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247 posts. Alias of Kyle Smith 700.


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Inspired by this thread, how about something like this:

Easy to read version

Those who dedicate their lives to the art of fighting are unmatched in the ways of combat. Legends of great heroes abound – slaying a dragon single-handedly, deflecting magic back on those who cast it with a swipe of his sword, the ancient warrior able to turn anything he held into a deadly weapon – these are the tales of an age’s greatest fighters. From the humble farmer who picks up a plowshare and ends up saving the kingdom to the weapon master dedicated from childhood, being a true fighter is more than simple training. It is a passion, a calling, and the stuff from which legends are born.

Role: Fighters are the masters of the battlefield. Their incredible martial techniques and sheer versatility allow them to shape combat to best benefit them and their allies. Through nothing more than perfection in combat, they are capable of truly astounding deeds that seem mystical and can confound even the greatest shapers of magic.
Alignment: Any
Hit Die: d10

Class Skills
The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier

Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and every 3 levels thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 6th level, and every 3 levels thereafter (9th, 12th, 15th, 18th), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Expertise: Fighters are experts in combat, capable of handling any weapon with a great deal of skill. When making an attack, a fighter adds a +1 bonus to attack and damage rolls. This bonus increases by 1 at 5th level, and every 4 levels thereafter. This bonus is also added to the fighter’s CMB and CMD.

Once per day, a fighter can focus his expertise into one devastating attack. As a standard action, he can make one attack and double his expertise bonus for that attack. After the attack is resolved, the fighter’s expertise bonus is reduced to 0 until his next turn.

Martial Technique: As a fighter gains levels, he becomes more versed in the ways of combat. Starting at 2nd level, and every 3 levels thereafter, a fighter gains a martial technique. Unless otherwise noted, a fighter cannot select an individual power more than once.

Aim for the Heart – As a full round action, make one attack. If the attack hits, it deals normal damage and the target must make a Fortitude save (the DC is 10 + the fighter’s BAB) or die. This ability may be used once per day. A fighter must be at least 7th level to select this technique.

Alert – Add the fighter’s expertise bonus to his Initiative.

Armor Training – Increase the maximum Dex bonus allowed by the fighter’s armor and decrease the armor check penalty by an amount equal to the fighter’s expertise bonus. If this reduces the armor’s ACP to 0, the fighter may move at full speed while wearing the armor.

Battle Commander – As a full-round action, a fighter can lend his expertise to his allies by issuing commands and providing insight into combat. Allies within 30 ft. who can hear or see the fighter gain a competence bonus on their attack and damage rolls equal to the fighter’s expertise bonus for 1 round. The fighter can extend the duration of this effect with a standard action each subsequent round. The maximum duration of this ability is a number of rounds equal to the fighter’s Charisma modifier (minimum 1).

Counter – When a fighter successfully parries an attack, he may use the attack roll used to parry to make an attack on the opponent he parried. A fighter must have the Parry martial technique to select this martial technique.

Defensive Expertise – The fighter gains a dodge bonus to his AC equal to his expertise bonus.

Deflect Rays – A fighter can attempt to deflect any ray that targets him. As an immediate action, make an attack roll and compare it to the attack roll of the ray. If the fighter’s attack roll is higher, the ray is deflected harmlessly away. If the attack roll of the fighter exceeds that of the ray by 5 or more, the ray is reflected back at the caster, who becomes the new target. A ray cannot be deflected in this manner if the original attack roll was a natural 20. This ability can be used a number of times per day equal to the fighter’s expertise bonus. This ability can be chosen more than once. Each time it is chosen, increase the number of times per day it can be used by an amount equal to the fighter’s expertise bonus (these extra uses go up in value when the expertise value goes up).

Forge Master –The Fighter is not only a master of wielding weapons and armor, but also a master at their fabrication. He gains Craft Magic arms and Armor as a bonus feat, even if he does not meet the prerequisites. For the purposes of this feat, treat the Fighter's BAB as his caster level. Choose Craft (weaponsmith), Craft (bowyer), or Craft (armorsmith). The fighter gains a bonus on this skill equal to his expertise bonus.

Graceful Steps – Fighters can assess the flow of combat and move through it with effortless grace. A fighter that selects this maneuver can make a number of additional 5-foot-steps per round equal to his expertise bonus.

Improved Defensive Expertise – The fighter gains DR/- equal to his expertise bonus. This damage reduction stacks with other sources of DR/-. A fighter must have the Defensive Expertise martial technique to select this martial technique.

Fearful Reputation – The fighter gains a bonus to Intimidate equal to his expertise modifier. In addition, he can attempt to demoralize an enemy as a swift action.

Mental Focus – Some fighters focus their training on strengthening the power of their mind. A fighter who selects this martial technique adds his expertise bonus on all Will saves.

Parry - As a swift action, a fighter may prepare to counter an attack made against him. The next time before the fighter’s next turn a creature he threatens attacks him, he may make an opposed attack roll. If the fighter’s attack roll is higher, the original attack misses. A natural 20 on the attack roll of the opponent can only be parried by a natural 20 by the fighter. Regardless of the success of the parry, it uses an attack of opportunity. This ability can be used a number of times per day equal to his expertise bonus. This ability can be chosen more than once. Each time it is chosen, increase the number of times per day it can be used by an amount equal to the fighter’s expertise bonus (these extra uses go up in value when the expertise value goes up).

Powerful Jump – When making a long jump, a fighter may add his level to the distance he jumps. When making a high jump, he may add his expertise bonus to the height he jumps.

Quick Reflexes – Fighters who select this martial technique have honed their reflexes to a razor edge, and gain a bonus to Reflex saves equal to their expertise bonus.

Skillful Manuever – Choose a combat maneuver from the following list: bull rush, dirty trick, disarm, grapple, overrun, reposition. The fighter gains the related Improved feat as a bonus feat. At 7th level, the fighter gains the related Greater feat as a bonus feat. The fighter does not need to meet the pre-requisites for these feats to receive them. This ability can be chosen more than once. Each time it is chosen, it applies to a new maneuver.

Skilled – Not all fighters focus their training exclusively on combat. A fighter who selects this martial technique gains a bonus to one skill equal to his expertise bonus. This ability can be chosen more than once. Each it is chosen, it applies to a different skill.

Spell Resistance – A fighter gains Spell Resistance equal to 10 + the fighter’s level. A fighter must be at least 11th level to select this ability.

Tactical Assessment – A fighter can use Sense Motive in place of a Knowledge skill to ascertain the abilities of a creature. The fighter must have witnessed the creature in combat for at least 2 rounds before he can use this ability.

Weapon Training – Some fighters focus their training on one type of weapon. Choose one weapon group. The fighter gains a +1 bonus to hit and +2 to damage with all weapons from that group and gains proficiency with every weapon in that group. This ability can be chosen more than once. Each time it is chosen, it applies to a new weapon group.

Bravery: Starting at 3rd level, a fighter gains a bonus on Will saves against mind-affecting effects equal to his Expertise bonus.

Versatility: At 6th level, a fighter learns to be more adaptable in combat. As a move action, he can gain the use of one combat feat for which he qualifies for a number of rounds equal to his Expertise bonus. At 12th level, a fighter can activate this ability as a swift action, and at 18th as an immediate action.

Indomitable: At 9th level, a fighter’s toughness allows him to shrug off many attacks. If he makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless fighter does not gain the benefit of the indomitable ability.

Improved Expertise: At 12th level, a fighter can expend his expertise one additional time per day, and the expertise bonus is tripled rather than doubled.

Tireless: At 15th level, fighters become immune to fatigue and exhaustion.

Greater Expertise: At 18th level, a fighter can expend his expertise one additional time per day, and the expertise bonus is quadrupled rather than tripled.

Mastery: At 20th level, a fighter becomes a true master of combat. Once per day, he may gain the use of any Martial Technique for which he qualifies for 5 rounds as an immediate action. In addition, he may select one weapon group to master. When wielding any weapon from that group, the critical multiplier of the weapon increases by 1 (x2 becomes x3, for example), and he cannot be disarmed.

I don't have them converted to a statblock printout except for the ones I posted here. What I do have, however, is Hero Lab portfolios for everything. Check here for those.

A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.

This line is conveniently forgotten by a whole lot of people.

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I have this idea for a campaign that I've been toying with that involves Lamashtu. The background being that at one point, Aroden did something to anger Calistria (haven't figured out what yet). Calistria, furious, plots her revenge and finds an ally in Lamashtu. With Calistria's aid, Lamashtu seduces Aroden and at the height of their union, Calsitria appears and the two goddesses kill Aroden. His power flows out of him and into Lamashtu's new pregnancy.

The result of the union is a mythic demon/human hybrid named Nazael that seeks to supplant his mother. He finds an artifact empowered by Azathoth while searching for ways to increase his power and it drives him insane. His insanity drives him to believe freeing Rovagug will grant him the desired power.

Nazael, through years of research, finds a ritual that will free Rovagug. The clues to it are hidden in the following verse:

The lifeblood of a virgin
And the beast that defiled her.
The get of their union,
Anointed by She who abhors it.
The irredeemable priest of the Dawn,
The unfaithful priestess of the Prince.
The Last Azlanti’s last,
And She who took it.
Ninshabur calls thee,
And the Rough Beast shall answer.

Each pair of lines refers to a requirement for the ritual:

The lifeblood of a virgin
And the beast that defiled her.

- A virgin’s lifeblood is not terribly difficult to come by. The best that defiled her refers to a horrific coupling after the virgin is already dead. Not immediately apparent is that the lifeblood of the beast is required, not the beast itself.

The get of their union,
Anointed by She who abhors it.

- The dead virgin becomes pregnant by the beast that defiled her, and an undead creature is born from her. This creature (some kind of unique ghoul?) must be anointed by Pharasma. The creature must be at the ritual, willingly taking part.

The irredeemable priest of the Dawn,
The unfaithful priestess of the Prince.

- A priest of Sarenrae fallen so far as to be irredeemable – he must now worship Rovagug.
- A priestess of Asmodeus who breaks contract by laying with the former priest of Sarenrae during the ritual.

The Last Azlant’s last,
And She who took it.

- This refers to Nazael himself.

Ninshabur calls thee,
And the Rough Beast shall answer.

- The ritual must take place at a specific location at the Pit of Gormuz.

The party would get different bits of the ritual at different times and not in order, so they'd only slowly begin to get an idea of what was going on. Since Nazael is seeking to supplant Lamashtu, at one point, they'd be all but required to ally with Lamashtu's worshippers for a time. There'd be an NPC cleric of Calistria that seems like an ally would eventually turn on them when it became clear they were getting close to discovering Calistria's role in Aroden's death.

That's about all I've worked up on it.

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"Weak" encounters drain resources

Others have touched on ways to make sure the PCs aren't able to do one encounter per rest, so I won't go into that. What I've found is when you have multiple encounters, you don't need all of them to be hard. Encounters that are APL+0 often see PCs use higher level spell slots and resources to finish quickly. APL-1 or even -2 can be great for expending AoE spells. Several of these encounters can quickly drain some of the over-the-top power of the PCs in preparation for the big fights.

If your players are really smart and conserve their precious resources, then have a "pre-BBEG." Something that can definitely be considered a threat that will make the PCs want to use their big guns. A powerful demon, or dragon, or similar creature is a good way to do this. Then, after that fight, the BBEG can make his presence known.

More is more

Instead of one big enemy that is APL+3, why not a pair that are each APL+1? A pair of CR 19 dragons is a much more interesting battle than a single CR 21.

Oh, the memories...

Remember that one monster that was a horrifically difficult fight for your party earlier in their career? The one they only managed to kill by the wizard desperately firing off his crossbow and rolling a nat 20? Now that the PCs are several levels higher than that monster, have them encounter 2-3 of those guys. The memory of how hard the monster was will likely cause them to take the battle much more seriously, even if individually the monsters pose little threat to them now.

I received that message as well. I blocked the sender.

Wiggz wrote:

Slumbering Tsar shares RA's theme but not its construction, its much more of a traditional AP in arrangement.

Slumbering Tsar is nothing like a traditional AP. It's divided into 3 parts:

1) Sandbox wilderness exploration.
2) Ruined city exploration.
3) Megadungeon.

There is very little story in it (although it does have extensive background). It's mostly a setting and hundreds of encounters. GMs have a lot of work to do to really change it into a campaign.

Lots of comments in this thread say wild shape caps at beast shape iv, but it doesn't. The caps are:

8th - beast shape III
12th - plant shape III, and elemental body IV

chaoseffect wrote:
Take a look at the Great Old One Bokrug. Notice he is a large magical beast, which covered by Beast Shape 4.

Wild Shape never functions as beast shape iv - it caps at beats shape iii for animals. Druids can never wild shape into a magical beast.

If you cast beast shape iv, however, I agree with Pupsocket - why would you say the damage dice shrink?

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I really enjoyed how they've showed the brotherly affection between Jaime and Tyrion these last few episodes.

Kobold Cleaver wrote:
Point out to him that making every enemy tactically skilled, even the stupid ones, cheapens the danger posed by smart villains. Hobgoblins and devils should be smart and careful. Goblins, orcs and demons should fight like morons.

Why should demons fight like morons? Of the 19 demons in Bestiaries 1-3, only 2 have an Intelligence score less than 10 (Dretch and Schir). Most of them have 14+.

Core Rulebook, page 403 wrote:
One handy rule to keep under your belt is the Fiat Rule - simply grant a player a +2 or a -2 bonus or penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules.

This is a guideline only, and not a hard and fast rule. There's nothing in the CRB that says a GM is limited in giving out bonuses or penalties depending on the circumstances. I'm only passingly familiar with PFS, so I have no idea if there's something specific in there about limits to situational modifiers.

Update: the party has just completed Flood Season. I decided to move the Demonskar Ball to after this chapter. Vhalantru is going to reward them by persuading Lord Aslaxin to invite them. I'll probably have the Demonskar Ball itself take place on the Winter Solstice.

The party has a (now ex-)member of the town guard, so he's gone to Terseon Skellerang multiple times, and I've managed to portray him with just the right amount of arrogance, desire to do his duty, laziness, and corruption. I imagine the player will be quite happy to see how Skellerang's story goes as the AP progresses.

Lord Aslaxin has already played more of a role than I expected, and since he's the father of one of the Stormblades (not to mention they sussed out that it was Lord Aslaxin that hired the Stormblades to collapse the tunnel to the Darklands), they don't really trust him. I think I'm going to replace one of the Cagewrights with him.

One of the party is a wizard who persistently attempted to acquire an audience with Thifirane Rhiavadi, to no success. He was very interested in her magical prowess, having seen her teleport way back in the first session. The player is moving out of state, so in his last session, I had her offer him a job creating magic items (soulcages, eventually), but he countered by wanting to be her apprentice. Perfect! Now that character can come back as a NPC. I haven't yet decided if he'll be a villain or a valuable source of information for the party.

Loving the campaign so far.

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After spending way too many hours converting Shackled City to Golarion and PF, I've finally been able to run it. So far, it's going great, although it's taken some unexpected turns.

First off, I decided I wanted Vhalantru and Thifirane Rhiavadi to play bigger roles in the adventure. I made Lord Vhalantru in charge of Cauldron's adventuring licenses. No license means no adventuring, and to get a license requires the sponsorship of a noble house. Vhalantru was able to get Thifirane to agree to sponsor them (after the party took care of a nasty rat problem for her). The party didn't much like the arrogant Thifirane, but they seemed to like Vhalantru. Exactly the result for which I was hoping.

The party wisely explored all of Jzadirune before heading down to the Malachite Fortress, but unfortunately for them, they quickly found Kazmojen while still level 2. They started running when Kazmojen knocked Fario and Fellian unconscious with one attack each. The last person out saw Orbius teleport in, claim Terrem, and teleport back out.

After that mess, they decided to prepare more carefully, and perhaps explore the Malachite Fortress first. Seeing as how Kazmojen stomped them so thoroughly, I figured he wouldn't bother increasing the guard - the clearly incompetent adventurers were no threat to him.

The party found Fario and Fellian in the prison cells and rescued them, as well as the other slaves, and with careful preparation, stomped Kazmojen as easily as he did them the first time. Unfortunately, however, the remaining three children - Deakon, Lucinda, and Evelyn - were no where to be found, since after driving off the party the first time, Kazmojen finished the sale to the durzagon. I left a receipt on Kazmojen, however, stating the children were sold to "Pyllrak Shyraat, denizen of the Darklands."

My players weren't exactly keen on the idea of venturing into the Darklands until Jenya told them the reward was for rescuing the children. Still, they detoured off to Kingfisher Hollow to investigate Kingfisher Sendings. That didn't turn out to be very useful for them (although they did meet Lord Aslaxin there, and informed him about the slavery ring and the entrance to the Darklands).

So with a rather timid attitude, they decided they needed to venture into the Darklands. At this point, I decided the rescue of the children was going to completely replace Drakthar's Way. Pyllrak would end up taking his new slaves to various Darklands residents and attempt to resell them.

The party has had to cope with numerous Darklands hazards, and rescued Evelyn from a rather insane derro vivisectionist alchemist, managing to sneak into and back out of the small derro village without attracting notice.

Next up was a duergar city, where Pyllrak sold the dwarf child Deakon to a wealthy merchant, who also happened to be a wizard hoping to sacrifice his new purchase to convince an imp to become his familiar. That fight was particularly brutal, but they just barely managed to save Deakon. Oh, and they hired away the wizard's slave kobold chef, Jean-Pierre (complete with outrageous French accent and attitude).

They found Pyllrak's discarded journal in a guest room in the wizard's house, in which he states he was planning on selling the last child, Lucinda, to the drow, though he hates to deal with them. They used the wizard's library to research the drow city and found that to get there, they'll have to pass through a dangerous fungal forest.

Our next session is tomorrow, in which they'll find the fungal forest and eventually discover that Pyllrak succumbed to the many spores floating in the air, and turned into a weird fungal version of himself (Fungal Creature template from Bestiary 4). Lucinda managed to sneak away and is hiding just past the forest.

Once they find Lucinda, they'll have to trek back. They've already been in the Darklands for around 2 weeks, and it'll probably take about the same amount of time to get back. But, unfortunately for them, the duergar have discovered they killed the merchant, and when the party passes by the city, the guards alert their superiors, who will send out several squads to apprehend the murderers.

Even worse, when the party returns to the entrance to the Malachite Fortress, they'll find it collapsed. Lord Aslaxin, upon hearing about such a potentially dangerous tunnel, had the Stormblades collapse it. Now the party will have to turn around (back towards the duergar squads they don't know about yet) and find another exit.

The plan is for them to just barely escape the vengeful duergar by the skin of their teeth through a narrow tunnel that leads to the surface. Just before they're gone, a duergar wizard will cast a fireball at them, which ends up collapsing the tunnel behind them.

I think when the party miraculously returns to Cauldron with the three missing children, I'll have Vhalantru reward them somehow; maybe a piece of treasure tailored to them, or perhaps a piece of property in the city. Just something to help them remember him as a good guy.

How are you getting 9th level spells? 8 levels of oracle and 10 levels of mystery cultist is 17 total spellcaster levels, and oracles don't get 9th level spells until 18.

I'd strongly argue that since transmute elf to orc affects the target's personality, it needs two saves: Fort for the physical transmutation, and Will for the mental. The analogue is, obviously, baleful polymorph. It just doesn't make sense that a failed Fort save changes the target's alignment and personality.

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Something I threw at my players awhile back:

Darth Maul CR 19
XP 204,800
Demon-Spawn Tiefling Eldritch Knight 10/Fighter 1/Sorcerer 9
CE Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +2
AC 34, touch 21, flat-footed 28 (+8 armor, +6 Dex, +5 natural, +5 deflection)
hp 213 (11d10+9d6+49)
Fort +17, Ref +17, Will +14; +4 vs. poison
Resist cold 5, electricity 10, fire 5
Speed 30 ft.
Melee +1 brilliant energy, spell storing two-bladed sword +23/+18/+13 (1d8+10/1d8+10/17-20)
Sorcerer Spells Known (CL 18th; concentration +28):
9th (4/day) weird (DC 29)
8th (6/day) mind blank, power word stun
7th (7/day) deflection, resonating word (DC 29), spell turning
6th (8/day) chain lightning (DC 26), disintegrate (DC 28), mass suggestion (DC 26)
5th (8/day) fickle winds, hold monster (DC 25), telekinesis, waves of fatigue
4th (8/day) charm monster (DC 24), crushing despair (DC 24), fear (DC 24), greater false life, stoneskin
3rd (8/day) greater magic weapon, haste, heroism, rage, suggestion (DC 23)
2nd (9/day) bear's endurance, blur, bull's strength, detect thoughts (DC 22), ghoul touch (DC 22), resist energy
1st (9/day) cause fear (DC 21), feather fall (DC 23), jump, shield, shocking grasp, true strike
0 (at will) arcane mark, detect magic, ghost sound (DC 20), mage hand, open/close (DC 22), prestidigitation (DC 20), read magic, resistance, spark (DC 20)
Str 24, Dex 22, Con 14, Int 10, Wis 10, Cha 28
Base Atk +15; CMB +22; CMD 43
Feats Combat Casting, Double Slice, Empower Spell, Eschew Materials, Exotic Weapon Proficiency (two-bladed sword), Greater Spell Focus (transmutation), Greater Two-weapon Fighting, Greater Weapon Focus (two-bladed sword), Improved Critical (two-bladed sword), Improved Initiative, Improved Two-weapon Fighting, Spell Focus (transmutation), Spontaneous Metafocus (telekinesis), Two-weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialization (two-bladed sword)
Skills Spellcraft +23, Stealth +26
Languages Abyssal, Common
SQ bloodlines (abyssal), fiendish sorcery, spell critical
Gear +1 brilliant energy, spell storing two-bladed sword, amulet of natural armor +5, belt of physical might (str & dex +6), bracers of armor +8, cloak of resistance +5, headband of alluring charisma +6, page of spell knowledge (vampiric touch), ring of protection +5
Special Abilities
Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.


Day 1 - 1:00 PM


Map updated to include numbers for unexplored doors, since I have no idea where you guys want to go.

Common Raggamoffyn
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 36 (3d10+20)
Fort +1, Ref +3, Will +3
Immune construct traits
Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +5 (1d6+3 plus grab)
Special Attacks control host, suffocate, wrap
Str 14, Dex 15, Con , Int 10, Wis 15, Cha 17
Base Atk +3; CMB +5 (+9 grapple); CMD 17
Skills Sense Motive +5, Stealth +5
Special Abilities
Control Host (DC 14) (Su) A raggamoffyn can attempt to take control of any creature it has wrapped. This ability functions like the dominate monster spell (caster level 18th). As a free action, the raggamoffyn may relinquish control over its host by physically and mentally disengaging itself from the latter’s body. Use the captured one template for a creature under the control of a raggamoffyn.

Suffocate (Ex) A common raggamoffyn can asphyxiate a wrapped creature by drawing the air from its lungs. This attack automatically deals 1d4 points of damage per round.

Wrap (Ex) To use this ability, the raggamoffyn must begin its turn grappling a creature. With a successful grapple check, it can wrap itself around the foe it has grappled. The raggamoffyn forms a skintight layer around the wrapped creature, covering it from head to toe but leaving enough space for the creature to breathe through its mouth and nose. Attacks on such a target deal half their damage to the victim and half to the raggamoffyn. An affected creature can extract itself by making a successful grapple check. Once a raggamoffyn has wrapped a creature, it is no longer considered grappled, and on its next turn can use its Control Host ability.

Buri wrote:
If I were to utilize Hero Lab, I most certainly would have to purchase it again. If I didn't, that would be piracy. Or, do you mean to say I could download the application for free, input all the feats/classes/etc for free, and never pay a dime for using it?

The software itself costs $30. Included as a bonus with the purchase of the software is a license for the core rules for one game system - Pathfinder, 4e, 3.5 d20 OGL, etc.


Day 1 - 11:40 AM


Combat Round 1
Rat - hp 5 - AC 14 T 14 FF 11 CMD 12 (16 vs. trip) Fort +3 Ref +5 Will +1
Spider - hp 12 - AC 13 T 13 FF 11 CMD 12 (24 vs. trip) Fort +4 Ref +2 Will +0
Turtle - hp 6 - AC 12 T 12 FF 12 CMD 4 (8 vs. trip) Fort +3 Ref +1 Will +1
Dog-face - hp 9 - AC 13 T 13 FF 12 CMD 5 Fort +0 Ref +3 Will +4

Monster initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Party initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Monster reroll initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Party reroll initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Monsters act first.

The room seems wholly uninteresting except for the oddities of the floor. Close inspection reveals the stained mortar seems somewhat porous, but no trap is found.

The door in the west wall opens to reveal a room littered with bits of fur and trash, along with several creatures, ranging from a large, mean looking rat to an entirely-too-large spider. There's also a small turtle and tiny, bipedal dog-faced creature holding a blade and miniscule bow. Upon opening the door, the dog-faced creature shrieks and waves his blade around.

Turtle bite on Alec: 1d20 + 1 ⇒ (13) + 1 = 14 (miss) for 1d3 - 3 ⇒ (3) - 3 = 0 damage.
Rat (charging) bite on Alec: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 (miss) for 1d4 ⇒ 4 damage.

The turtle ambles forward (into Alec's square) and bites at the dwarf, but its beak clangs off his armor. The rat runs and leaps at Alec, but its bite is likewise foiled.

The spider climbs up the south wall and perches at the ceiling while the dog-faced creature moves forward and points its finger at Alex's waraxe, creating a loud ringing noise.

Alec: need a DC 10 Will save or your weapon is destroyed. You will need to roll twice and take the worse result.

Spellcraft DC 17:
The creature used shatter as a spell-like ability.

Identifying the dog-faced creature: (roll once - you can open any spoiler that your result matches or exceeds)

Knowledge: Nature DC 11:
The dog-faced creature is a pugwampi, a malicious fey that radiates an aura of ill luck.

Knowledge: Nature DC 16:
Pugwampis loathe the touch of cold iron.

Knowledge: Nature DC 21:
Pugwampis have an innate resistance to spells.

Important: All d20 rolls within 20 feet of the dog-faced creature must be rolled twice and the worse result taken.

In game terms, the turtle and the dog-faced creature are tiny. The other creatures are small.

GM only:
1d3 + 11 ⇒ (2) + 11 = 131d60 ⇒ 50
Next random encounter check at 2:50pm.

Dire Rat hp: 1d6 + 3 ⇒ (2) + 3 = 5
Giant Crab Spider hp: 2d8 + 2 ⇒ (8, 2) + 2 = 12
Snapping Turtle hp: 1d8 + 1 ⇒ (5) + 1 = 6
Pugwampi hp: 1d6 + 3 ⇒ (6) + 3 = 9

XP total: 1075
This encounter: 670 xp

MrSin wrote:
And that's actually a ridiculously huge problem with the cleric.

I agree, actually. I just don't think PrCs that make the base class obsolete is the answer.

williamoak wrote:
And yet, it's not like we are seeing a ton of people playing loremasters & mages of the third eye either.

Well, loremaster requires Skill Focus and 3 metamagic feats, which is a heavy entrance fee. Arclords of Nex are even worse, requiring Craft Construct (all but useless) and Eye of the Arclord (also lousy).

Makhno wrote:
But wait; if your domain features are unimpressive, then you're taking the wrong domains.

How many of those domain features progress beyond 8th level, though? Two of the most sought after domains are Travel and Freedom. Once you hit 8th level, you get the main feature. Sure, you can use them a little bit more as you level, but you've already got a good amount of use just by hitting 8th.

Makhno wrote:
As for the wizard: you give up school specialization power progression (which are great — again, if you pick the right ones); bonus feats are quite nice (item creation feats are excellent in most campaigns, metamagic is also quite good); and the free spells known are huge!

School specialization powers are nice, but not amazing. And like clerics, most of them kind of peak at 8th level (except for the capstone abilities, and how many games actually go to 20?). The bonus feats are good, but it's 2 feats over 10 levels (ie 4 levels of a fighter's class features). As for free spells's dependent on the campaign. If you have difficulty finding ways to add spells to your spellbook (scrolls, captured spellbooks, paying a wizard to copy from him spellbook, etc.), then they're amazing. If that's not an issue, it's a footnote.

MrSin wrote:
The class features they were given in pathfinder? Bloodlines, discoveries, revelation advancement, etc. Whatever they get pales is likely to pale in comparison to the spellcasting anyway unless it further augments the spellcasting. Even in 3.5 where they had no class features, you avoided things that didn't give you full progression unless they gave you something absolutely amazing because spellcasting is ultimate power.

Wizards and clerics have such minimal class features (with very little progression) that creating full caster level PrCs with plenty of class features means there's very little reason to stay in the base class, which was a major goal of Pathfinder in the first place.

What does a cleric give up by switching to a PrC with full casting progression? Channel Energy and Domain progression. By the time you're ready to take a PrC, Channel Energy is already more of a footnote ability than something important, and domain features are singularly unimpressive for the vast majority of domains (not to mention most stop progressing at 8th level). Domain spell progression is given up, but that's 1 extra spell per level compared to class features at every level (which is what almost everybody wants to see in a PrC).

What does a wizard give up? Arcane discoveries, a bonus feat or two, 2 spells known per level, and spell school progression. Again, very little compared to a PrC full of class features and caster level progression.

The thing with clerics and wizards is that full 9th level spells is such a dominant class feature that everything else is minor in comparison. There's relatively little for them to give up other than caster level in order to allow them to gain solid class features from a PrC.

Douglas Muir 406 wrote:
In terms of "powering down": for spellcasters, any class that wants you to give up a level of spellcasting (which about half of them do). For fighter types, anything that gives you benefits that are less valuable than feats, or anything that's not giving you full BAB and d10 HD. And of course, anything with feat or skill taxes, especially if the candidate character classes are already feat-thin or skill-starved.

If a PrC offers full casting progression and a boatload of class features, why would a wizard or cleric, both of which have almost no class features, ever stay in the base class?

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Whew, this took quite a bit of time. I have created Hero Lab portfolios for every single encounter in the Shackled City hardcover.

Shackled City Encounters

Installation Instructions:

Extract the files. Copy the Shackled City.user and 3.5 monsters converted.user files to the Hero Lab Pathfinder data folder. You can find this folder by opening Hero Lab, selecting Pathfinder, then clicking on Tools -> Explore Folders -> Game System Data Folder.


- I don't currently have a full list of all the sources required for all the portfolios. Suffice to say, there's quite a few, and I'm pretty sure you'll need at least all the Bestiaries (except maybe 4) and most, if not all, of the core line. You will also need Shadow Chemosh's adjustments, which are available at

- The Shackled City hardcover was written for DnD 3.5, which has a different way of calculating CR (A human fighter 1 in 3.5 was a CR 1, whereas in Pathfinder it is CR 1/2). Due to this, I added a class level to a large number of the NPCs.

- I did not convert the Pathwarden prestige class, as it was, frankly, too much work for my talents with the Hero Lab editor. Instead, I generally used the Pathfinder Delver prestige class from Seeker of Secrets.

- I converted the gods in the book to Golarion gods, as follows:

St. Cuthbert -> Iomedae
Kord -> Kurgess
Wee Jas -> Nethys
Pelor -> Sarenrae
Olidammara -> Cayden Cailen
Moradin -> Torag
Yondalla -> Chaldira Zuzaristan
Garl Glittergold -> Nivi Rhombodazzle
Fharlanghn -> Ketephys
Hextor -> Achaekek
Blibdoolpoolp -> Dagon
Vecna -> Kabriri
Nerull -> Norgorber
Erythnul -> Kostchtchie

For the open door to the Underdark, a good way to handle it is to have the Stormblades be tasked with handling it. They can take plenty of glory in collapsing the tunnel and saving the city from the terrors of the Underdark - just the thing to tweak the party into annoyance. Then, if there's some treasure down there your party missed, have the Stormblades find it and donate the proceeds to the city (perhaps even the Lantern Street Orphanage).

James Jacobs wrote:

The best place to go would be back to Pathfinder #10, which is not only an entire adventure set in the Cinderlands with the Shoanti, but has a "Shoanti Way of Life" article in it. There's some other tidbits about the Shoanti in the other volumes of Curse of the Crimson Throne, as well as some in the Magnimar and Korvosa city books, along with Robin Laws' novel "Blood of the City."

There was never an article or significant Shoanti element in Rise of the Runelords apart from there being some Shoanti NPCs.

There's also some Shoanti information in Varisia - Birthplace of Legends.

Tiasar: I'm looking at the (revised) ACG playtest packet and it shows warpriests not getting their first bonus feat until 3rd level (other than Weapon Focus at first, of course).

I will consider ACG playtest classes.

Tiasar: Interesting concept. It reads more like an oracle to me than a warpriest, but that's not a problem. Minor note: You have 1 too many feats - you should have 3 (1 for human, 1 for 1st level, and Weapon Focus from warpriest).

Kjell Isenvacht: The premise is correct. Backstory for how you got to level 20 and what you did along the way is helpful, although it doesn't need to be detailed.

Alexander Kilcoyne: I'm going to say no to drawbacks.

Skorn: 4 players is my intention.

Alistus: Minor notes: monks cannot be CG, and you have (half-orc) as a subtype.

Thirdrevelation wrote:
The antimagic field would suck as any spell buffs I tried to use on the eidolon would be dispelled, but the eidolon can't be dispelled with an antimagic field if I used my 1 minute long method of summoning it. If I used the summon eidolon spell, it would dissappear, but that's mostly for if you get surprised after sleeping so it couldn't have been there using the long method or something.

The eidolon entry specifically mentions it is treated as a summoned creature, with the special case that dispel magic cannot be used to send it back to its home plane. Antimagic field, however, is not dispel magic, and it's text specifically says that summoned creatures wink out in its area.

It's rather hard to know what things the GM could do to ruin your day without seeing more about the build, but here's a few things from Bestiary 1 (adding in Bestiaries 2-4 would greatly expand the list):

1) An ancient gold dragon that casts antimagic field and moves up right next to you. Your buffs and magic items are gone, your eidolon goes away, your spells are useless, and you have a dragon adjacent to you.

2) A balor can cast dominate monster at CL 20th with a Will DC of 27. That's a 50/50 chance of getting through SR, and unless you have focused a great deal on Will saves for your eidolon, a decent chance it will now be under the balor's control.

3) A bunch of spectres with +10 to touch for 2 negative levels with each hit.

4) Throw hundreds of bat swarms at you. They won't be able to hurt the eidolon with its DR, but they'll chew through your hp in no time (not to mention you having to make hundreds of DC 11 Fort saves to avoid being nauseated).

Thirdrevelation wrote:
Hah, and here's me being a noob - do SLA's bypass SR?

SLAs require a SR check just like spells do.

Breathdrinker CR 7
CE Medium outsider (air, elemental, evil)
Init +7; Senses darkvision 60 ft.; Perception +13
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 76 (9d10+27)
Fort +6, Ref +9, Will +7
Defensive Abilities air mastery; DR 10/magic; Immune elemental traits
Speed fly 80 ft. (perfect)
Melee wind scythe +10 (2d4)
Special Attacks fear gaze, steal breath
Str 11, Dex 16, Con 16, Int 14, Wis 13, Cha 14
Base Atk +9; CMB +9; CMD 22
Feats Ability Focus (Fear Gaze), Flyby Attack, Improved Initiative, Stealthy, Weapon Focus (wind scythe)
Skills Acrobatics +12, Escape Artist +14, Fly +23, Intimidate +11, Perception +13, Sense Motive +13, Stealth +17, Survival +10
Languages Auran, Common
SQ invisibility
Special Abilities
Fear Gaze (DC 18) (Su) Anyone within 30 feet of a breathdrinker who meets the creature's glowing red eyes must succeed at a Will save (DC 18) or be paralyzed with fear for 1d4 rounds. This is a mind-affecting fear effect.

Invisibility (Su) A breathdrinker can make itself invisible at will as a free action. This ability functions like an invisiblity spell (caster level 8th).

Steal Breath (DC 17) (Su) As a full-round action, a breathdrinker can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a DC 17 Fort save or take 1d6 points of Constitution damage. The breathdrinker heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points that last for 1 hour. The save DC is Constitution-based.

Wind Scythe (Ex) A breatherdrinker attacks by creating a wind scythe - a plane of pressurized air that forms from its own body.

Sorry for not responding, Dr. Gradgrind - I haven't kept track of this thread in awhile. I do have the resurrected Orbius, if you still need it. In the meantime, here's a different creature:

Vittriss Bale CR 16
Male Green Dragon Ravener
LE Huge undead (dragon, air)
Init +0; Senses dragon senses; Perception +38
Aura cowering fear, frightful presence (210 ft., DC 25)
AC 35, touch 11, flat-footed 35 (-2 size, +24 natural, +3 deflection)
hp 196 (17d8+108)
Fort +17, Ref +11, Will +18
Defensive Abilities channel resistance +4, soul ward (18 hp); DR 10/good; Immune acid, undead traits; SR 27
Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
Melee bite +27 (2d10+16/19-20), 2 claws +27 (2d6+11/19-20), 2 wings +25 (1d8+5/19-20), tail slap +25 (2d6+16/19-20)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (50-ft. cone, DC 25, 14d6 acid and 2 negative levels), energy drain, soul consumption, soul magic
Spell-Like Abilities (CL 21st)
At will - charm person (DC 17), entangle (DC 17), suggestion (DC 18)
Spells Known (CL 10th):
5th - cloudkill (DC 21)
4th - dimension door, confusion (DC 20)
3rd - slow (DC 19), displacement, dispel magic
2nd - resist energy, mirror image, spider climb, invisibility
1st - mage armor, shield, ray of enfeeblement (DC 17), alarm, charm person (DC 17)
0 - touch of fatigue (DC 16), open/close (DC 16), mending, read magic, arcane mark, mage hand, detect magic, prestidigitation (DC 16), message
Str 33, Dex 10, Con , Int 20, Wis 21, Cha 22
Base Atk +18; CMB +31; CMD 44 (48 vs. trip)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Natural Attack (bite), Iron Will, Multiattack, Power Attack
Skills Appraise +26, Fly +13, Intimidate +35, Knowledge (arcana) +26, Knowledge (nature) +26, Perception +38, Spellcraft +26, Stealth +21, Survival +26, Swim +40, Use Magic Device +27; Racial Modifiers +8 Intimidate, +8 Perception, +8 Stealth
Languages Common, Draconic, Dwarven, Elven, Infernal, Spell Weaver
SQ trackless step, water breathing, woodland stride
Special Abilities
Breath Weapon (Su) Vitriss Bale’s breath weapon deals 14d6 acid damage in a 50 ft. cone. In addition, it bestows 2 negative levels on all creatures in the area. A successful DC 25 Reflex save halves the damage and reduces the energy drain to 1 negative level. The save DC to remove these negative levels is equal to the breath weapon DC. Vitriss Bale adds 1 hit point to its soul ward for each negative level bestowed in this way.

Cowering Fear (Su) Any creature shaken by Vittriss Bale’s frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any creature that is frightened by his frightful presence is instead cowering for the duration.

Energy Drain (Ex) If Vittriss Bale scores a critical hit with a natural weapon, the target gains 1 negative level. The DC to remove this negative level is 25. Whenever a creature gains a negative level in this way, Vittriss Bale adds 5 points to his soul ward.

Soul Consumption (Su) When a living creature within 30 feet of Vittriss Bale dies, that creature's soul is torn from its body and pulled into his maw if the dying creature fails a DC 25 Will save. This adds a number of hit points to Vittriss Bale’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this manner can only be brought back to life through miracle, true resurrection, or wish.

Soul Magic (Sp) Vittriss Bale has no spell slots. Instead, whenever he wishes to cast any one of his spells known, he consumes a number of hit points from his soul ward equal to the spell slot level necessary to cast the spell. If the soul ward has insufficient hit points, Vittriss Bale cannot cast that spell. Casting a spell that reduces the soul ward to exactly 0 hit points does not harm Vittriss Bale, although he is not comfortable without this buffer of soul-energy and tries to replenish it quickly.

Soul Ward (Su) An intangible field of siphoned soul energy protects Vittriss Bale from destruction. This ward has a maximum of 36 hit points, but starts at 18. Whenever Vittriss Bale would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to his soul ward. If this damage reduces the soul ward to fewer than 0 hit points, Vittriss Bale is destroyed.

We play Pathfinder in Moreno Valley every Sunday at 1:00pm to about 6:00-7:00. Currently we've got three people, and are looking to add another 1-2.

You can reply to this post, private message me, or email me at alientude at gmail dot com if you're interested.

As far as I can see, you've essentially made Strength worthless. Upping the weapon size is usually an increase of +1 damage on average, and that requires 4 Strength, which if you had put into Dexterity would get you +2 to attack, damage, AC, Reflex, and initiative. Why would you ever bother choosing Strength?

I assume these houserules are intended for very low levels only? Because giving only 1-2 hp + Con mod per hit die means after a few levels, people will be dropping unconscious after one hit. Doesn't sound particularly fun to me.

Mounted Combat

You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

Are you enforcing this -4 penalty? A -4 to hit is a hefty price to pay for full movement.

Advanced Monster Search.

Looking for a game in the Inland Empire, California? I've created a website specifically for the IE. Look for games or other players, or just shoot the breeze with other local gamers. It's a new, fledgling forum, but hopefully it can be used to make finding a game in the IE easier.

ie Gaming

Seeing that you're such a Stephen King fan, have you read the Bachman books? If so, which is your favorite of those? The Long Walk is probably my favorite King novel, although The Gunslinger is pretty fantastic as well.

Lord Snow wrote:
Speaking of which, what are the odds of seeing Pathfinder Tales as a kindle version? I have a pretty limited space for physical books left, and currently I am feeling with with Pathfinder Tales books and Dresden Files novels, both of which are unavailable in Kindle. It would be a huge relief if I could more easily buy the Pathfinder Tales books (It would also mean I'd buy more of them!)

IANJJ, but the Dresden Files series is absolutely available on the Kindle. I have every one of the books on mine, and just finished a reread of the entire series. To start, here's the link to Storm Front for the Kindle.

My group seems to be in the process of falling apart, so I'm looking around for options. I live in Moreno Valley, and can GM or play.

Mythic Adventures wrote:
Inspired Defense (Ex): Whenever you use bardic performance to inspire courage, the competence bonus against charm and fear effects instead applies to all saving throws. If you expend one use of mythic power when you start a bardic performance to inspire courage, you add your tier to this bonus.

Does this seem way too good to anybody else? For the measly cost of 1 mythic power, you're giving a huge bonus to all saves. Bard 20/Marshal 10 would be giving a +14 competence bonus to all saves to all his allies! That seems absurd.

The original Kazmojen is a CR 5 with 3 fighter levels. However, the way CR is calculated is different in Pathfinder, and giving him 3 fighter levels would only bring him to CR 4. I decided to keep his CR the same and gave him another fighter level.

I sent Lord Orbius to you as a private message.

Draconic Fingerling Swarm CR 5
CE Diminutive dragon (aquatic, swarm)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
AC 18, touch 17, flat-footed 15 (+3 Dex, +4 size, +1 natural)
hp 65 (10d12)
Fort +9, Ref +12, Will +9
Defensive Abilites swarm traits; Immune paralysis, sleep, weapon damage
Speed 0 ft., swim 30 ft.
Melee swarm (2d6 plus 1d6 acid)
Space 10 ft.; Reach 0 ft.
Special Attacks acidic bites, distraction (dc 15)
Str 1, Dex 16, Con 11, Int 3, Wis 10, Cha 1
Base Atk +10; CMB --; CMD --
Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +19, Swim +16
SQ feed
Special Abilities
Acidic Bites (Ex) A draconic fingerling swarm's attack deals an additional 1d6 points of acid damage.

Feed (Ex) When a draconic fingerling swarm slays an opponent, it can feed on the corpse, dissolving and devouring the corpse as a full-round action. Feeding destroys the victim's body, preventing any form of raising or resurrection that requires part of the corpse. For every 3 Hit Dice the victim had, the draconic fingerling swarm gains a +1 bonus to its Constitution for 1 hour. The draconic fingerling swarm ignores living opponents if there's a suitable corpse to feed on within 30 feet.

Sorry for the delay - update will come tomorrow.

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Don't forget about the Midnight Peddler. The night before the party enters Tsar, he is supposed to give them this hint:

“Sleep not in the city or to darkness awake. Not light to the eye but to the soul at stake.”

Once my group heard that, there was no chance they'd spend a night int he city.

Snows of Summer, session 1

A curious pair of travelers arrived at Heldren. Aldan Kaliqu-Seeker, a male gnome, and Freya Winterbreeze, a female human. They declared themselves Pathfinders, on the hunt for stories of interest. Little did they know that this remote, sleepy village, this Podunk town they looked down upon, would be the start of the greatest adventure of their lives.

It started simply enough. A kidnapped noble and a reward for her return. This was barely interesting; nobles went missing day in and day out all over the world. Yet with word of the kidnapping came stories of unnatural winter weather. Odd, considering it was midsummer. Curious, the pair agreed to help, not expecting the village elder to saddle them with the town drunk, Nikolai, and the out-of-place worshipper of Sarenrae, Aisling. The cleric, at least, would probably be useful. Nikolai, however, was fat, smelled bad, and complained endlessly when he didn’t have a bottle of vodka in his hands.

There was a survivor from Lady Argentea’s kidnapping, an Ulfen bodyguard by the name of Yuln Orestag. He told a harrowing tale of a bandit attack that included strange fey creatures touched by winter itself. The frostbitten man related his experience with such creatures – he’d seen their type before, far to the north, where winter ruled year round and the dread Winter Witches reigned with frozen fists.

What were such creatures doing in Taldor?

Worried by Yuln’s story, Nikolai, Aldan, and Aisling purchased winter outfits from the general store. Curiously, Freya scorned the additional protection, stating she had no such need. The group of misfits headed south, following the directions Yuln had given them. After a few hours of travel, they arrived at the ambush site to find one of the wagons wrecked, the other turned on its side. When they inspected the latter, they heard sounds coming from inside, as if somebody were still alive!

How wrong they were. When the door was opened, two corpses tumbled out of the wagon and stood up, animated into a horrible mockery of life. The zombies were clumsy, but they slammed their arms into their victims with the force of unlife. It was a harrowing battle, but the dark energy powering the zombies eventually collapsed.

Also at the ambush site stood a statue made of ice. Only with closer inspection did they discover it was no statue, but a man completely encased in ice. A cold, gruesome death, no doubt. With heavy heart, they broke through the ice and removed the dead captain’s breastplate – emblazoned with Taldan heraldry, and his finely crafted longsword, intending to return them to Lady Argentea when they found her.

A path to the south was obviously the direction the kidnappers took, and so they followed. All too soon they encountered a curious phenomenon. The height of summer turned to cold winter rather abruptly, as the temperature dropped precipitously, and snow lay deep on the ground, with more falling every minute. Glad now they purchased the furs and heavy clothes, the group continued on.

It didn’t take too long for things to get odder. An arctic tatzlwyrm burst from the snow and tore into Freya, looking to pull her into its den and feast. The creature turned out to be no match for the fury of Aisling’s fire bursts and Nikolai’s flashing blades, however, and Freya was saved.

They slogged through the snow, keeping their clothes tight about them. Except Freya. She walked easily on top of the snow in little more than a light dress, seemingly perfectly at ease in the environment. Who was this woman? Even Aldan, who had travelled with her to some degree and knew she had magic at her command, was surprised at how easily she adapted to the harsh cold.

Their travels took several days, and they were dogged by several fey creatures, their skin white as the snow and their words cold as the air. Turn back, they said, or face the eternal cold of death. The diminutive creatures were little threat, however, and so resorted to tricks more than overt attacks – a talking stag, a snowman rigged with a trap. Nothing deterred the group, however, and soon the fey disappeared.

Eventually, the intrepid group arrived at a man-made shelter, the High Sentinel Lodge. Once the local base for a group of rangers that protected the nearby area, it had since been overrun by the bandits that kidnapped Lady Argentea, as her would-be rescuers soon found out. They went in the front door and were attacked by several bandits.

A vicious battle unfolded, one that drew the attention of the cook, who had little interest in joining, and the bandit’s leader, who reinforced the bandits with creatures of his own making – two human skeletons infused with cold deeper than anything they’d ever felt. These awful undead creatures attacked without mercy, freezing everything nearby. But the bandit leader wasn’t done. Invisible to their eyes, he read from a scroll and touched two of the recently-slain corpses of his allies, and they rose as zombies. After a hectic fight, Freya and Aldan retreated, exhausted and depleted.

Nikolai attempted to follow, and almost got away, but on the porch he was unable to avoid an attack, and crashed through the porch and onto the ground beneath.

Aisling, offended by the blasphemous skeletons, refused to retreat, expending every last ounce of magic she had. With fire blazing from her fingertips and a song to Sarenrae on her lips, she fought the skeletons, burning away their cold with holy fire. The last of the undead fell before her, and she followed her companions. She was shocked to see that Nikolai was still alive under the porch, albeit barely.

Taking the wounded man with her, Aisling found Freya and Aldan, and the group set up a camp, resting for several days attempting to recover and drawing up plans. They had yet to even glimpse the person who had created the undead, and so had little to work from. When they felt themselves ready, they returned to the lodge.

Instead of piling into the confines of the building, they climbed atop the building and filled the chimneys with snow. Before long, smoke filled the lodge, and the doors opened. Out came seven figures. Four bandits, clearly sick, two more zombies – easily recognized as fallen bandits – and another man, dressed in a heavy fur coat. It was he, the necromancer, that ordered the attack.

Another furious battle erupted. The zombies and the leader seemed the true threat, as the sick bandits struggled to hold their crossbows straight with shaky hands. Nikolai and Aisling focused their efforts on the zombies, while Freya and Aldan attempted to deal with the bandit leader. He was no easy mark, however, as he cast a spell that paralyzed Nikolai before turning to deal with the two confronting him.

The zombies mindlessly attacked Nikolai and grievously wounded him just as he broke through the spell. It was a harrowing battle, with the heavyset man flirting with death every few seconds. Only the healing of Aisling kept him alive.

Rokhar Cindren, the leader of the bandits, struggled with the prowess of Freya and Aldan. Freya revealed much of her power here, infusing her magic attacks with a cold similar to that of the destroyed skeletons. Rokhar, however, was not without defenses, and could create a duplicate of himself to confuse his enemies seemingly whenever he wanted. His spells were devastating, as well, and Aldan noticed something odd. While spells normally involve hand movement, Rokhar seemed to be hiding a furtive movement with each spell. It took another casting for him to realize what it was – a holy symbol of Norgorber. This was no necromancer, but a cleric!

The sick bandits, their aim steadily getting worse away from the warmth of the building, and terrified of dying only to be raised as zombies, eventually threw down their crossbows and fled, cursing Rokhar as they went. It proved to be the turning point in the battle, as the zombies finally fell to Nikolai and Aisling, and the combined might of the group brought Rokhar to heel. The villain surrendered.

It took little prompting to get Rokhar talking. There were more fey creatures, and even some kind of troll, deeper in the Border Woods. He made a deal with them rather than succumbing to their might. But he did not trust them, and had captured one of the fey, although he was unable to pry any information from the sprite. The cleric confided that Lady Argentea was in the basement of the lodge.

Freya noticed that Rokhar’s fine fur cloak had magical properties to protect against the cold, and Nikolai claimed the valuable item. To his delight, he found that if he drew it closed, he took on the vague appearance of a yeti. Unknown to him, several of his companions preferred the look.

Investigation of Rokhar’s room found a map that showed the location the fey were using as a base camp, as well as the best route to get there. In a side room, they found the sprite Rokhar had captured, a foul-tempered creature by the name of Vrixx. The fey did not respond to their attempts to gather information, preferring instead to hurl insults and promises of their death. Annoyed with the creature, they abandoned it, leaving it to starve in the cage.

When they entered the basement, they were greeted by Lady Argentea. Perhaps greeted is the wrong word. “About time!” she stormed. “I’ve been waiting entirely too long for rescue. What do you mean by leaving me in the hands of these villains for so long?”

The trip back to Heldren was unpleasant, to say the least. Lady Argentea kept up a steady stream of complaints about their ineptitude, and it was all the group could do to keep Nikolai from ending her misery for good. He satisfied himself another way. With his new cloak, he had no need for the heavy furs he’d worn on the way. Lady Argentea, on the other hand, needed protection from the cold. He took great pleasure in giving her the oversized, sweat and vodka-stained furs.

Upon their return to Heldren, they freed themselves of Lady Argentea and turned Rokhar over to the local authorities. They received the promised reward and provided witness against Rokhar, who was hanged for his crimes.

A few days passed, as they attempted to relax and recover from the harrowing adventure. But true relaxation was difficult to find. Freya, born of winter herself and with all together too much knowledge of the fey they encountered and their masters, worried why they were in Taldor. Aldan, tinkering with the gun he’d finally figured out how to get working, knew there was a story here to be found, one that would make him famous. Aisling saw the unnatural winter blotting out the glory of the sun, a blasphemy she could not let pass. As for Nikolai…well, the Silver Stoat was fast running out of vodka.

Something had to be done.

As a GM, I would cackle with great delight if a player cast sands of time on a dragon they were fighting.

Edit: Guess my post doesn't make much sense with all the <spoilers> in the OP now.

ryric wrote:

Er, what? Temporary negative levels never become permanent in PF, unlike 3.5. You just retain the temp negative level until you make the daily save.

PRD wrote:
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Even permanent negative levels don't have any stronger effect, they just never go away on their own.

Looks like this is one of those places where the rules contradict themselves. This is the description of the energy drain (Su) universal monster rule (bolding mine):

PRD wrote:

Energy Drain (Su) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature's racial HD + draining creature's Cha modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks.

I'm going to be running Reign of Winter this Saturday, and I'm trying to figure out the effects of frostbite. Snows of Summer states that people can suffer from hypothermia if they take nonlethal damage from cold weather - treat as fatigued. If this condition is not remedied, they could also suffer from frostbite, and it references page 442 of the Core Rulebook.

Going to the Core Rulebook, all it says about frostbite is that taking nonlethal cold damage makes you suffer from frostbite or hypothermia - treat as fatigued.

By the rules, it seems like frostbite and hypothermia are the same thing - they just make you fatigued. However, I think frostbite should be a bit more than that.

What would you suggest for an additional effect (if any) for frostbite?

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