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Red Dragon

catdragon's page

RPG Superstar 2008 Top 32. Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 218 posts (228 including aliases). 3 reviews. 1 list. 2 wishlists. 16 Pathfinder Society characters.


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Andoran RPG Superstar 2008 Top 32

I miss him already. Sniff, sniff.

Andoran RPG Superstar 2008 Top 32

Seems like there ought be more evil gods...

But that is probably just my opinion.

Andoran RPG Superstar 2008 Top 32

I have that as well. The links take you back to the store blog.

Andoran RPG Superstar 2008 Top 32

I use greed rolls.

Before i explain that, at 1st level the characters always get max hps.

At 2nd and high levels, the player rolls. If he doesn't like what he rolls, he can roll again. But of the 2nd die roll is less than or equal to the first roll, that's it. No more rolls and that is what the character gains at that level. So theoretically the character can roll his character's hit die over and over until he hits max hp.

However, the odds are against him.

And that, my friends, is why i call it greed rolls.

Andoran RPG Superstar 2008 Top 32

GM Elton wrote:

I just hope that your party cleric realizes that he's in the game. If not, I'll just ask Catdragon to make a character.

Aw, shucks! Thanks.

Andoran RPG Superstar 2008 Top 32

1 person marked this as a favorite.

Wow. really enjoying this. Thanks for all your hard work.

Andoran RPG Superstar 2008 Top 32

something i thought of today, after dealing with my party on Saturday, are the serpentfolk's telepathy blocked by anything? In the case of the serpentfolk, 100' is the range limitation.

But do door's block it?
3' of stone?
antimagic field?
wall of force?

Anyone have any ideas and how did you handle it in your game?

Andoran RPG Superstar 2008 Top 32

I have to say that I am fascinated with the world/game you are putting together. Unfortunately i just don't have the time to devote to it that a player would need to do it justice. I hope you let bystanders in when you actually start play.

Thanks for stimulating my imagination!

Andoran RPG Superstar 2008 Top 32

Good gawds, almost 1500 posts..

one monster i would love to see is Scylla, from the Odyssey.

But then again, some the iconic one of kind monsters from Greek mythology would be fun.

Argus
Calydonian Boar
Caucasian Eagle
Centaurs Arcadian
Centaurs Thessalian
Cerberus (i am sure he has been done in various forms)
Cerynitian Deer
Colchian Dragon
Cretan Bull
Crommyon Sow
Ethiopian Sea Monster
Gegenees
Hesperian Dragon
Ismenian Dragon
Kharybdis
Laelaps
Marathonian Bull
Nemean Lion
Pygmies
Python
Scylla
Stymaphalian Birds
Talus
Teumessian Fox
Trojan Sea Monster
Typhoeus

Andoran RPG Superstar 2008 Top 32

I'm expecting my Serpent's Skull campaign to end around 18th-20th level. Near the end I will be adding challenges and the such to push them higher than the modules say, but then again my players want to hit 20th is at all possible.

So if i have to make the end game tougher and more elaborate who am I to say no? :)

But if i was to run the campaign as written, i would expect 18th level.

I also ran Rise of the Runelords under 3.5 rules and the characters finished at 18th level.

Andoran **** RPG Superstar 2008 Top 32

Wish i had found this thread before i ran the first part of the module. It would have been a great help. Anyhow, I also added a few games...

Carnival games:

Hoop Toss
This game consists of a narrow, deep booth with numerous barrels of different sizes, from thin ones to thick ones, at one end. The barker entreats you to toss a hoop towards the barrels, succeed in "hooping" a barrel to win the game.
Cost to play the game is 2 cp.
There are four different sizes of barrels. The thinnest barrels require a ranged to hit roll against AC 13. The next largest are AC 15, the third largest AC 17, and the largest barrel is AC 19. Alternatively, one can try to hoop two barrels together, though the barrels have been placed so that this is much harder than it looks (AC 24).

Egg Shuffle
The barker shows the player a blue quartz marble and places it under an wooden half-egg and shuffles the five half-eggs around. The goal of the player to guess which egg has the stone underneath it. This requires a DC 18 Perception check. If the player succeeds he gets 2 cp back. The cost to play the game is 1 cp.

Prizes

average worth 1 cp
1 Copper necklace
2 Wooden whistle
3 Carved wooden soldier
4 Piece of hard candy

average worth 2 cp
1 Copper necklace with a small flawed gem (d6: 1 agate; 2 blue quartz; 3 malachite; 4 obsidian; 5 tiger eye; 6 turquoise)
2 Varisian Matryoshka dolls (3)
3 Headband of brightly colored feathers
4 Wooden holy symbol of Erastil

average worth 5 cp
1 Wooden flute
2 Stuffed firepelt cougar
3 Copper ear jewelry with gems (d6: 1 agate; 2 blue quartz; 3 malachite; 4 obsidian; 5 tiger eye; 6 turquoise)

4 Copper bracelet

average worth 1 sp
1 Pan pipes
2 Song bird in a small cage
3 Wooden dancing shoes
4 Set of 5 wooden animal figures

average worth 2 sp
1 Porcelain statue of a dragon
2 Pouch of pepper
3 Free admission to next day's show (not available on last day of the carnival)
4 Cloak with the Umbra Carnival's Logo sewn into the back

Also as i prepare i am finding mistakes in the stat blocks. Basically Weapon Focus with people that don't have a BAB of +1 yet. But Borvius Monchello has too many feats. Again, not again deal, but annoying to my OCD-ness. :)

Lastly, I'm looking for the GM Shared prep... looking, but can't find it. Any anyone direct me? Edit: nevermind Found it!

Andoran RPG Superstar 2008 Top 32

Okay, well, I am imagining patrols of ages and their allies roaming the streets and causing trouble. You know, poking their noses into something they shouldn't and leading whatever they riled out towards the PCs. So here's a random encounter table off the top of my head.

I would love some suggestions.

1d4 dire apes (Bestiary 17) CR 5
1 mummy (Bestioary 210) CR 5
2d4 charau-ka thugs (PF39, p19) CR 8
1d4 girallons (Bestiary 154) CR 8
1 tyrannasaurus (Bestiary 86) CR 9
4 derhii (PF40, p19) CR 10
3 charau-ka and 4 dire apes (PF40, p50 and bestiary 17) CR 11
4 serpendfolk seekers (PF40, p36) CR 11
8 derhii (PF40, p19) CR 12
8 charau-ka (PF40, p50) CR 13
8 serpentfolk seekers (PF40, p36) CR 13
1d4 stone golems (Bestiary 163) CR 13
1 obambo (PF40, p81) CR 13
12 serpentfolk seekers (PF40, p36) CR 14
1 popobala (PF40, p84) CR 15

Andoran RPG Superstar 2008 Top 32

Well, the title says it all. The players were overconfident and when the challenges came about, they failed in the test of Strength and Combat, but won the test of Storytelling.

So they lost and the Gorilla King wants the city.

How can i work this so the players (and their characters) have to deal with the repercussions? I don't want to make it too tough and i don't want it too easy. And i want it to definitely have an effect in the game story.

A bit on that: The campaign has derailed in several places but thanks be to luck, guile, and cunning on my part, the story line is fairly close to the way the books describe. However the PCs have changed a number of things. The PCs managed to talk the pathfinders into allying themselves with the Sargavans. Additionally the characters went out of their way not to offend or get in the Red Mantis' way. So the RM have their artifact sword.

The Aspis Consortium has been destroyed (at the end of book 3). The Free Captains have been dealt with (by an attack by the Arpis and an encounter with ghosts when they set their camp up in a bad part of the city).

I have also introduced a new faction: the Razmirians. The Masks as the PCs like to call them, are exploring the southern part of the city. the PCs believe that the Razmirians are being controlled by a Moonbeast and Denizens of Leng (and I am not say here whether or not that is the truth since i know some of my players lurk in these electrons).

So what am i asking for? Advice, suggestions, and ideas. I would really appreciate anything no matter how off the wall it might seem.

Andoran **** RPG Superstar 2008 Top 32

Wow. Nice. Thanks for sharing

Andoran RPG Superstar 2008 Top 32 aka catdragon

are the oozes affected by the fey mists? Or does the ooze, as it gains intelligence, then gets affected by the Feymist?

Andoran RPG Superstar 2008 Top 32

I wasn't referring to any particular NPC. I just remember a lot of NPC with the phase of using vital strike and spring attack in their tactics.

Listed In Their Tactics
Monastic Sniper, p 104
Grove Guardian, p 109
Vault Breaker, p 206
Iron Duelist, p 218

Have Both Feats
Giant Slayer, p 17
Dath Whisperer, p 158
Darkstar, p 239
Master Duelist, 219
Golem-Breaker, p 141
Pirate Queen, p 133
Ageless Master, p 111

In retrospect there are only 4 that have it in their stat block.But IMO, that is 4 too many.

Andoran RPG Superstar 2008 Top 32

And don't forget the myriad characters that use vital strike with spring attack.

Andoran RPG Superstar 2008 Top 32

Snorb wrote:
Oh, and they killed the spider after I drop dead. My friend who plays Advokat says of this whole affair, "Y'know, this was a @$&#ing brilliant idea that @#% noblewoman had! 'Oh! Let's hire a thug, a lawyer, a private eye, a peasant with a sling, and a halfling and hope they can find the most powerful artifact in the world! THIS IS A GREAT IDEA!'"

LOL! I just snorted diet coke over my keyboard! And at work too! That's a great line.

Bobby

Andoran RPG Superstar 2008 Top 32

Arnwyn wrote:

I wonder if that's enough?

In fact, one might wonder if the Paizo APs are, in the end, just for Paizo Messageboard Users...

Wow. Universe revolve around you much?

I'm sorry that just came off nasty and that wasn't my intent.

Spoiler:
(Well, perhaps a little (: ).

Mainly the good folks at Paizo only have a few ways to determine what their customer base wants. The forums are probably the one they see day in and day out. to mean, that means that its fair to assume that whats on the message boards is what the consumers want.

After all if you are a consumer and you don't tell the service provider what you want, you have to be satisfied with what is delivered to you.

Lastly, all the APs are are a collection of themed, perhaps sequential, encounters. if you don't want to have the dungeons, don't use them and convert the room to room encounters to NPC meeting to NPC meeting encounters. Its a lot of work, but it can be done.

Andoran RPG Superstar 2008 Top 32

Want to buy a bridge?

In the boxed text for when the PCs get Maroux to a friendly status, she says:

Spoiler:

...that Sorshen really is alive and well in the Lady’s Light, but if you believe that claptrap, there’s a bridge across the Straits of Aroden I’d like to sell ya!”

Um... isn't there a bridge over the straits of Aroden? <http://pathfinder.wikia.com/wiki/Arch_of_Aroden> Though here is calls the straits the Straits of Hespereth. However, elsewhere (Council of Thieves, part 4) its referred to as the Straits of Aroden...

Anyone have an explanation?

Andoran RPG Superstar 2008 Top 32

ikki3520 wrote:

Cathedral of ascension could work that way.

Going across in the first paragraph, entering the gates and the grand gates shut close.

You wont get out as a mortal, so either ascend or fail and die.
So downwards into the dungeons the path takes.. all 6 installments, until at last either divinity of final death is achieved.

Can you tell us more about Cathedral of Ascension? i don't think i have ever heard of it before and my Google-fu didn't find it.

Thanks!

Andoran RPG Superstar 2008 Top 32

Very nice! Thanks?!

Andoran RPG Superstar 2008 Top 32

As a player in this campaign, I have to say that FallenValkyrja is selling herself short. She is a fantastic GM and doesn't let the metagamers and rules-lawyers get away with much (and yes, i am referring to myself, though i like role-play too). She is doing a great job!

My favorite moment so far has been sabotaging Fipps. he spent the entire day working on ropes, tying them in knows and getting them to hang correctly for Plug. Only to have the water wizard (my character) cast animate ropes and ruin the entire job.

And don't even get me started on the Plug Club....

Andoran RPG Superstar 2008 Top 32

SirGeshko wrote:

I started pulling a list of settlements out of the ISWG, when I realized I might not be able to share my work with fellow gamers, due to the Community Use Policy.

Would something so innocuous as a list of settlements, their populations, and the approximate distances between them along trade routes be prohibited?

I would love to see something like this. I created one for my old 2nd edition FR campaign and it amazed me how much trouble and time is saved in my game.

As for whether its covered by whatever, that's a question for the good folks at Paizo.

Andoran RPG Superstar 2008 Top 32

might want to break it down by level as will. What arcane spells do you have to worry about between 1st and 5th level? Obviously the level 1-3 spells. :) But how many enchantment spells are there versus evocation spells at that level.

So I guess my choices would be

3rd level) Enchantment
7th level) Evocation
11th level) Necromancy
15th level) Conjuration

Andoran RPG Superstar 2008 Top 32

Augary only answers weal or woe for a single situation btw.

Andoran RPG Superstar 2008 Top 32

Brogue The Rogue wrote:

You never camp out in dungeons, preparing before you open doors into unknown threats?

And hour's not that much, especially if you have a prepared caster in the group. Just because you're not sure how to make it effective doesn't make it ineffective. ;-)

Sounds like a challenge... How would ypu make it effective you where playing the character with the ability?

And for the record, i just don't like the half-hour limit. I think its very effective, just not useful because of the half hour thingee.

Andoran RPG Superstar 2008 Top 32

At level 1-4, after an hour ritual, its not powerful at all.

Andoran RPG Superstar 2008 Top 32

In short, the text says that it acts as the auguary spell. Does that mean it is only for the half hour after the hour of writing? That seems too limiting. But at the same time, i dont want to grant the ability too much power. Any suggestions?

Andoran RPG Superstar 2008 Top 32

Personally, I would rule that produce flame just doesn't work that way. The spell creates a ball of flame that you can throw or push in someone's face. Note that the spell description says "Effect flame in your palm."

When the dragon disciple attacks with his claws, he's attacking with his claws not slapping his opponent across the face.

Andoran **** RPG Superstar 2008 Top 32

Thats great news. Wish i lived closer to Asheville so i could be there.

Good luck, and perhaps one day i can visit y'all and game.

Andoran RPG Superstar 2008 Top 32

Hypothetical situation....

Take a 200 ft. deep pit. Cast a web spell in the exact middle and then make it permanent. Creature falls into the pit. Does the web break its fall? How much if any? Would it obscure the bottom of the pit (i.e. if a creature falls all the way through, would it hinder thing dropping into the pit or the character climbing out?

I realize that some of these questions are fairly easy to answer, but the repercussions of each "simple answer" is not so easy to adjudicate.

And yes, I get .01 every time I use a big word. :)

Andoran RPG Superstar 2008 Top 32

GIANT DEMONIC STIRGE CR 10
Male Stirge
NE Medium Outsider ((Magical Beast), Native)
Init +6; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +16
DEFENSE
AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
hp 88 (8d10+40)
Fort +11, Ref +12, Will +7
DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 21
OFFENSE
Spd 10 ft., Flight (40 feet, Good)
Melee Bite +14 (2d6+3) and Claw×2 +14×2 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Good (1/day)
Spell-Like Abilities
3/day - Darkness, Poison
1/day - Desecrate, Unholy Blight
STATISTICS
Str 16, Dex 23, Con 20, Int 13, Wis 20, Cha 12
Base Atk +8; CMB +14; CMD 27
Feats Agile Maneuvers, Combat Expertise +/-3, Lunge, Weapon Finesse
Skills Climb +14, Escape Artist +14, Fly +21, Intimidate +9, Perception +16, Stealth +17, Survival +13
Languages Abyssal
SQ Attach (Ex), Blood Drain (Ex), Diseased (Ex)
SPECIAL ABILITIES
Attach (Ex) When a giant demonic stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached giant demonic stirge is effectively grappling its prey. The giant demonic stirge loses its Dexterity bonus to AC and has an AC of 13, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A giant demonic stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached giant demonic stirge can be struck with a weapon or grappled itself-if its prey manages to win a grapple check or Escape Artist check against it, the giant demonic stirge is removed.
Blood Drain (Ex) A giant demonic stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 point of Constitution damage.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance: Acid, Cold, Electricity, and Fire (10) You have the specified Damage Resistance against Acid, Cold, Electricity, and Fire attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage. 20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Diseased (Ex) Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a giant demonic stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Core, p557). Once this check is made, the victim can no longer be infected by this particular giant demonic stirge, though attacks by different giant demonic stirges are resolved normally and may result in multiple illnesses.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge -2 to AC for +5' reach
Poison (3/day) (Sp) Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Good (1/day) (Su) +1 to hit, +8 to damage, +1 deflection bonus to AC when used.
Spell Resistance (21) You have Spell Resistance.
Unholy Blight (1/day) (Sp) You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Andoran RPG Superstar 2008 Top 32

Stirges from Hell

I wanted to pull the players into having their characters help the encampment. Of course a random encounter would have done that, but I also wanted to them to take an interest in the day to day operations.

So I had a thirst of stirges continually bother the camp. The stirges targets the animals (horses, goats, and cows), but they also attacked any sentries around as well. The beginning attacks took place off camera, but when the PCs got involved they easily handled the stirges (c'mom they are CR 1!).

Only problem is that they kept coming back.

So the PCs have to hunt down the nest. I placed the nest of the outskirts of the Residential Area, in a limestone cavern under several ruined, caved-in buildings. The caverns were cold, almost icy. Also there was a some mystical artifact (read McGuffin) that regenerated wounded stirges. The thing fed on heat, so the closer the PCs got to it, the more "ripe" it got. And then the PCs actually got within 50 feet of it, the McGuffin "hatched", summoning/creating/letting loose an advance half-fiend giant stirge (CR 10).

I'll post her stats later.

Andoran RPG Superstar 2008 Top 32

The military district was too easy for my players, so I advanced a few of the charau-ka. here is what i created for your enjoyment and use....

CHARAU-KA SNIPER CR 5
Male Charau-Ka Fighter (Crossbowman) 2/Rogue (Sniper) 2
CE Small Humanoid
Init +2; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +9
DEFENSE
AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +1 size, +2 natural)
hp 51 (2d10+5d8+14)
Fort +6, Ref +8, Will +2
Defensive Abilities Bravery +1, Evasion
OFFENSE
Spd 30 ft., Climbing (30 feet)
Melee Bite +3 (1d3+1) and Shortsword +8 (1d4+2/19-20) or
Melee Bite +3 (1d3+1) and Throwing Axe +8 (1d4+2/x3) or
Ranged Masterwork Light Crossbow +10 (1d6/19-20) or
Ranged Masterwork Light Crossbow +8 (1d6+4/19-20) or
Ranged Throwing Axe +7 (1d4/19-20/x3)
Special Attacks Accuracy, Sneak Attack +1d6, Sniper's Eye
STATISTICS
Str 15, Dex 14, Con 14, Int 8, Wis 12, Cha 11
Base Atk +5; CMB +6; CMD 18
Feats Bullseye Shot , Deadly Aim -2/+4, Opening Volley , Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies, Throw Anything, Weapon Focus (Light Crossbow)
Skills Acrobatics +9, Climb +18, Fly +4, Perception +9, Stealth +18
Languages Abyssal, Polyglot
SQ Shrieking Frenzy (1/day) (Su), Thrown-Weapon Mastery (Ex)
Combat Gear Masterwork Light Crossbow, Masterwork Studded Leather, Shortsword, 3 throwing axes; Other Gear potion of cure moderate wounds, potion of jump
SPECIAL ABILITIES
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Bravery +1 (Ex) +1 Will save vs. Fear
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shrieking Frenzy (1/day) (Su) Free, gain effects of haste for 3 rds but can't speak and staggered 1 rd at end.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Sniper's Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Thrown-Weapon Mastery (Ex) Threat range for thrown weapons is doubled, as though Improved Critical.

CHARAU-KA ELITE CR 5
Male Advanced Charau-Ka Fighter (Two-Handed Fighter) 3
CE Small Humanoid
Init +3; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +6
DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +1 size, +4 natural)
hp 58 (3d10+3d8+24)
Fort +8, Ref +7, Will +5
OFFENSE
Spd 30 ft., Climbing (30 feet)
Melee Bite +5 (1d3+2) and Darkwood Greatclub +12 (1d8+6) or
Melee Darkwood Greatclub +12 (1d8+8) or
Melee Bite +3 (1d3+6) and Darkwood Greatclub +10 (1d8+10) or
Melee Darkwood Greatclub +10 (1d8+12) or
Special Attacks Overhand Chop, Shattering Strike +1
STATISTICS
Str 19, Dex 17, Con 18, Int 12, Wis 16, Cha 15
Base Atk +5; CMB +8 (+9 Sundering); CMD 21 (22 vs. Sunder)
Feats Cleave , Point Blank Shot , Power Attack -2/+4, Precise Shot, Throw Anything, Weapon Focus (Greatclub)
Skills Climb +18, Fly +5, Intimidate +8, Perception +6, Stealth +14, Survival +9, Swim +10
Languages Abyssal, Polyglot, Sylvan
SQ Shrieking Frenzy (1/day) (Su), Thrown-Weapon Mastery (Ex)
Combat Gear Darkwood Greatclub; Other Gear potion of cure moderate wounds, tanglefoot bag
SPECIAL ABILITIES
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Shrieking Frenzy (1/day) (Su) Free, gain effects of haste for 3 rds but can't speak and staggered 1 rd at end.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Thrown-Weapon Mastery (Ex) Threat range for thrown weapons is doubled, as though Improved Critical.

Andoran RPG Superstar 2008 Top 32

Mudmen

I had a ruined building that has collapsed into a large pit that had mud and water at the bottom. Also down there were a group of 12 mudmen (ToH, p.438).

For more fun and more challenge, make the mud poisonous or disease ridden. You can also use a mosquito swarm in the mud as well.

Andoran RPG Superstar 2008 Top 32

Tower of the Technomages

A beehive shaped tower, the bottom of which has has the main door collapsed and is in ruins. It is now the lair of a behir (Bestiary, p. 34) (or two if you are feeling vicious). Once the behir is dealt with a stairway can be found that leads up into the tower.

Most of the tower is closed off behind nonmagical large stone or metal doors. These doors lead to the private areas for the technomages that use to be here. They are all locked down and will not open with out serious destructive force being used.

The Only inhabitant of the tower is a Clockwork Brain Gear (ToH, p. 110), 24 Clockwork Warrior(ToH, p114), 4 Clockwork Scouts (ToH, p. 113), and two Clockwork Titans (ToH, p. 114). I made the brain gear old, partially malfunctioning, paranoid, and knowledgeable. I then used it as a method to communicate info that the the PCs needed.

My players allied themselves with it and negotiated a truce. Now their Pathfinders are sending transmuters to become technomages in return for supplies so the brain gear can repair itself. Of course if and when this becomes two much for the story, a catastrophic malfunction might take place...

Andoran RPG Superstar 2008 Top 32

One more vermin group.... i was thinking of placing one of the vaults behind this group.

Giant Ant Nest
1 Queen, 4 Drones, 5 sergeants, 25 soldiers, 5 scouts, 240 workers (BTW, i did try to use the same ratio of caste to caste that African army ants have)

GIANT ANT QUEEN CR 6
Female Ant, Giant, Queen
N Huge Vermin
Init +1; Senses Darkvision (60 feet), Scent; Perception +7
DEFENSE
AC 19, touch 9, flat-footed 18 (+1 Dex, -2 size, +10 natural)
hp 26 (2d8+17)
Fort +10, Ref +1, Will +3
Immune mind-affecting
OFFENSE
Spd 10 ft.
Melee Bite +5 (2d6+6) and Sting +5 (1d8+6)
Space 15 ft.; Reach 10 ft.
Special Attacks Grab, Poison (Sting-injury (DC 18))
STATISTICS
Str 22, Dex 12, Con 25, Int -, Wis 17, Cha 15
Base Atk +1; CMB +9 (+13 Grappling); CMD 20 (28 vs. Trip)
Feats Toughness +3
Skills Fly -3, Perception +7, Stealth -7, Survival +7
SPECIAL ABILITIES
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison (Sting-injury (DC 18)) (Ex) Poison deals 1d2 Str damage, 1/round for 4 rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

GIANT ANT SERGEANT CR 8
Male Ant, Giant, Drone
N Medium Vermin
Init +2; Senses Darkvision (60 feet), Scent; Perception +12
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 71 (2d8+42)
Fort +11, Ref +4, Will +10
Immune mind-affecting
OFFENSE
Spd 50 ft., Climbing (20 feet)
Melee Bite +8 (1d6+4) and Sting +8 (1d4+4)
Special Attacks Grab, Poison (Sting-injury (DC 19))
STATISTICS
Str 18, Dex 14, Con 22, Int -, Wis 27, Cha 25
Base Atk +4; CMB +8 (+12 Grappling); CMD 20 (28 vs. Trip)
Feats Toughness +6
Skills Climb +12, Perception +12, Survival +12
SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison (Sting-injury (DC 19)) (Ex) Poison deals 1d2 Str damage, 1/round for 4rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

GIANT ANT SCOUT CR 2
Male Ant, Giant
N Medium Vermin
Init +0; Senses Darkvision (60 feet), Scent; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 21 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting
OFFENSE
Spd 50 ft., Climbing (20 feet)
Melee Bite +3 (1d6+2) and Sting +3 (1d4+2)
Special Attacks Grab, Poison (Sting-injury (DC 14))
STATISTICS
Str 14, Dex 10, Con 17, Int -, Wis 13, Cha 11
Base Atk +1; CMB +3 (+7 Grappling); CMD 13 (21 vs. Trip)
Feats Toughness +3
Skills Climb +10, Perception +5, Survival +5
SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison (Sting-injury (DC 14)) (Ex) Poison deals 1d2 Str damage, 1/round for 4rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

GIANT ANT SOLDIER CR 6
Male Ant, Giant, Drone
N Medium Vermin
Init +2; Senses Darkvision (60 feet), Scent; Perception +12
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 43 (2d8+24)
Fort +9, Ref +3, Will +9
Immune mind-affecting
OFFENSE
Spd 50 ft., Climbing (20 feet)
Melee Bite +7 (1d6+4) and Sting +7 (1d4+4)
Special Attacks Grab, Poison (Sting-injury (DC 17))
STATISTICS
Str 18, Dex 14, Con 21, Int -, Wis 27, Cha 25
Base Atk +3; CMB +7 (+11 Grappling); CMD 19 (27 vs. Trip)
Feats Toughness +4
Skills Climb +12, Perception +12, Survival +12
SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison (Sting-injury (DC 17)) (Ex) Poison deals 1d2 Str damage, 1/round for 4rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

GIANT ANT WORKER CR 1
Male Ant, Giant, Worker
N Medium Vermin
Init +0; Senses Darkvision (60 feet), Scent; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 18 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting
OFFENSE
Spd 50 ft., Climbing (20 feet)
Melee Bite +3 (1d6+3)
STATISTICS
Str 14, Dex 10, Con 17, Int -, Wis 13, Cha 11
Base Atk +1; CMB +3; CMD 13 (21 vs. Trip)
Feats Toughness +3
Skills Climb +10, Perception +5, Survival +5
SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

GIANT ANT DRONE CR 4
Male Ant, Giant, Drone
N Medium Vermin
Init +2; Senses Darkvision (60 feet), Scent; Perception +12
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 22 (2d8+13)
Fort +8, Ref +2, Will +8
Immune mind-affecting
OFFENSE
Spd 50 ft., Climbing (20 feet), Flight (30 feet, Average)
Melee Bite +5 (1d6+4) and Sting +5 (1d4+4)
Special Attacks Grab, Poison (Sting-injury (DC 16))
STATISTICS
Str 18, Dex 14, Con 21, Int -, Wis 27, Cha 25
Base Atk +1; CMB +5 (+9 Grappling); CMD 17 (25 vs. Trip)
Feats Toughness +3
Skills Climb +12, Perception +12, Survival +12
SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (30 feet, Average) You can fly!
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Poison (Sting-injury (DC 16)) (Ex) Poison deals 1d2 Str damage, 1/round for 4rounds, cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Andoran RPG Superstar 2008 Top 32

Here is another one... more of an encounter for hack n'slash, but hey every ruined city needs hordes of something to keep the PCs on edge....

Swarms of Boneneedles

In the middle of a warehouse area, is a ruined warehouse that is the home of a good sized boneneedle nest (ToH p.79) Notghing two fancy just a large nest of the vermin. Greater boneneedles are CR4 and lesser boneneedles are CR2, so i was going to start with 3 lesser boneneedles for each PC and a greater boneneedle for every two PCs. The idea was to throw lots of easily killable critters at them, wear them down, and if they managed to fight their way through find very little.

I wanted the players to discover that not everything that can be killed should be killed, especially if it wastes resources.

Andoran RPG Superstar 2008 Top 32

Its a goodly sized city and I am sure I am not the only one that has done this. In fact, I was surprised i didn't even see another thread already for this....

In any case, my players' PCs are exploring the city now and i have the fortunate/unfortunate (depending on how you look at it) habit of waxing rhapsodic and adding lots of stuff in game... here are a few.

The Water Treatment Tower
Mostly ruined and with lots of corridors that go no where. The only true path that the adventurers can take is through the sewers into the main treatment area. In the sewers are various oozes and slimes.

In the main area are several constructs whose only purpose is the assist those that are supposed to be there (signified by a red headband than can be found on a few skeletons and bodies also in the tower. I used Caryatid Columns (ToH p.93) as the base critter and added special attacks like the ability to cast Hydraulic Push once per minute (to clean the pipes).

The main opponent here was a alchemical golem (Bestiary 2, p.135) who was still attempting to keep the water purification going. I added a back story that long ago a group of serpentfolk tried to poison the city. the water purification was set up to keep that from happening again. Of course with the alchemical golem gone, who knows what will happen now?

Andoran RPG Superstar 2008 Top 32

Mibbfoodle wrote:

This is the first time I'll be running a game so it might be just my lack of experience but I've got some questions about the maps in this book.

The map on page 41 (the Azlanti Temple) has two things I don't quite understand. In the corner of Z1 there's an f in a black circle, and in the Z8, there's a C in a black circle. What do these represent? I think the F is where the trap door is and the C is where the hole in the ceiling is, but I'm not certain what they actually stand for.

Hole in Ceiling and hole in Floor

Mibbfoodle wrote:

Also, the map of the Caves of the Mother on page 36 have arrows pointing everywhere. I thought maybe they were the direction Yarzoth took through the caves, but I'm not sure that's right. I'm not sure what the dotted white lines in V26 and V27 are for either.

Is there something I'm missing that explains these or are they standard map markings?

The direction that water flows was what I uses/interpreted them as. I can't check that as i don't have my notes in front of me, but that is what i recall.

Bobby
The Cat.Dragon

Andoran RPG Superstar 2008 Top 32

Tacticslion wrote:
Lots of stuff

Great Advice. I would love to hear more about how you customized you game to your players and their characters, if you feel up to it.

Andoran RPG Superstar 2008 Top 32

Did anyone get a response on the hunga munga being a light weapon?

I tend to think it is, but that's opinion.

Andoran RPG Superstar 2008 Top 32

I would love to see the feat decks, the spell decks, etc. sold as a bundle -- like, all feat decks in one bundle, etc.

Andoran RPG Superstar 2008 Top 32

What source books are the cards drawn from?

Andoran RPG Superstar 2008 Top 32

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Okay, so i finally got to use a modified version of dwtempest's ziggerat this last weekend and thought i might leave some comments....

1) The puzzle was well done, though my players complained that it was fairly obtuse and you had to think about things in a certain way. I have no problem with that, 'cause that is what puzzles are supposed to do.

2) The serpentfolk at the start, in the main room of the lowest level of the ziggerat, seem odd. The lieutenant was large for example, but no explanation as to how he got large. I left it along though, and the players thought he might have been a different caste of serpentfolk. Which is cool, as I can not make different serpentfolk with all sorts of oddness in the future. A lot like y***-t* way back when they were first introduced to DnD.

3) The enchanter turned out to be a bit tougher than I thought he would be. However, at the end of the battle is a struggle of attrition -- protection from arrows proved it worth, especially when the person protected is using spider climb to stay away from the group.

4) Watch out for failed knowledge checks. My players failed their geography checks when presented with the ancient map of the Mwangi. So I actually had to *tell* them what they were seeing so they could figure out how to get from Tazion to Saventh-Yhi.

5) The encounters, at least when i ran it, all happened at the start of the exploration of the ziggerant. If you wish to make it a bit more combat oriented, i would add a few things. perhaps a few of the giant wasps attack anyone on top of the ziggerat for any period of time, or a mimic in one of the side rooms. The leech swarms were annoying all around, I would change that to some sort of nasty fish, perhaps modelling on the stats of a viper or turtle. if you want to be absolutely nasty and really screw with things, make it a larval form of an aboleth. :) But that is probably too much.

6) Three gems are found before the PC even get to the ziggerat by Isseth (the serpent folk enchanter). When running you may want to detail with the serpentfolk found the gems and what was there. I put secret panels/hiding places in the hall of Stars, Hall of the Sun, and the Void room (where the water is).

7) What happens to the various pieces of the puzzle after it is solved? Do the gems lose their power (the faint aura of divination on them)? What are they worth? Can they be taken from the ziggerat? What about the gold plaques in the step puzzle room? What are they worth each (I assigned an arbitrary value of 100 go each)? What happens if the gems are left in the hands of the idols and the PC do not take them with them? (Here i suggest that the gems must be presented to the door of the step puzzle room to get the door to open.)

Hope these comments are of help to someone. I really enjoyed the redo that dwtempest did. Thanks for sharing this with us!

Andoran RPG Superstar 2008 Top 32

hazardousindex wrote:
I compiled all of the "Flora" and "Fauna" entries at the beginning and end of Serpent's Skull adventures, and printed these out. I then wrote a cover page and foreword (written by a kooky NPC Pathfinder explorer), and bound it all together into a little pocket-tome handout for the players. I intend to have them find this "Field Guide to the Flora and Fauna of the Mwangi Jungle" as an item in one of the shipwrecks, a minor magic book that resists water and the elements, and grants a +2 bonus on Knowledge (Nature) checks about Mwangi jungles.

Nice. I like this idea a lot. Any chance the pdf is available somewhere?

Bobby

Andoran RPG Superstar 2008 Top 32

Anyone seen these maps? I was wondering how they looked...

Andoran RPG Superstar 2008 Top 32

The SA Maned Wolf is an animal almost designed to be a witch's familiar. I suppose the fox's stat block with a bonus feat of Skill Focus (Stealth) and 10' fee to move would suffice for a maned wolf.

A sloth would be good one for a SA feel. I would suggest a wolverine's stat block minus the attacks and a maximum of 10' of ground movement. Give it a climb speed of 20' and this that would be fine.

The armadillo (fun fact: the armadillo is hunted as food in parts of SA) and anteater (this is not the giant anteater that most are familiar with (no pun intended) but a tiny anteater cousin of the bigger anteaters) would also make interesting, unique familiars. Add the chinchilla (this is the long-tailed chinchilla, the most known of the chinchilla family, but all the chinchillas work), and theCapybara and you have a a fairly good selection of animals.

Have any of the rest of you had players want odd, or unusual familiars?

Andoran RPG Superstar 2008 Top 32

So, I am preparing this encounter from "Racing to Ruin" and I just don't get it. Maybe it's cause i am working from wrong assumptions.

Spoiler:

So Nkechi takes the characters on a spirit quest where they are turned in to animals (as per beast shape II). I assumed that the character's stats get modified as the spell and then those stats are placed into the animal as a replacement for the default stats of the animal. The beast shape II gives them access to a number of abilities of that animal. I also assumed that the characters, for combat later against the dream snake, have to use the animal's attacks and abilities against the dream snake.

However, a hawk's CR is 1/3. Seems underpowered. Especially against a CR 6 snake. The other CRs of the possible forms are equally weak, with the exception of the elephant, which is a huge creature (and thus shouldn't be possible with [i]beast shape II[i].

Also, spellcasters... can they cast spells in the dream world? Or are they limited by the fact that their animal form doesn't have opposable thumbs or access to the spell component pouch? (actually I was planning on letting spellcaster cast spells as normal, hand-waving the need for somatic and material component.)


Any suggestions? Explanations? How did y'all run this encounter?

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