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Syvet

catdragon's page

RPG Superstar 2008 Top 32. Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 229 posts (239 including aliases). 5 reviews. 1 list. 2 wishlists. 17 Pathfinder Society characters.


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Andoran RPG Superstar 2008 Top 32

So my players' character made it down to Splinterden....

Spoiler:

where they fought all the low-level mooks in the main part of the complex. They did a fairly efficient job, keeping them from sounding the alarm. So they look around and proceed to search every room... until they hit the gibbering mouther. Which ended the life of our brave tiefling paladin/bloodrager...

With that, the group decided to head out, get their companion raises/reincarnated/whatever they could..

That being said, Splinterden is being left alone for a good 4-5 days. Being a living level, i know that the NPCs are going to take action, but i am not sure what. Any ideas? How would the bandits reinforce their hideout? Or would they take off?

Spoiler:

I thought about redoing the synesthesia gas trap with something nastier, but that might be a bit too much, especially considering the bandits live there!

Think it possible that the bandits could recruit more mooks? Or hire a specialist to watch for adventurers (medium level mage or someone/thing that specializes in dealing with groups?

Spoiler:

Maybe a ratling/ratfolk mage who has charmed or made friends with an otyugh?
Or a small group of Wolfmane mercenaries?
Maybe they pay a bonus to Klarkosh to get some constructs/automatons for guards?
They might even make a deal with a moon spider on the level above?

Any one have any suggestions?

Andoran RPG Superstar 2008 Top 32

Chanting, "Nicolas Logue, Nicolas Logue, Nicolas Logue, Nicolas Logue..."

I agree, and adventure by Nicolas Logue in Absalom would be a must have, get it now, kind of thing for me.

Andoran RPG Superstar 2008 Top 32

John the Cab wrote:


/snip/
My solution was to add an encounter that I think is sorely missing.

My Encounter:
** spoiler omitted **...

Great encounter. It has been appropriated for my own use.

Hower.... I hate to question another's use of language, but i found a couple of places where i didn't understand what you were trying to say, most notably "You may chose to due the Knights."

???

I chose to interpret this as "You may choose to help the Knights."

But, as i said, it has been snagged for my own use.

Andoran RPG Superstar 2008 Top 32

Anyone have any idea what the the prerequisites for taking a Silvanshee as a familiar are? Other than ND and the Advanced familiar feat of course...

Andoran RPG Superstar 2008 Top 32

I've been looking for the city stat blocks for the major cities around Echo Wood. Not having much luck beyond Carrion Crown. Can anyone point me in the right direction?

Starfall
Nerosyn
Thronestep

All three have escaped by Google-fu....

Andoran RPG Superstar 2008 Top 32

I have thrown together a document with runes I have culled from elsewhere in the webs. This document has the graphic of the Emerald Spire's level runes, and a list of places it can be found within the Emerald Spire (hopefully I haven't missed a reference).

Comments and suggestions are welcome, even desired.

They can be found here, The Emerald Spire Runes

Andoran RPG Superstar 2008 Top 32

Chris Mortika wrote:
The Sword Emperor wrote:

Here's my concern for the second level of the Spire: more darkness effects. Granted, much of the floor is easy to see with a torch. However, there's one big problem.

/snip/

I ran the top two levels of the dungeon at a convention this past weekend.

I concur almost entirely with the Sword Emperor's critique of the tower ruins and the level underneath. The darkness effect in the castle itself was frustrating for the party. The same with the obscuring mist.

But, thinking back, I may have been playing the darkness effect in the tower ruins incorrectly. The party encountered the ruins during the day, and I'm not sure how much sunlight would normally get through the green glass ceilings. It's plausible that the ambient lighting of the place would be dim light. So, concealment for the goblins running around in the twilit rooms and corridors, but not total concealment.

/snip/

Unfortunately, IIRC, the darkness effects on the 1st level are always on. The goblins aren't affected since they have darkvision.

When I run this, I plan on modifying the light levels on level 1 so that it will never get brighter than dim light. That way even the non-darkvision and non-low-light PCs will still be effective.

Andoran RPG Superstar 2008 Top 32

John Compton wrote:
catdragon wrote:
Anyone have an idea when the chronicles for Emerald Spire: PFS play will be come available?
Please see this update in the module's product discussion thread.

Thanks John. I appreciate the point and and the information.

Andoran RPG Superstar 2008 Top 32

Anyone have an idea when the chronicles for Emerald Spire: PFS play will be come available?

Andoran RPG Superstar 2008 Top 32

Gladior wrote:
Has anyone seen/made any player handouts that show what the various levels' transport sigils for the Spire look like?

Depends on how complicated/artistic you want them to be. There is this or this.

Also you can do a google search for numbers and runes. I suggest this one.

however, if anyone else comes up with an interesting idea, i would be very interested in seeing it/them.

Andoran RPG Superstar 2008 Top 32

So far, and i am only half way through, my biggest complaint is the lack of ties to the outside world. As the character progress in level, things should be happening outside and no mention is made of what these things might be. Sure as the GM I could make assumption and follow rabbits off to their destinations, and I do do this.

I would love more information on Fort Inevitable and its residents. Such as how active are the Seven Foxes? Will they get aggressive enough to actually take action? How would the Hellknights respond?

Also there are several NPCS that are very interesting...

NPCs:

Davon Stonde's "goblin fort" What exactly is this or what was it before it became a ruin? What can be expected to be found there?

Naldred Tillman's night hag visits... eventually the night hag will kill someone, probably Naldred (no offense but the indentured or the slaves, but only the most AR Hellknight would investigate fully). What then? Nice side quest if a number of people through the city start dying.

Gertrand Yeldun aka Naxan: okay a doppleganger. cool. What are his long term aims and goals? What other identies does he have?

Londor Sefurd, spy for the Hellknights. What kind of things does he report on? What does the Council of Prosperity do that the Hellknights need to keep such a close eye on?

Very small population of halflings and gnomes But a whole lot of half-orcs. Guess the Hellknights might be a popular career choice for lawful half-orcs.

Other unanswered things that would be nice to have...

Unanswered:

new types of undead are referenced at least twice in the text. What kind of undead? How do the NPCs know about them?

How and why is the grain disappearing from the granary?

How extensive are the town's sewers? Who built them? Who maintains them?

How in the heck to the Echo Wood brigands get in and out of the 3rd level of the Spire? Through the second and the first? Seems like a long dangerous way for them to travel.

Now before anyone says, you can make all that up yourself, yes, that's true. But what i am looking to do is make the Emerald Spire more of a center of a campaign. And to me that means it needs to have ties and connections to the outside world.

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

1 person marked this as a favorite.

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.

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