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Serpentfolk Bone Prophet

catdragon's page

RPG Superstar 2008 Top 32. RPG Superstar 8 Season Star Voter, 9 Season Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 268 posts (278 including aliases). 5 reviews. 1 list. 2 wishlists. 17 Pathfinder Society characters.


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Liberty's Edge RPG Superstar 2008 Top 32

DonDuckie wrote:

poisoned? diseased? making the saves? cursed? special wanna-die-can't-behealed-viking-power? or he just tells them he doesn't wish to live.

On the other hand: GMs and NPCs shouldn't always get their wishes, so if they save him against his will he can go off and commit seppuku later - or carry a nice grudge against the PCs - or get over it and become a farmer.

It's collaborative gaming/story telling; sometimes the train sprouts wings and rocket boosters and flies off the rail.

The way I see it:
You want NPC to die. Fine.
You force NPC death against PCs' healing attempts. Fine.
You let the PCs save NPC against his own wishes. Fine.
You push the players to play their PCs to "want" to let NPC die. Less fine.

Good point Don. I will just let it be. The NPC will tell the cleric (or whoever) "No, its too late for me, but i must tell you something...."

If the PCs heal him anyway, well, that's just part of the story.

Liberty's Edge RPG Superstar 2008 Top 32

Say we, as game masters, are telling a story and in this story the PCs find a mortally wounded soldier. The soldier has information to give the PCs but in the story you (the game master) don't want the PCs to save the NPC, the NPC just wants to go on to Valhalla or where ever.

How would you present this to the players? Do you break the 4th wall and say your healing has no effect? Do you give the NPC a will save against the cure spells (for 1/2 healing)?

I'm not sure how to handle this situation in my mind's eye, or at the table.

Liberty's Edge **** RPG Superstar 2008 Top 32

1 person marked this as a favorite.

dotting...

Liberty's Edge **** RPG Superstar 2008 Top 32

Michael Hallet wrote:

/snip/

The rule does not explicitly state that nothing can come between you and the stones in order for them to continue to function. There is nothing that says the don't work underwater. None of the above circumstances (with perhaps an argument for the stones getting tangled in the shrubbery as being equivalent to the stones being "netted") should separate them from their owner. The stone possibly smacks into the side of the door for a moment, so what?

While I normally agree with the issue with appeal to fun in a regular game where a GM can just make up their own rules to suit their desired level of verisimilitude, I reject the notion that it has no place in a shared world campaign like PFS. In fact it has always been my opinion that unless something is completely game-breaking or obviously contrary to the rules as written, then GMs should err on the side of player permissiveness when it comes to gray areas. (It doesn't have to be build specific either, the take 10/take 20 rules are often a point of contention that just irks me from time to time when GMs go out of their way to not allow it.)

In a home game where...

I actually agree with you 100% Michael. As my first post said, it was a house rule.

Liberty's Edge **** RPG Superstar 2008 Top 32

Michael Hallet wrote:
catdragon wrote:
Well, its one reason that ioun stones, despite their cool factor, are silly. Think about the number of times the "airspace" around you head would get violated:
Or you could just hand-wave all this and let the PCs items just work without overthinking it. They did after all expend resources to acquire said items.

Because Appeals to Fun are Pointless

And also i find that argument superfluous, you might as well say I have 5000 gp to buy a thing-a-ma-jig, how about i just cross off that 5000 gp and you allow me to have the powers of the thing-a-ma-jig?

Liberty's Edge **** RPG Superstar 2008 Top 32

Well, its one reason that ioun stones, despite their cool factor, are silly. Think about the number of times the "airspace" around you head would get violated:


  • ducking through a door
  • diving into water
  • putting on a helmet/hat
  • getting a sap applied to the noggin
  • having a bag put over your head
  • making your way through a thick and tangled shrubbery

Oh, i know that ioun stones (mainly by being "slotless") are a valuable magic item. But its my assumption/assertion that they aren't as nice as they seem due to the circumstances an adventurer faces.

Lastly, Lorewalker, in my game, i both remove that "must be worn for x time" requirement and reduce the price of ioun stones by 25%.

Liberty's Edge **** RPG Superstar 2008 Top 32

I have a house rule that if you fall prone, the stones stop orbiting your head. I know the rules as written say nothing about it, but i have always imagined the stones orbiting parallel to the ground.

As a side note it also means you can't sleep with them orbiting. :)

Liberty's Edge RPG Superstar 2008 Top 32

Incorporeal opponents? A massive spell blast that starts the encounter? ("Make a reflex save... before initiative?") Things with hardness (animate objects?) Things that are many and mobile (quicklings, jinxkin, ...)

What CR are we targeting?

Liberty's Edge RPG Superstar 2008 Top 32

Project Cadmus has always been a secretive Boogieman since its inception. Well, at least i think. i seem to remember Cadmus being good under the helm of Guardian and the pack of kids that were clones of scientists that worked there... or am i just confused... this was back in the 70s, early 80s.

In any case, the newest Supergirl was fan-tastic. Really looking forward to the crossover with CW's Flash nest week.

Liberty's Edge RPG Superstar 2008 Top 32

So I was excited to get this product. I love the OA classes and the psychic stuff. So to dive into this was a joy. Unfortunately several things came to my attentions immediately:

1) it uses rule/races/feats that aren't standard. While i can understand that , especially when trying to advance their own products, it makes it hard to transfer to a different campaign without executive decisions and educated guesswork.
2) uses rules from Ultimate Psionics
3) the stat blocks do not include all the possibilities for a given character. For example, a character that has kinetic blast doesn't have that ability in its stat block
4) the characters aren't very different from one another. For example, almost every single character have Weapon Focus (kinectic blast)
5) the color/info text doesn't match the stat block at times (electric instead of force)
6) each character has nearly the same feat/skill selection (see #4)
7) some characters have feats they do not qualify for
8) and some character have missing feats (ie. they should have x feats but only have x-1 feats in their stat block)

Now I do like the product. I love reading backstory and imaging what i can do with a given character. But i think this Kineticist Codex could have used a better editor and some more creative writer.

Liberty's Edge RPG Superstar 2008 Top 32

Thanael wrote:

What about Andoran? Or Nidal?

For Andoran, I opted for the "uncivilized" version, before or during the conquest of those lands by Taldor. So i used leather armor, spears, short bows, with heavy use of feathers as ornamentation. I also had the barbaric Andorans dye themselves primary colors (just because).

I was aiming, but probably not succeeding as i didn't research it, for barbaric Irish or Welsh warriors

Liberty's Edge RPG Superstar 2008 Top 32

Simeon wrote:

Since Taldor is partially based off of imperial Spain, there might also be entertainment like bull fights or the Running of the Bulls.

I see it based more off Imperial Rome. At least in my campaign. YMMV.

Liberty's Edge RPG Superstar 2008 Top 32

Excellent suggestions!

BTW< the reason for these questions is my PCs are in Oppara, Taldor and want to visit the arena. So i did some research and found that many of the fights in the Roman Coliseum were "historical" demonstrating the "superiority" of the Romans over the foes they had conquered. Thus the need for a warrior that is instantly recognized as a culture or ethos.

Of course there will be performance combat as well. And fights with beasts. But man against man is always the "best"/most popular combats for the arena

Liberty's Edge RPG Superstar 2008 Top 32

So based on nationality/religion/race, what are you stereotypical examples?

For example, Ulfen warriors are probably lightly armored (no heavier than chain mail), probably doesn't use a shield, and uses all kinds of axes

Iobarian warriors wear chain mail and shirt, use bucklers, and carry swords, and/or spears

A Mwangi warriors wears light or no armor, any type of shield, and uses spears and javelins.

The Kellid warrior wears hide and leather, doesn't use a shield, and wields spears and large swords or large axes

A Qadirian warrior wears Light to chain armor, nearly always has a shield, and wields a scimitar.

Any others? Or disagreements?

Liberty's Edge RPG Superstar 2008 Top 32

PK WADNIZAK wrote:
Branding Opportunity wrote:
Here's a quick legend for the numbers listed on the map of Oppara on p. 15. The information is incorporated into the location descriptions, but I feel it's useful to have it grouped for easy reference.

yay! now, just one question ... where's the house of the immortal son, now oppara's opera house? I was looking for it as I'm scheduled to run among the living and I just know that they're going to demand to tour the town

tyvm

I placed in in Seven Towers, for a couple of reasons:

1. Nothing else other than Senator-ian houses and the like are in that district
2. Its an older section of the city
3. It seemed like something the Senate would do (convert a temple into an opera house)

YMMV.

Liberty's Edge RPG Superstar 2008 Top 32 , Star Voter Season 8, Star Voter Season 9 aka catdragon

michael patrick wrote:
Thomas LeBlanc wrote:

36 DQs reported.

Why so many? I have surpassed my numbers from any previous competition. And I don't think I am even 250 votes yet...

If I had to guess I'd say that a lot of people missed the part about not straying from the PRD. Or maybe they thought their's was the exception. Or maybe they don't know that there is a difference between the PRD and the PFSRD.

I know I missed it with my first item. And then on my second item too. Thank goodness I had a proofreader. Thanks Mike!

Liberty's Edge RPG Superstar 2008 Top 32 , Star Voter Season 8, Star Voter Season 9 aka catdragon

if it is off then its on. But if it's on then it's off? I am so confused. Wha-at?

Liberty's Edge RPG Superstar 2008 Top 32 , Star Voter Season 8, Star Voter Season 9 aka catdragon

2 people marked this as a favorite.

I never considered myself a grammar Nazi....

Then I started voting on items.

My eyes, when will they stop bleeding! OMG, the horror, the horror...

<<Curls up in fetal ball.>>

Liberty's Edge RPG Superstar 2008 Top 32

I have a player who wants to play a clerical type but with alternative abilities. he basically wants to mix cleric with summoner. So he came up (with my suggestions) with this archetype. now i have burned myself before by not realizing the impact that seemingly innocuous things will cause on the life of the campaign. Could someone take a look and tell me what you think and, perhaps, some suggestions for improvements?

Divine Caller (Cleric Archetype)

Skill Ranks per level: 4 + Int modifier. This alters the cleric’s class skills.

Dedicated Summoner: A Divine Caller depends on summoned allies to overcome her foes, which affords little experience with martial pursuits. A divine caller loses proficiency in medium armor. This ability alters the cleric’s armor proficiencies.

Additionally, without the training domain abilities, a divine caller loses access to any domains. This modifies the cleric's domain abilities.

Servant of the Devout: At 1st level, the Divine Caller gains the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the divine caller, who, forever after, summons an aspect of the same creature. A Divine Caller’s eidolon must be of a type that serves her deity. It can speak all of the Divine Caller’s languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its divine caller, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A divine caller can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the divine caller (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the divine caller is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the divine caller’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the divine caller’s class level and increase as the divine caller gains levels. In addition, each eidolon receives a pool of evolution points, based on the divine caller’s class level, that can be used to give the eidolon different abilities and powers. Whenever the divine caller gains a level, he must decide how these points are spent, and they are set until he gains another level of divine caller. The eidolon’s physical appearance is up to the divine caller, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the divine caller’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Summon Divine Ally: Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier. The divine caller can use this ability only to summon monsters particularly appropriate to her deity. This includes creatures whose alignment is within one step of her deity, or creatures of an elemental subtype that matches a domain granted by her deity. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A summoner cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.

Channel Link: At 2nd level, whenever the divine caller uses channel energy to heal, she can include all of her summoned monsters and/or her eidolon, even if they are out of her normal channel energy radius, or if it is a creature type that would not normally be affected.

Mighty Divine Ally: At 4th level, a divine caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus(conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite. At 8th level, she gains Superior Summoning as a bonus feat.

Transform Calling: At 6th level, whenever the divine caller has her eidolon active, she may use her Summon Monster spell-like ability to temporarily replace her eidolon with the monster she chose to summon. This monster appears in the same square that the eidolon occupied or in the nearest open space that will accommodate the creature or creatures. She may recall her eidolon by expending another use of Summon Monster or by waiting for the spell to expire. If the summoned monster is returned to it’s home plane for any reason beside those listed above, her eidolon can only be summoned back by the standard ritual.

Divine Legion: At 10th level, a Divine Caller can use her summon monster spell-like ability even if her eidolon or another summon is already active. Using this ability expends three uses of her summon monster ability.

Summoning Surge: At 12th level, by expending a use of the divine caller’s Summon Monster spell like ability, she can infuse her eidolon with any evolution whose total cost does not exceed 2 evolution points. You may only grant one evolution, however you can grant evolutions that allow her to spend additional points to upgrade that evolution. This power cannot be used to upgrade a power the eidolon already possesses. The eidolon must meet the prerequisites of any selected evolution. This ability does not allow an eidolon to exceed it’s maximum number of natural attacks. At 14th level, this ability can infuse up to 4 points of evolutions to her eidolon and 2 points to a summoned creature. At 16th level, this ability can infuse up to 6 points of evolutions to her eidolon and 4 points to a summoned creature. This effect lasts for 1 minute per Divine Caller level.

Divine Intervention: At 20th level, once per day, the divine caller may call a servant of her deity as if using one of the following spells: Lesser Planar Ally, Planar Ally, Greater Planar Ally, or Gate. The divine caller must pay any material component costs, but most creatures summoned will forego any additional payments (and the negotiations that go with it) for simple tasks, and much reduced payments for longer or particularly dangerous tasks.

Liberty's Edge RPG Superstar 2008 Top 32

I will miss Pathfinder Tales/Web Fiction. But what will take it's place?

Liberty's Edge RPG Superstar 2008 Top 32

Yeah, i found the warlock vigilante just now. :)

I'm going to try the warlock now and see how he comes out.

Liberty's Edge RPG Superstar 2008 Top 32

Which warlock? I did a quick search and found a archetype for witch as well as a couple of conversions of the 3.5 warlock.

Liberty's Edge RPG Superstar 2008 Top 32

So I am constructing a murder mystery urban adventure. And considering using a stalker vigilante as the murderer. I want a very Jack the Ripper feel to this bad guy. So far I have this in my head (BTW, my home campaign is called the Wounded World):

Wounded World spoiler:

The bad guy is a minor nobleman in Taldor, home city called Zaragoza, on the border between Taldor and Qadira. He is also a guard captain in the city's guard. His position makes him travel quite a bit, both for work and for familial obligations. So when he is on these trips, he has committed his horrendous and murderous acts. That is how the PCs stumble on to him and now they are tracking him back to his home city.

His stat block on my first run through:

Human (Taldan) vigilante 8
CE Medium humanoid (human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 63 (8d8+24)
Fort 15, Ref 20, Will 18
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hidden strike
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 14, Wis 12, Cha 16
Base Atk +6; CMB +7; CMD 20
Feats Combat Expertise, Improved Feint, Shadow Strike[APG], Weapon Finesse, Weapon Focus (war razor)
Skills Acrobatics +13, Bluff +13, Diplomacy +13 (+17 to gather information within your area of renown, +17 when in your social identity, +17 when in your social identity), Disguise +13 (+33 to appear as part of polite society while in your social identity), Escape Artist +8, Heal +8, Intimidate +13 (+19 in your area of renown while in your vigilante identity), Knowledge (local) +12, Knowledge (nobility) +9, Linguistics +4, Perception +11, Sense Motive +11, Sleight of Hand +13, Stealth +13
Languages Common, Elven, Kelish
SQ alternate identity, loyal aid, loyal aid (task), seamless guise, social grace, social grace, social talents (great renown, loyal aid, renown, social grace), startling appearance, vigilante specialization (stalker), vigilante talents (hide in plain sight, honeyed words, shadow's sight, silent dispatch)
--------------------
Special Abilities
--------------------
Alternate Identity You can assume different identities.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hidden Strike +4d8/+4d4 Extra damage against unaware foes, d4s vs. flat-footed or flanked foe.
Hide in Plain Sight (Ex) Can hide as long as within 10' of dim light.
Honeyed Words (2/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Loyal Aid (Ex) Gain the services of loyal allies to gather info, cover for you, or perform tasks.
Loyal Aid (hinder, +8 to DC, 1/week) Your friends increase the DC of Diplomacy chks to gather information or Survival to track you.
Loyal Aid (task, 1/day) You can have an ally perform a minor task.
Renown +6 (Zaragoza) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Seamless Guise (Ex) +20 circumstance bonus to appear as part of polite society.
Shadow Strike You can deal precision damage against targets with some concealment.
Silent Dispatch (Ex) Roll Stealth when attacking unaware foes to keep others from hearing battle.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Perception) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed for your turn, -4 to attack you until your next turn.

I'm looking for suggestions, tips and tricks, and ideas. Feel free to call me an idiot if you need, but help me craft a great villain. :)

Liberty's Edge **** RPG Superstar 2008 Top 32

One firearm bullet is free! But 30 of them cost 30 gp. What a bargain!

Liberty's Edge **** RPG Superstar 2008 Top 32

Was creating a gnome gunfighter :) was planning on making his obsessive trait apply to Craft (firearm). Unfortunately i saw that there were no crafts on the obsessive tab. :( FYI...

Liberty's Edge RPG Superstar 2008 Top 32

We had the same discussion about portable holes in my game Saturday. I asserted that you couldn't set up an alchemical laboratory in a a portable hole, the fold up the hole, carry it with you, and then unfold the hole to find the laboratory still stable and intact -- i though the contents would rattle around.

My players disagreed.

Since it was completely off topic in game, we really didn't come to a conclusion.

That being said...

its a move action to pull anything out of a handy haversack, so one assumes that the the space inside is nebulous and its the mental command of the wearer that "pulls" the desired object to the hand reaching in for it. So its a big space that sort of floats there. At least that's my idea.

What do others thing?

Liberty's Edge RPG Superstar 2008 Top 32

I liked Tom S 820's ideas, though i would go with an advanced spider and a bunch of young giant spiders...

Spoiler:

A spider the size of a man crawls silently from the depths of its funnel-shaped web.
--------------------
Kid Spider CR 1/2
XP 200
Male young giant spider (Pathfinder RPG Bestiary, 258)
N Small vermin
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 10 (3d8-3)
Fort +2, Ref +6, Will +1
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +1 (1d4-2 plus poison)
Special Attacks poison, web (+8 ranged, DC 10, 3 hp)
--------------------
Statistics
--------------------
Str 7, Dex 21, Con 8, Int —, Wis 10, Cha 2
Base Atk +2; CMB -1; CMD 14
Skills Climb +14, Perception +4 (+8 in webs), Stealth +13 (+17 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
--------------------
Ecology
--------------------
Environment any
Organization solitary, pair, or colony (3-8)
Treasure incidental
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison (DC 12) (Ex) Poison: Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Web (+8 ranged, 3 hp, 8/day, DC 10) (Ex) You can set or toss webbing.

--------------------

A spider the size of a man crawls silently from the depths of its funnel-shaped web.
--------------------
Mother CR 2
XP 600
Male advanced giant spider (Pathfinder RPG Bestiary, 258)
N Medium vermin
Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+3 plus poison)
Special Attacks poison, web (+7 ranged, DC 14, 3 hp)
--------------------
Statistics
--------------------
Str 15, Dex 21, Con 16, Int —, Wis 14, Cha 6
Base Atk +2; CMB +4; CMD 19
Skills Climb +18, Perception +6 (+10 in webs), Stealth +9 (+13 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
--------------------
Ecology
--------------------
Environment any
Organization solitary, pair, or colony (3-8)
Treasure incidental
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison (DC 16) (Ex) Poison: Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Web (+7 ranged, 3 hp, 8/day, DC 14) (Ex) You can set or toss webbing.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Liberty's Edge RPG Superstar 2008 Top 32

You can always remove the the advanced template. and leave the show stuff.

Calculating the CR/EL of an encounter is more an art form than an exact science unfortunately.

Alternatively you could grant it 20% concealment and tell the players that it has misleading shadows writhing and twisting around it misleading you into where to strike. I would up the CR on a spider with that ability by 1.

Let me ask this, what is the most devastating attack the PCs have? What is it that makes your encounters not challenging? Can you approach the mechanics of the encounter in order to minimize that?

For example say it was a barbarian with a two-handed sword that was cutting things to pieces. But him in cramped quarters or where he has to squeeze and that 2-hand sword gets taken out of play.

Liberty's Edge RPG Superstar 2008 Top 32

Eyebrow Bill wrote:
I'm open to ad hoc, and am leaning towards it, but I'd prefer by the rules. The creature is a giant spider trying to make it more ambush-y

You could advance it using the advanced creature template. Which I did. Then i added the shadow creature template. the result is this:

Spoiler:

Shadow advanced giant spider CR 3
XP 800
(Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary, 258)
N Medium outsider (vermin)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities shadow blend; Immune mind-affecting effects; Resist cold 5, electricity 5; SR 9
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+3 plus poison)
Special Attacks poison, web (+7 ranged, DC 14, 3 hp)
--------------------
Statistics
--------------------
Str 15, Dex 21, Con 16, Int —, Wis 14, Cha 6
Base Atk +2; CMB +4; CMD 19
Skills Climb +18, Perception +6 (+10 in webs), Stealth +9 (+13 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 16) (Ex) Poison: Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (9) You have Spell Resistance.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Web (+7 ranged, 3 hp, 8/day, DC 14) (Ex) You can set or toss webbing.

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What CR are you looking to hit?

Liberty's Edge **** RPG Superstar 2008 Top 32

I would also like to play around with it. Thanks!

Liberty's Edge RPG Superstar 2008 Top 32

Do you want it to "be by the rules" (add a HD, apply a template, etc.) or can you be more ad hoc (give it a higher AC, more hit points, increase the damage it deals, give it some form if special attack, etc.)

After all the PCs don't see your notes. If you have a owlbear for example, describe it differently. Instead of

An amalgam of fur and feathers, this bizarre half-bear, half-owl monstrosity raises its huge, ursine claws in anger.

say

the hulking creature is silent as it stalks towards you. It rises up on its hind legs, unsheathing saber like claws that are colored a sickly yellow. Its beak snaps open and close as if it is a pair of axe blades coming together with finality.

Then i would increase the damage the owlbear does from 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4) to 2 claws +10 (increaing its strength appropriately) (1d8+6 plus grab), bite +10 (1d8+8). And if i really wanted to add challenge, make the claws pouisonous of disease ridden.

Liberty's Edge RPG Superstar 2008 Top 32

So, campaign spoilers for my own campaign, the Wounded World ahead. if you play in this game, please don't venture into the spoiler area....

Spoiler:

My current campaign is leading up to someone trying to let Rovagug out. How? Well, see if you can follow this logic (or tell me if you disagree)...

  • Abadar has a Vault where the most "perfect" item of every item is kept.
  • Asmodeus has the key that will unlock Rovagug.
  • Perhaps there is a key, a perfect key, in the Vault of Abadar that will unlock the Cage in which Rovagug is imprisoned.
  • Get that key (somehow).
  • Avoid Asmodeus and Sarenrae and all the rest and make your way to the Pit of Gormuz
  • Descend into the Pit of Gormuz. When you hit bottom and you have the key, Rovagug will eat you and then use the key to escape.

At least that is how it plays out in my mind. The players will be chasing after the guy with the key.

Liberty's Edge RPG Superstar 2008 Top 32 , Star Voter Season 8, Star Voter Season 9 aka catdragon

theheadkase wrote:
Robert, you might want to redact your post and add the item directly to the List Everyone Can Edit

Thanks! :)

Liberty's Edge RPG Superstar 2008 Top 32

JPSTOD wrote:
Posted the Maps at http://www.cartographersguild.com/finished-maps/28422-pathfinder-tears-bitt er-manor.html#post254232

Link doesn't appear to be working. Additionally i dived into the forums and the galleries and couldn't find it anywhere.

Could you double check the web address?

Liberty's Edge RPG Superstar 2008 Top 32

I was curious also about the work mythic...

Liberty's Edge RPG Superstar 2008 Top 32

1 person marked this as a favorite.

ping.

Looking forward to seeing what's next on your agenda for this.

Liberty's Edge RPG Superstar 2008 Top 32

Anyone happen to notice that the link for the large sized picture at the top sends you to the home page? Disappointing my computer for a new desktop. :)

Liberty's Edge RPG Superstar 2008 Top 32

Dragonchess Player wrote:

I did have one minor disappointment: Klarkosh is supposed to be "an initiate of Numeria's Technic League," but has very little "technological" flavor other than crafting automatons.

So I modified his stat block to give him a more "Numerian" feel, using the Technology Guide (TG) and some alternate spells from Advanced Player's Guide (APG), Ultimate Magic (UM), and Ultimate Combat (UC). If anyone else wants to use it, see below:

Klarkosh ** spoiler omitted **...

Wow! Fantastic! Thanks so much for sharing this with us

Liberty's Edge RPG Superstar 2008 Top 32

I compromised. The Hellknights asked for one share of whatever loot the party brings out as well as access to anything they deemed "too dangerous for the general populace." Additionally the Hellknight insisted on rights to first buy anything that they could use -- specifically masterwork weapons and armor.

Remember the Hellknights are, as a general rule, LN tending towards E. They aren't there to make the PCs miserable. They are there to provide a bastion of civilization, law and order, in the middle of a wilderness. The HK know that the PCs adventuring in the area might make things more chaotic for a while, but eventually the PCs will move on and then the HK can keep control.

Additionally, having the PCs in town makes it easier for the HK to keep an eye on the adventurers.

If the PCs decide to camp away from town, let 'em. The HK won't care as long as they don't do anything that compromise their laws. Of course, since Fort Inevitable is the closest market, the PCs may be dealing with lengthy over land travel that are not patrolled by the HK.

Remember the HK will only be adversaries to the party if the party *wants* them to be adversaries. They have the choice to make the enemy. the Hellknights will react appropriately.

Liberty's Edge 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?

Liberty's Edge 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.

Liberty's Edge 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.

Liberty's Edge 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...

Liberty's Edge 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....

Liberty's Edge RPG Superstar 2008 Top 32

2 people marked this as a favorite.

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

Liberty's Edge 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.

Liberty's Edge 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.

Liberty's Edge RPG Superstar 2008 Top 32

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

Liberty's Edge 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.

Liberty's Edge 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.

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