CR 20 inevitables from Bestiary 2) are charged with preventing planes from forming permanent connections with other planes. I kind of think they'd consider the Worldwound a major issue to be dealt with. Has this been addressed anywhere? Ok, so I'm making a swarm of screaming fire skulls (which I mentioned in a previous thread a few weeks ago) and the screaming ability says a beheaded can use it once every 1d4 rounds. Well, if I've got a whole swarm of these things, is there another ability I might substitute to reflect that they're screaming constantly? Basically this swarm "creature" so far has the burning skeleton and burning beheaded variants, and the screaming beheaded variant, but once every 1d4 rounds for a scream doesn't seem right for a whole swarm of the things. I'm adapting campaign traits for my Ustalav campaign, so far using ones re-worked from Kingmaker and Darkmoon Vale Campaign Traits (Wayfinder #2). I want to give this trait a little more than just "you heal more when you rest" because that trait by itself become entirely irrelevant once magical healing is the norm. Quote: To this end, you received a special blessing: any time you rest to heal, you recover an additional number of hit points equal to your Constitution bonus. This additional healing is not increased by resting for an entire day, nor with a successful Heal check. In addition, any dice rolled for cure spells cast by you are considered to have rolled 1 higher (never exceeding their maximum possible roll), but only for healing the living, not harming undead. I also considered having it affect channel energy dice rolls to affect healing but that seemed way too powerful. It never affects the maximum value that can be rolled, but it does impact the average value significantly. Too powerful for a trait? Hi. My story: I had a dream with bloodhounds in it that were dogs made of blood. I attempted to stat them up with the blood knight template from Green Ronin Advanced Bestiary (it also appears on a templated creature in AP 47). (I'm ignoring the requirement that the template can only apply to creatures proficient with and wearing full-plate.) The problem: The new bloodhound (variant blood knight riding dog) has 5 hp, special abilities with a DC of 9, and a CR of 3. This is largely because the riding dog normally has a CHA of 6 and the blood knight template was written for 3.5e so doesn't consider that CHA will be used to determine the creature's hp. The dog went from having 2d8+4 hp to having 2d8-4 hp when CHA replaced CON as his hp factor. The blood knight template increases CR +2. So, what's the best way to even things out? I considered just adding the advanced template to the riding dog but that has a CR increase of +1 itself. I could ignore that CR increase and say it's still CR 3, but I don't know if that will be too powerful. I also considered just giving the thing more HD to raise the hp but that would normally increase the CR as well, and does very little for the low DC of the creature's abilities. What's my best option here? Right now the creature is 5 hp (2 HD; 2d8-4), DR 10/bludgeoning, Immune undead traits, AC 20, touch 15, flat-footed 16, Fort +1, Ref +7, Will +1 These are my encounters right now for level 1 in my Ustalav campaign set in Amaans with the PC's maining their operation base in Sen's Pass. Do you think these do or don't work? Is the CR 3 stuff too much? Will any of these be a guaranteed TPK for a full party of level 1s? What's my change of losing members to the specific encounters? Basically do these look alright? Encounter Plots for LEVEL 1 CR 1 – The giant spider in the old farmhouse on the cliff road killed a mule owned by a local farmer when the farmer was bringing his cart to market.
CR 1 – In the old farmhouse on the cliff road, once the spider is destroyed it is possible the PCs may disturb the egg sac. If they do it erupts with a swarm of newborn spiders. The spiders are not initially hostile but still do swarm damage to any creature in their space and will swarm any creature they perceive as a threat.
CR 1/2 to CR 2+ – The spider destroyed, the incidence of giant maggots has increased.
CR 1 – If any maggots mature there is a giant fly.
CR 3 – Townspeople are salting their homes after hearing some disturbing noises in the night. The town is under threat from a wandering drekavac and its cries are heard on multiple occasions but it avoids confrontation (gaseous form) unless odds seem in its favor.
CR 1 – A pair of vishkanya “prostitutes” are traveling the county and robbing men who would pay for their services. They target married men who are less likely to report their crimes. They mistakenly target an ignorant man who reports them as succubi out of fear for his soul. The local Pharasmin priest requests that the party investigate.
CR 1 – The party encounters a lone ghoul making a fool of itself by the river outside of town, not far from The Silver Dagger Inn. It’s wading into the river, trying to catch a fish, and is so involved in what it’s trying to do that it initially ignores the presence of the PCs or parleys with them, but will turn its attention toward attacking them once it dawns on the thing that they’re also food.
CR 1 – A fire skeleton walks down the road outside of town in the middle of the night carrying a steel chest. It is accompanied by a fireskull. This isn’t the first night an eerie light has been noticed passing the village. The PCs are sent to investigate. The fire skeleton is carrying tribute from another village to the Army of Burnt Bones and it’s only coincidence that they pass by Sen’s Pass on its route.
CR 2 – A cultist of Jezelda (CE human cleric 3 [GMG 278]) comes through town, trying to locate the body of the vilkasis, but she doesn’t know where to look. Her investigations into its whereabouts are the first the PCs have heard of the vilkasis. The cultist is making her lair in The Silver Dagger while she investigates the area, but she’s having troubles of her own because she’s awakened the lar that dwells at The Silver Dagger.
CR 1 – Poison ivy surrounds a location the party tries to enter.
CR 3 – A rabid worg wanders into the town square. It appears confused and is mumbling to itself. It doesn’t attack immediately but will attack if anyone approaches it. It needs to be put-down before it gives anyone rabies.
CR 1 – A farmer with land deep in the Vale of Red Breath asks the party to investigate some weird crop markings he came across. When the party investigates, they find a path cut through the brush. It looks like the plants have been melted away from a walk path on both sides at the border of the lands of Castle Galdyce. If the party follows the trail either direction they eventually encounter an acid blood skeleton walking the circuit of the path. It attacks the party on sight but doesn’t pursue them outside of the Galdyce holdings.
CR 1 – If the party ventures into the Galdyce holdings there is a chance they’ll encounter a trio of blast skeleton archers. Like the acid blood skeleton, the blast skeleton archers do not pursue beyond the property line.
CR 1 – If the party ventures into the Galdyce holdings there is a chance they’ll encounter a pair of whirlwind blast skeletons. Like the acid blood skeleton and the blast skeleton archers, the whirlwind blast skeletons do not pursue beyond the property line.
CR 1 - Eli Ogden, a former town guard and the son of Marcus Ogden, an elder of Sen's Pass, is trying to start a new career as a bandit by operating a road toll racket just outside of town. So far all he's done is harass some local farmers, going so far as to shove a few of them, but he needs to be put back in line. The town authorities don't want him crippled, maimed or killed, they just want him apprehended as gently as possible.
CR 1 - Things have been going badly at the mill recently and there'a a rumor the place is haunted. But the mill isn't that old, and nobody has died there that anyone can recall. All the same, the gears have been coming out of alignment, the place has taken on a rank odor, and yells or laughter occasionally seem to ring out from nowhere. A fair amount of the grain has been ruined even though every known procaution has been taken. What the millers don't know, and what the PCs may find, is that a mated pair of pugwampis have moved into the mill and have been setting escalating pranks on the mill workers.
Does this creature look right? I know an undead lord is normally limited to one type of undead but I gave it fire skull beheaded and burning skeletons anyway, because I like that flavor. Other than that, does it look OK? Does the CR look right? I included descriptions for some (all?) of his abilities so I don't have to look them up later. He's a variant human burning skeletal champion undead lord antipaladin 4. The undead lord template is in Tome of Horrors Complete. variant human burning skeletal champion undead lord antipaladin 4:
Theodore “Pyreborn,” Lord of Burnt Bones CR 7
XP 3200 Variant human burning skeletal champion undead lord antipaladin 4 CE Medium undead Init +7; Senses darkvision 60 ft.; Perception +8 Aura cowardice (10 ft.), desecration (20 ft.), fiery aura (5 ft., 1d6 fire) ------------------------------------------------------------------------ Defense ------------------------------------------------------------------------ AC 24, touch 13, flat-footed 21 (+5 armor, +3 Dex, +6 natural) hp 51 (6 HD; 2d8+4d10+22) Fort +11, Ref +8, Will +12 Defensive Abilities channel resistance +4; DR 5/bludgeoning and magic; Immune fire, undead traits Weaknesses vulnerability to cold ------------------------------------------------------------------------ Offense ------------------------------------------------------------------------ Speed 30 ft. Melee 2 claws +12 (1d4+7 plus 1d6 fire) Melee +1 scythe +12 (2d4+10/x4 plus 1d6 fire) Special Attacks channel negative energy (DC 15, 2d6), create spawn, smite good (2/day, +3 attack and AC, +4 damage), touch of corruption (5/day, 2d6 plus cruelty) Antipaladin Spell-like Abilities (CL 4th; concentration +7) At will—detect good Undead Lord Spell-like Abilities (CL 6th; concentration +9) 1/day—darkness, fear (DC 16), summon undead (9 HD of fire skeletons and fireskulls) Antipaladin Spells Prepared (CL 1st; concentration +4) 1st—murderous command (DC 14) ------------------------------------------------------------------------ Statistics ------------------------------------------------------------------------ Str 22, Dex 16, Con —, Int 10, Wis 12, Cha 16 Base Atk +5; CMB +11; CMD 24 Feats Command Undead[sup]B[/sup] (6/day against fiery skeletal undead), Dazzling Display, Improved Initiative[sup]B[/sup], Step Up, Weapon Focus (scythe) Skills Acrobatics +3*, Bluff +7, Climb +9*, Disguise +7, Intimidate +9, Knowledge (arcana) +4, Knowledge (religion) +6, Perception +8, Ride +6*, Sense Motive +6, Spellcraft +4, Stealth +6* *after armor check penalty Languages Common (Taldane), Varisian; undead telepathy 100 ft. SQ aura of evil, code of conduct, cruelty (shaken [DC 15], 4 rounds), fiery death (3d6, DC 16), plague bringer, unholy resilience Gear +1 scythe, +1 chainshirt ------------------------------------------------------------------------ Ecology ------------------------------------------------------------------------ Environment any Organization solitary or troupe (undead lord plus 1-4 fire skeletons and fireskulls) Treasure standard ------------------------------------------------------------------------ Special Abilities ------------------------------------------------------------------------ Aura of Cowardice (Su) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead. Channel Negative Energy (Su) When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability. Create Spawn (Su) A creature slain by the lord of burnt bones rises in 1d4 minutes as a fire skeleton or a fireskull, depending on the condition of the corpse. Spawn are under the control of the fire skeleton lord. Cruelty (Su) At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antiapaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties: Fatigued: The target is fatigued. Shaken: The target is shaken for 1 round per level of the antipaladin. Sickened: The target is sickened for 1 round per level of the antipaladin. The lord of burnt bones has selected the shaken cruelty (DC 15, 4 rounds). These abilities are not cumulative, only one cruelty may be added to the antipaladin’s touch of corruption at a time. Once a cruelty is chosen, it can’t be changed. Desecration Aura (Su) Undead lords constantly project an aura in a 20-foot radius that functions as a permanent desecrate spell. Undead within the area (including the undead lord) gain a +1 profane bonus to attack rolls, damage rolls, and saves. These bonuses have already been added to the creature’s statistics. In addition, all channel positive energy checks made in the area suffer a –3 profane penalty. Summoned or created undead that appear in the area gain +1 hit point per HD. Detect Good (Su) At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range. Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage. Fiery Death (Su) A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC 16) halves this damage. The save DC is Charisma-based. Plague Bringer (Ex) At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. Smite Good (Su) Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antiapaladin rests and regains his uses of this ability. At 4th level, and every three levels thereafter, the antipaladin may smite good one additional time per day, to a maximum of seven times per day at 19th level. Summon Undead (Sp) Once per day, an undead lord can summon a total number of HD worth of undead (of the same type as the undead lord) equal to its HD x 11/2. An undead lord cannot summon an undead creature that has more HD than it does. Touch of Corruption (Su) Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. Unholy Resilience (Su) At 2nd level, an antipaladin grain a bonus equal to his Charisma bonus (if any) on all saving throws. ------------------------------------------------------------------------
I think his CR may be a little high, but that's calculated following the listings, at least as I understand them.
I don't think he's worth CR 7 though, when compared to the vampire template, which has a CR adjustment of +2. Do you think he's better at CR 6 or CR 7? Or more or less? Since undead are normally immune to diseases, should he be treated as entirely immune to diseases, or as a plague bringer (immune but a carrier) like the antipaladin class? Actually, since he's on fire, I imagine he's never a carrier for long. Can a burning skeletal champion suppress his fiery aura? OK, I want to make a burning screaming skull beheaded. Burning variant is a +1 CR ability.
If I apply them both to a flaming skull beheaded (CR 1/2), does the CR increase to CR 1 really make sense? Is it worth twice the CR as if I had made the monster with the severed head beheaded (CR 1/3 becomes CR 1/2) as the base? Description says this is a trio. The picture shows four figures, but I note the first figure on the left (with the mask and the staff) is the Otherworld Miniatures High Priest I. He's not included in the set, right? It might be better to crop him out of the shot. (Also the picture of him in his listing elsewhere isn't painted.) In my campaign I basically want to have all the walking undead be specialty undead, but I don't know how to calculate them for purposes of the animate dead spell. For instance, how many hitdice do Apocalypse Zombies (relentless brain-eating plague human zombies) count as for the purposes of casting animate dead? Do you double the hitdice for each added template, or do you add the hitdice again. Basically is it exponential or multiplicative? Note also that Relentless zombies gain +2 HD from Relentless property, so I'm guessing that would be calculated with base HD. How many hitdice do acid blood human skeletons count as for casting animate dead? They're only acid skeleton + bloody skeleton so simpler than apocalypse zombies. My initial guess is they would count as 3 HD (1 HD human skeleton + 1 HD for acidic +1 HD for bloody) but I'm not sure. It could be that it's doubled every time a temple is applied (1 hd for human skeleton + 1 HD for acidic = 2HD + another 2 HD for bloody = 4 HD). The page for the Otherworld Miniatures Werewolf in my order says "Usually ships from warehouse in 2-6 business days" but my order status says the same miniature is a special order. Which is correct? The Otherworld Miniatures Werewolf order page is available here:
Unrelated comment: Cosmo, that Jabberwocky-modeled customer service reply to my query last week was awesome. Linking to previous post from December about subscription suspensions: Changes to my Subscriptions. I currently have three subscriptions suspended:
I had to wait until my second payday in the new job to be able to afford to lift those suspensions, but today, the 20th, is my second payday, and the direct deposit is pending on my bank account right now. So, due to the snowstorms in Washington right now, my January shipment (order# 1932809) hasn't shipped yet. Would it be possible to get these three suspended subscriptions fully reinstated and have their products added to my upcoming subscription shipment for order# 1932809? I believe that will add the Beginner Box, Bestiary 3, Dragon Empires Gazetteer, Mythical Monsters Revisited, Jade Regent Poster Map, Item Cards: Jade Regent, and Plot Twist Cards: Flashbacks as subscription items to my order. Once I see that these items have been added to the pending order, if it still hasn't shipped when I check on it, I may add something else to the order as well (depending on the price at that time). I also understand you're understaffed right now because of the weather, so if the additional reinstated subscriptions can't be added to the pending order, please let me know and I'll plan accordingly. Thanks again. Currently I have subscriptions to:
I'm starting a new job on the 12th of December and won't be paid until January 5th (for the first 4 days), so I need to suspend some things until I can pay for them. Please suspend my GameMastery Cards and Pathfinder Campaign Setting subscriptions. This will mean my GameMastery Cards, Pathfinder Campaign Setting, and Pathfinder Roleplaying Game subscriptions are suspended. This will also mean, according to the current schedule, my December shipment should only consist of the GameMastery Maps subscription (Map Pack Palace), which I should have covered (including shipping) with my store credit or with that plus a few dollars in the bank. OK, I'm trying to make a bloody skeleton. A human skeleton's CR is 1/3.
So does the CR increase to CR 1, or CR 1/2? I would normally assume I would add 1 to the CR and it would be a CR 1 creature because I'm just dropping the 1/3 totally at that point, but I saw a templated 1/3 creature elsewhere that became CR 1/2. I'm almost certain this is one of those questions that's been asked before, but I did a search on the site and didn't see it. I know that a monster gets +2 to all skills for gaining the advanced template because all attributes go up by four. That's not a concern and I've dealt with that. What I want to know about is the INT increase. INT increases retroactively grant skill points for every level and/or racial hitdice, right? How are the new unassigned skill points handled? I'm applying the Advanced template to a green hag that has 9 HD, so my understanding is that she gains 18 available skillpoints. Her actual hitdice don't increase with the template so can I assign those skill points into new skills? I'm assuming she has max ranks already in at least some of her existing skills. Is there a particular subset of skills that I should pick from, or can they be any skills? Vampire entry wrote: Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. I'm looking for a way for a human vampire with no caster level to create a ratling rogue vampire minion. Is there any legitimate way to do that? Maybe a feat or variant ability somewhere that lets a vampire create vampires of other types? The Vrykolakas, a monstrous vampirekin that appears in the bestiary in Pathfinder #29 (Council of Thieves Part 5) has horrid visage listed as a special attack. Its entry doesn't describe the attack so I checked the Universal Monster Rules in Bestiary 1 and Bestiary 2. Horrid Visage has no listing in either book's Universal Monster Rules. How should this ability be treated? Is there another creature with this ability I could use as a template? Where in Amaans are Sen's Pass and the Vale of Red Breath? The Amaans entry in Rule of Fear mentions Sen's Pass, the Vale of Red Breath, and Castle Galdyce, but none of those three locations are on the Ustalav map. I've statted Viscount Oilic Galdyce and some of his vampire brides but I don't know where to put Sen's Pass and the Vale of Red Breath. Until I hear something more official, I'm putting Sen's Pass in the mountains/steppes near the High Senir, since Sen's Pass and Senir both contain "sen" and Sen's Pass makes me think of a mountain pass, but I'm looking for something more concrete than that. So, uh, where is Sen's Pass? Tangent:
Viscount Galdyce is a nosferatu. Nosferatu can't create spawn, and they're ugly and old-looking. What's so great about Galdyce that he keeps attracting vampire brides? Classic Horrors Revisited says he tried to breed an heir but I can't imagine the vampire women actually want him for his virility.
I toyed with the idea of giving him a dhampir offspring. Regular dhampir stats, but bald and with somewhat "rat-like" appearance. The Viscount and his brides were supposedly destroyed in 4685 so it's been long enough for a dhampir child to come of age, I think. As the subject says. Golarion's years coincide roughly with real years, so are there any big plans for Bastardhall in 2013? Bastardhall sends out its black carriage every one hundred years, and last time was in 4613. Two more years and the accursed carriage will be leaving Bastardhall again. I know Carrion Crown was already "the Ustalav/horror AP" but I really hope we get to see an AP for Bastardhall or a multi-part module arc in the module line, or something in 2013 for Bastardhall. Please do something for Bastardhall in 2013. Adventure Path? Multi-module story arc, or a Campaign Setting book on the dungeon itself similar to Dungeons of Golarion but for Bastardhall? I know I basically said the same thing twice. I'm guessing asking about plans for 2013 is a bit premature, but think about it? (I initially had this post in the Pathfinder Campaign Setting forum but I deleted that one and put it in the Products forum instead. I think it makes more sense here.) I'm making some vampire spawn with the vampire spawn template on page 271 of the Bestiary. The Bestiary says vampire spawn gain all the standard vampire weaknesses. It also notes that they lose the wight's Create Spawn ability. It doesn't say anything about the wight's Resurrection Vulnerability, so I'm inclined to leave it. However, the advanced vampire spawn statted in Ashes at Dawn do not have the Resurrection Vulnerability, so I'm not 100% sure. Presently my players don't have access to spells that powerful, so I don't need an answer immediately, but I'd still like to know so I can properly stat out my vampire spawn. Is the Bestiary missing a note that vampire spawn lose Resurrection Vulnerability, or are the advanced vampire spawn in Ashes at Dawn (AP #47) incorrectly omitting the vulnerability? As the subject says, where are the rules for assigning CR to NPCs? I am guessing they're somewhere in the Core Rulebook or Bestiary, but I can't find them in the creating NPCs section of the CRB and Challenge Rating is conspicuously missing from the index and glossary. I've also tried searching the PRD here at paizo.com but with no luck. I'm sure I'm just overlooking the information. Could someone direct me, please? I'm making a nosferatu aristocrat 3/rogue 9 (Viscount Oilic Galdyce, mentioned in Rule of Fear) but I don't know how to determine his base CR before I apply the nosferatu template. Tangent:
On a side note, I want to have him for this weekend but I'm sure I'll have to update him again once the Nosferatu template for PF is released. The 3.5e Nosferatu template in Seven Days to the Grave has d6 claw damage and affects Con and Wis with Blood Drain. The sample Pathfinderized nosferatu in Ashes at Dawn only does Con damage with its Blood Drain (Blood Drain is identical to standard vampire), but still has the d6 claw damage, even though I thought Pathfinder standardized Natural Attack damage by size at d4 for Medium creatures. In Carrion Crown: Broken Moon there's a two-page spread in the Bestiary section on the werebat. It gets a bite and two claw attacks. This is weird for two reasons: One: The illustration of the hybrid form has no arms, only wings where the arms would be. Of course that could be a picture of mid-transformation, not hybrid form. Two: The Pathfinder lycanthrope rules specify that lycanthropes get natural attacks in their hybrid form to match the natural attack forms of the base animal. Bat (familiar), dire bat, and mobat only have bite attacks. So is this an exception to the lycanthrope template rules, or should the claw attacks be ignored? Please cancel my Pathfinder Roleplaying Game subscription but not my other subscriptions. I would like to get the Beginner Box, but if I get it with the upcoming subscription shipment, the current store credit won't cover my November shipment and I'm trying to stretch my money right now. Hopefully I'll be able to restart my subscription before the Bestiary 3 comes out and pick up both items. Please do not cancel my other subscriptions as I would very much like to continue them. Does the Silversheen metal in Qadira, Gateway of the East incur the -1 to damage that alchemical silver weapons do? Silversheen:
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
No aura (nonmagical property); CL —; Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp. Black Dragon Booster Page wrote: Note: You must purchase one Pathfinder Battles: Heroes & Monsters Case for each Pathfinder Battles: Heroes & Monsters Black Dragon Booster you wish to purchase. That note should be in bright red. Does it give some kind of notice if you try to order just the black dragon? I placed an order for the Pathfinder Miniatures: Red Dragon - Core Rulebook Version and used anniversary9 discount code but placed it in my sidecart to ship with my next shipment. The price in my sidecart doesn't reflect anniversary9, nor does the price in my order history, though the order history does show it was ordered with the anniversary9 discount. Thanks for your attention to the matter. Event: PaizoCon 2011 Event #: 6424 Date: 06/11/11 Scenario: Pathfinder Society Scenario #2-25: You Only Die Twice (PFRPG) PDF GM #:21195 GM Name: Taylor Hubler Character #: 4221-1 Character Name: Zelarn Please explain your problem below: (Sorry, I tried to email but my email program kept hanging in the Send stage so I'm not sure if it sent.) Anyway, the problem is this: I don't have any Pathfinder Society characters that I have ever used. I generated a Pathfinder Society ID number once and selected Osirion, but that's all as far as I know. I never made a character. According to what I read in my user profiles, this character on my account attended PaizoCon 2011 and got two prestige points for Osirion faction? However, I did not attend PaizoCon 2011, so I'm not sure what's going on. A GM may have put in the wrong Society ID number when reporting results, maybe? That's my best guess. I have an order of Otherworld Miniatures Wolf Pack (10) moved to this order and it showed up in my "your product will ship soon" notification email as a Special Order. It also shows up on my pending orders here on the website as a Special Order. There's no mention of it being a Special Order on the product page. There it just says the product will ship from the warehouse in 2 to 6 business days. So my question/concern is will this cause a shipping delay beyond the regular expected delay of adding to my subscription shipment? Is this a special order or is it in the warehouse? In order # 1550428 I got Map Pack: Shops. I opened it today and see that it includes two of the second-story tavern left cards and none of the second-story tavern right cards. (Right and left as determined by the image of the card on the packaging.) I got two identical cards that include three bedrooms a bale of hay outside the building, missing the one with three bedrooms and no bale of hey outside the building. Is it possible to just get the missing card, either by itself via postal mail or with my next shipment? Hey, I have a lot of questions that pop up from time to time about miniatures assembly and painting stuff. I'm just starting this thread so I can ask the questions as they come up rather than starting a bunch of short little threads for a question here or there. So my current question is: I have a Reaper Minis Angel of Radiance. I finally started messing with her assembly today. Looking at her, I think it would be easier to paint her and her wings separately then attach them. Is it a bad idea to paint the individual parts before assembly, or can I do it in this order? I bought a pin vise. I know it's used for attaching miniature limbs and such, drilling holes to pin the stuff in place, but it didn't come with any drill bits or anything. So I'm guessing those are a separate purchase. I bought the pin vise a a local hardware store. I went in there one day for a different issue and asked while I was there if they had one. The old guy who ran the place said "I used to carry one for years and years but then somebody bought it and I haven't had once since. If you check back in a few weeks, I'll see about getting one in stock." So I checked back in a few weeks and he had one so I bought it. So what else do I actually need to use it? Secondly, I've been using green stuff some for attaching limbs and basing miniatures, and I've found it's really messy. I've mostly been handling it with my fingers and an X-acto knife. I've seen various people say dental picks are good for it, and I've seen a few mentions of sculpting tools, but I'm pretty sure it's going to stick to just about whatever tool is used. What's a good method to keep from taking it with the tool that's used to smooth it. About the neatest way I've found to work with it is just to use my fingers, but that leaves fingerprints in the greenstuff and I'd rather not have my fingerprints all over the miniature bases. So what else do I actually need to use it?
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