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chopswil wrote: I don't think posting here on the message boards would be very cool, but if you drop me an e-mail (bobby.catdragon@gmail.com), I'll share it with you that way. Darrien wrote: Ugh...Naming. The Bane of all DM's. I quite agree. I recently started to keep a word file filled with names that I liked -- mainly (so far) drawn from the RoRL parties that have been posted over on the Rise of the Runelords section of the boards. I have 430+ names now. If I get stuck for a name, I roll some dice and look at the name. if it fits, I note what I am using the name for and check it off. If it doesn't I rinse and repeat... BTW, when I was working on my country I just wrote down names as they came to me. Then when I read back over the entry I noticed that the names, the words, were very similar in sound and construction. I almost changed that but then decided that the names and similar sounds sort of hinted at a common cultural sound, so I left it. How do the people at Paizo name things? I loved this item.... It felt so right!! I can easily imagine that teeth of the rogue are out there somewhere and rogues of all stripes have them. Especially mage/rogues.... Now, completely off topic....
Spoiler:
Also.... wasn't Matter Eating Lad an actually comic book hero from the Legion of Superheroes (DC)? Its ring a faint bell in my head. My favorite, for what its worth, was Dream Girl... after all how can you argue with someone whose super power was.... dreaming?
KnightErrantJR wrote: You know, I think the "unidentified horribly shriveled body part of Vecna" would be more fun . . . it only works if you can figure out what it was and are willing to replace your own . . . **snip** "Ouch!! That smarted.... Oh, dang it.... Guess it wasn't the nose. Maybe its an ear..." Takes a deep breath, pauses and brings the cleaver down.... I have to say I have a marvelous case of the giggles going right now. Yeah, I had a real hard time winnowing down my text. I wanted to describe the country so it felt like a real place at the same time incorporating magical and fantastical elements. I went from 750 words -> 1500 words -> 1100 words -> 1020 words -> 950 words -> 1005 words. I attempted to read it out loud to myself and managed to find six or seven superfluous words that way. Then I passed it to my mom and asked her to proof it. She doesn't play RPGs and really has no concept of role-playing despite me playing for almost 30 years. However, she was a geography teacher so she helped, Finally she said that it seemed like "a real place." So I left it at that. And now, the waiting.... I hate the waiting.... :) However, I think I produced something in the top 10 percentile of what I can do so hopefully it will pass. But even if it doesn't boy did I learn things about how to write. Which makes this contest really really worthwhile. Thnaks Paizo (and the judges)! You're tops in my books! Larakan Alignment: LN (E) Capital: Lara (pop. 12,900) Notable Settlements: Fadin (pop. 3,100), Coln (pop. 4,900), Harken's Ferry (pop. 850) Ruler: King Farakin II Geographic Description: Larakan is a long relatively narrow temperate valley running east to west and ringed on three sides by mountains. The mountains on the north and west side are higher and rougher than the mountains to the south. The Lara River, a wide and slow moving river, runs through the valley. When the Lara River reaches the end of the valley, the slope becomes steeper and the Lara becomes a fast-flowing white water river impassable by barges and river boats. Description: Larakan's government is a military despotism and ruled by the iron hand of King Farakin II. Despite the rich trade offered by the dwarven clans in the surrounding mountains, dwarves are distrusted and usually not even liked. Larakan is also known as the center of magical power in the world, because of the Council of the Nine Spheres, a guild of arcane casters. History: Roughly a hundred years before, Larakan was devastated by a plague that reduced the population by over 50%. For some unknown reason, the plague was very virulent, even magical healing was successfully about half the time. As the country suffered under the plague, King Farakin I quickly moved to usurp control of the country. Ostensibly he did this to "make sure that his people would be cared for in this time of great crisis." The fact that Farakin I personally took control of the trading fortunes behind the merchants was just an added benefit. Those that disagreed with the king's actions and other political enemies of Farakin I became unfortunate "victims" of the plague ravaging the country. About six months after the plague's onset a rumor formed that the dwarves were responsible for the plague. This, added to this the fact that the dwarves were also resistant to the scourge, allowed Farakin I to turn the populace of the country against the dwarves despite that the fact that the dwarves were the only ones supplying the goods that were desperately needed because of the plague. Farakin I instituted large levies and taxes against the dwarves, using the profits he made to cement his hold on the valley. When the plague's effects finally began to loosen its hold on the valley, Farakin I moved to make sure that he continued to control Larakan. He made sure that the soldiers of Larakan enforced his draconian rule. This was for "public safety" but really allowed Farakin I's military to control when and how people gathered, clamp down on people going and coming into the country, and lastly, how other power groups gained and held power in Larakan. Farakin I was a shrewd politician and he never imposed his rule too heavily on the populace. Thus the despotism of Farakin I (and later, Farakin II) was quite successful and it met with little protest by the people of Larakan. Slowly the valley recovered from the disease that had ravaged it. The only rebellion so far was when Harken's Ferry (a small community between Fadin and Lara) arose in protest to the taxes and duties that were being applied to their community. The King's Guard quickly moved in and subdued the town (coincidentally causing half or more of the able bodied men in town to be killed). However, one might say that this rebellion succeeded as King Farakin II reduced the taxes the next week after the "Massacre of Harken's Ferry." Larakan Today: There are very few taverns and inns in the towns of Larakan; such places are prohibited by the crown unless a proper license is issued by the King. And of course such licenses are subject to review at any time, a fact that the king and his ministers use to control Larakan's main public gatherings quite effectively. Secondly, only two temples are allowed to be constructed within the valley. The first are temples to Irla, the god of disease and suffering, mainly for placating the god and avoiding his attentions. The second, and the more popular, are the temples to Kystar, the goddess of magic and trade. That doesn't mean that there are no shrines or hidden chapels to any of the other gods, but these are always well-hidden as they are illegal in Larakan. When found by the King's Guard, they are either deconstructed or destroyed. The Council of the Nine Spheres is a large organized mages' guild which jealously guards all elements of Larakan's society that have to do with magic. It appears that the Council is completely separate from the government of King Farakin II. However, when one learns that the Council is controlled by a San Farakin (San [and the feminine Sana] is an honorific only applied to those that can cast arcane spells) and that this San Farakin is the same as King Farakin II, it is obvious that this deception is one that the government of Larakan uses to its advantage. In fact, one secretive arm of the Council of the Nine Spheres, the Order of the Silver Star, is dedicated to enchanters and diviners that use their powers to actively seek out "enemies of the state." DM Secrets: Despite the draconian state of Larakan, there are elements that seek to overthrow the government. The most effective of these elements is the bardic guild known as the Fellowship of the Yellow Thrush. The Fellowship of the Yellow Thrush uses its members to keep a careful tab on the state of society throughout the Lara River Valley. Where it can, the Thrushes fan the flames of free spirit and rebellion in order to undermine the government's strict control. However since the Massacre of Harken's Ferry (which the leaders of the Fellowship consider to have been caused by one of their own bard's leadership ability), the Fellowship of the Yellow Thrush is extremely careful about how it goes about inciting the populace. Hal: Yep, that was me. And astrology is a big part of my home campaign right now.... :) Yah I can see how the wording of the times per day and the skills that can be used could be confusing. I meant that the gloves can be used 2 times per day for any of the skills. And yes, the item did come from ranged legerdemain from the arcane trickster prestige class. But i think that particular class ability is one of the coolest and I felt that it deserved a method so other classes could use it. Which means i should have added the paragraph: "If a character using these gloves already had a class ability that duplicates the magical effect (such as the arcane trickster from the DMG), then these gloves allow the character to use the class ability an additional time per day." Clark and Wolfgang: And I never thought of using mage hand, though if I did, I would have rejected it. That makes these gloves way too inexpensive. :D Feel free to critique, throw tomatoes, send monopoly money, what have you.... But i would value any feedback.... gloves of legerdemain Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, the wearer can perform one of the following skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and the wearer cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. The wearer must have at least one rank in any of the skills to be able to use the gloves. You must wear gloves of legerdemain for 24 hours before you gain access to their abilities. If you take them off, they become inactive until worn for an additional 24 hours. Moderate transmutation; CL 9th; Craft Wondrous Item, teleknesis; Price 22,500 gp. My Pathfinder notebook has one section for the current adventure. Behind it is another section for maps. A third/fourth section is for notes I take during play and when brainstorming. Then once a chapter/adventure is finished, I organize the notes and stuff and place it in a *fourth* section, removing the stuff from the third section. (So this 3rd/4th section is revising itself continually.) A fifth for new things: feats, equipment, alchemical goods, weapons, magic, spells, and house rules/changes that we have at the table (for example, the players wanted to use themselves as cover when moving through a threatened area - e.g. a PC can use an ally as cover when moving through that ally's space), etc. A sixth is my monster area -- all the bestiary's published so far plus any favorites I've found or created. Also in this area are simple one-shot encounters (what i usually use when a significant number of players can't make it to the session). So six sections. The note book will get larger as time rolls onward, so I imagine the house rules and monsters will get split off in the future into their own notebook. allen trussell wrote: I've been compiling all of the items folks have posted up (those that made it and those that didn't), along with creator's credits, for use in my own games with my own group. Only, and ONLY, if the Paizo folks and the creators OK it, I'll share the completed file. I'd have no problem including my item, though i haven't posted it to the boards yet (just in case they get picked up as an alternate). I have no idea if posting it would cause any problems or disqualify me or anything, but i figured I'd be cautious. In any case, Allen, just e-mail me and i will send you my item. Personally, i don't like it. To me it feels more like an excuse for DM ex machina. What do I mean by that? Well, I can't see a PC ever using it, but I can imagine NPCs using it. And the powers it grants are significant enough that the PCs are going to get screwed if they are using "sneaky" tactics (invisibility, illusion, magical disguise, etc) And it is expensive enough that it is going to overbalance any treasure recovered. But then again, it just be me. :) So feel free to ignore me. But if I get a vote, I would say lose it. Wow. Color me impressed! Couple of questions.... What's the acronym LLV stand for? I'm going to assume that arcane-blooded and stone boned are a templates (right?) If so, what's your source? I will assume that an Alchemist's Frost is just like an alchemist's fire except it does cold damage. Same with Acidic Fire, except it does acid damage. What's a schema? You detail the Schema of Alchemic Potency, but what about the Schema of Magecraft? Excellent work!! I was very impressed Bobby
A couple of my players want me to run a quick game for them this weekend while every one else in the game is out of town at an RPGA convention. Their characters are slightly behind the rest of the group so I have no problem with that. They are an elven paladin 4 and a dwarven cleric 3/fighter 1. The group is between Burnt Offerings and Skinsaw Murders so its a good point for a small side trek. As a side note, Tsuto and Lyrie Akenja escaped the party's assault on Thistletop. Basically Tsuto was captured by the party and jailed. I then has Lyrie lead a small party of goblins to free him (after it was obvious Nualia wasn't going to do so). So the two of them and the five goblins fled into the wilderness. The party immediately went after them and actually beat them to Thistletop, so Tsuto and Lyrie decided that retreat was the better part of valor and fled. I would like to use this as the side quest. I also would like to have a small encounter with boggurts. So I was considering letting the PCs track the two into the Brinestump Swamp. So I have a neat theme, now all I need is some creativity in putting it together into a coherent whole. Anyone care to help? Bobby
gloves of legerdemain Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, the wearer can perform one of the following skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and the wearer cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. The wearer must have at least one rank in any of the skills to be able to use the gloves. You must wear gloves of legerdemain for 24 hours before you gain access to their abilities. If you take them off, they become inactive until worn for an additional 24 hours. Moderate transmutation; CL 9th; Craft Wondrous Item, teleknesis; Price 22,500 gp. My players finished off "Burnt Offering" this weekend and the second-to-the-end encounter with Nualia was ... interesting. The group consists of a elven paladin and a aasimar warmage. For fun I decided to make Nualia a "twin" of the warmage not realizing that the player had decided that she had had a twin sister who had been kidnapped when she was a babe. And since Nualia was a foundling.... When I read my player's journal, my eyes popped and a cackled with mad glee. Anyhow, so they capture Nualia, using a glitterdust and non-lethal damage. They tie her up and proceed to question her, despite the paladin saying that she was evil through and through and *must* be destroyed. As they questioned her, the group discovered the aasimar's heritage (she and I were the only ones who knew about the twin sister 'til then, even her husband was unaware of his wife's character's background). At that point I allowed Nualia to play on the warmage's sympathies and her search for her sibling trying to get the group to let her go with her "promising to find the true light and path that her sister was following." Unfortunately a great sense motive role by the cleric spoiled Nualia's plan and the spare the warmage's feelings, the paladin beheaded Nualia (the paladin didn't want the warmage to kill her own sister). That was some intense role-playing.... Now I am reading The Hook Mountain Massacre and.... Spoiler:
... I see that the party will find a pit fiend with 1 HD begging for release. And not only that, the pit fiend can't even fight back if it is attacked. Boy will the paladin in my group moan when he learns this dilemma (not that I think it is much of a dilemma since a pit fiend is a *lot* different from and aasimar foundling... But still. So who here thinks killing the pit fiend is an evil act? Obviously if you are reading this you clicked the spoiler, so its safe to tell you that it keep the dam from breaking the party has to activate the floodgates and doing that will kill the pit fiend. I do have a question fro the Paizo folks though....once the gates are opened, when do they close? Do they close? if they close, what happens the next time the Deep floods? I don't think Rukus Graal's stats are quite right. Seems like some math is off... Spoiler:
medium ogrekin human Ftr6, according to the ogrekin bestiary, that changes his type to giant. So that would be 3 feats for level (1st, 3rd, and 6th), 4 feats for fighter (1st, 2nd, 4th, 6th), for a total 6. But he has 8 feats. ?? What did i miss? As a Ftr6, he has a BAB of +6. Strength of 24 is another +7, weapon focus adds +1, +1 spear grants another +1: total attack bonus of +15. Assuming its a normal spear, not a long spear, that would be a Melee +1 spear +15/+10 (1d6+9) ['cause of weapon specialization]. Of course it it is a longspear I think the stats work out. Let's see: +15, -2 for using a two-handed weapon with one hand and a half. Melee +13/+8. so that is right. Damage would be 1d8+13. So it must be a longspear.
Does anyone use a wiki to document the campaign as it develops? For example, if the PC of the paladin builds a private shrine or meets a wandering begger that he befriends or any of a thousand things that might have an impact of the game later in the path, how do you remember it? I use a wiki myslef. But i was wondering if anyone can recommend a better wiki than the one i use (which is TiddlyWiki <http://www.tiddlywiki.com/>). Yasha0006 wrote: I am just wondering now why a Cat-Dragonthingy would polymorph themselves into a mad weirdo. Hmm... Not sure if i should be insulted or not.... I'll go with not. Yasha0006 wrote: Personally I would just extrapolate their appearances myself. That is my plan... I'll do it this evening and post what i come up with. Just in case anyone else can use 'em. BTW, there was no traffic on the question until i //bump//ed it. So that's my defense... James Jacobs wrote:
Excellant example. Thanks!!! That helps even when i thought i understood what was going on/how it worked. Hate to be a naggity worry-wort, but I tend to be a bit of a perfectionist... so ignore me if you need to. :7 The following may have some color spoilers, so you have been warned. Spoiler:
In area B17 of Foxglove Manor A description is given for Vorel and Kasanda Foxglove, but none for their daughter Lorey. And on the south wall a description is given for Traver (sort of) and Cyralie. But none for Aldern, Sendelt and Zeeva. Granted Aldren can be gotten from burnt offerings, but what about Sendelt and Zeeva? Will any of these NPCs show up later? Are they still active? (Can't say are they still alive for obvious reasons...) What part of the world are they in? If you catalogued their activities, what are they the most famous for up until now? Just want to give a little of the background so it can be used to show that they ar4e part of the world and just not color. Hey, are there any more details about these guys? Spoiler:
The text in The Skinsaw Man says that a DC 35 Knowledge (history) text will reveal that these are who are depicted in Area B22's stained glass windows, but doesn't say anything more than that. of course I can make up my own stories (see below) but i don't want to step on any future story elements. The Harlot of Geb
Spoiler:
A quick search on "bathe in virgins' blood pulled this up. Change the names and the place names and you have a gruesome story straight from a nightmare. And this is based on reality!! from Cachtice (Spectacular Slovakia Travel Guide) She was a savage torturer of virgins. She was a twisted murderer who drained girls of their blood and then bathed in it. Known as the ‘Bloody Countess’ and the ‘Beast’, she was one of the most notorious mass murderers in European history with over 600 victims. And during her reign of terror, she carried out her wicked deeds on modern-day Slovak soil, at Cachtice Castle. Erzsebet Bathory was born to one of the oldest aristocratic families in Europe in the mid-16th century. But centuries of incest and intermarriage left this sadistic beauty with feral desires. She believed that by bathing in virgin blood her beauty would be preserved. What is more, she clearly relished torturing the girls before their deaths. "One of the girls died in the coach (Bathory was travelling in). When this happened, Erzsebet had her held upright by servants, although she was already dead, and continued to beat her," said Kateline Beniezky on 2 January 1611. An accomplice to the Bloody Countess, she made her statements during Bathory’s trial for mass murder. The charges against Bathory are numerous and grotesque. According to the graphic book The Bloody Countess by Valentine Penrose, she murdered some 650 virgins lured to the castle by promises of well-paid jobs and prestige. When they arrived, however, they were tortured and killed by the countess and her slew of cohorts, including evil confidante Dorko, the dwarf manservant, Ficzko, and the sorceress, Anna Darvulia. Her torture methods show just how ruthless the Beast was. She cut off body parts and fed them back to her victims. She put the girls out in the castle courtyard naked in the snow, then doused them with water and watched as they froze to death. She used "pokers, red hot, and applied them to the face and nose of her victims, opening the mouth and shoving the red iron inside," the dwarf testified. "One day the mistress placed her fingers in the mouth of one girl and pulled until the corners of her mouth split," he added. Another accomplice, Jo Ilona, said that she had seen Bathory "burn the vagina of some girls with a candle" and that tortures were so messy that afterwards "it was always necessary to wash the walls and floors". Dorko reported that the mistress was fond of "ironing the soles of the girls’ feet with a red hot iron". Once dead, the victims’ veins were cut open with scissors and their bodies totally drained of blood. The blood was collected in a tub for Bathory to bathe in. The massacres persisted for untold years. Local peasants’ pleas for help were ignored because of Bathory’s lofty social status; in a time when families won their surnames, hers was derived from the Hungarian word bajor, meaning brave. The name was so distinguished that two of her cousins were kings, one of Poland and the other of Transylvania. But as more and more girls disappeared into the castle, the call for action grew louder. Bathory paid no heed. Blinded by her unquenchable blood thirst, she even began killing the daughters of fellow nobility when peasant girls could not be procured. It all came to a head on 29 December 1610, when her own cousin raided the castle and caught her in the act of torturing one of the girls. She was arrested, tried, and convicted for committing "frightful crimes against female blood". But she was not put to death - her name saved her from that fate. Instead, she was sentenced to perpetual imprisonment entombed in a room in her castle. Her accessories did not get off so easily. Jo Ilana and Dorko had their fingers "ripped off, because they have by means of these fingers committed crimes against the female sex," read the conviction. They were then thrown alive into a burning pit, although Jo Ilana fainted after her fourth finger was torn off. The dwarf was given a "more lenient punishment": he was first beheaded, then thrown into the fire. Meanwhile, the Bloody Countess withered away in uninterrupted solitary confinement. "Some stone-masons came and one after the other they walled up with stone and mortar the windows of the room in which Erzsebet was imprisoned," wrote Penrose. "And so she saw the light, little by little, progressively diminish. The prison rose up around her. They left only a narrow band of daylight very high up, through which she was able to see the sky. The workers then built a thick wall in front of the door, leaving only a slit to permit passage of food and water." The Bloody Countess lived sealed in the tomb for three and a half years. Her only company was her victims’ ghosts and the bats that flew in through the lone hole high up on the wall to sleep hanging from the curtains. On 21 August 1614, she died at the age of 54. "Dead suddenly without crucifix and without light," wrote Istvan Krapinai in one of two surviving testimonies of her death. "It was bad weather that day. There was a furious wind. It seemed as though witches had died." All that remains today of Bathory is her legend and her crumbling castle ruin above the village Visnove. Among these ruins is a certain room. It is circular and dug deep into the soil. There are no doorways, no designed entries whatsoever. But high up on the wall is a slit, a lone window which would have permitted a single thin band of light to penetrate the Bloody Countess’s prison. The Butcher of Carrion Hill Spoiler:
Socorro was on a respected lord, a man that championed his people and cared for them the way any true feudal lord would. However, whith the death of his only7 son at the hands of a chimera, Socorro turned to magic arts in an attempt to find a way to let his goodness and wisdom live on beyond the time the gods normally give a man. This led to exploration of the black arts and Socorro soon lost his paladin gifts (though sages sometime speculate that Socorro was so caught up in his search for immortality that he didn't even realize that he had lost his divine patron). Eventually, after experimentation (mostly on his once valued subjects), Socorro learned that he could channel the negative energy of murder into a arcane ritual that would provide him with the ability to live on even if he was dead. So one night, he raised a virtual army of skeletons and zombies and sent them forth into his lands to kill every one that then encountered. The resulting massacre of that night fueled his dark activities and Socorro the paladin became Socorro the lich/blackguard. And of course so story needs to be created for his downfall....
Shisumo wrote:
And i missed the boggard and the sample art.... Anyone have links? My players had no problem with the logic of who knew what language. And in fact, i did give them the letter, let them look it over, and when someone said they couldn't read it, I had the halfling say she was learning it and what she could read was this.... And then gave them the translation. It told my players that there were things that they wouldn't know, and if they looked hard enough and thought about it, they could find help when needed. Bobby I have been slowly converting the maps in Pathfinder 1 into Campaign Cartographer 3 maps. Don't have a place to post 'em, but if anyone wants a copy, just drop me an e-mail. Bobby
NPCs that remember them, compliment them, and help in the little things. For example, Ameiko goes out of her way to provide minor things (making sure the elven noblewoman has clean sheets every day, supplying dwarven ale to the dwarf barbarian, telling the alchemist in the group that the ingredient he is looking for can be found in that store, etc.) Now i haven't used any of the ones above but that is one way to get them to care about Ameiko. When Shayliss Vinder made her move on the paladin in my group, he was able to extradite himself, but then he went to talk to Vin (Shayliss' father) to smooth things over. Vin now proclaims his virtues while Shayliss makes cow eyes and plots revenge for being rejected and for the paladin getting her in trouble with her father. When Shalelu was introduced, she bought the PCs dinner and spent the evening telling them about the goblins in the area. Several of the PCs are worried now that she is out in the wilderness alone. I plan on having her be chased by some goblins and a bugbear when the group leaves town for the first time. Assuming the save her (safe bet that), she will tell them that most of the "bad boys" of the goblins are gathering around Thistletop and tell them about a "snitch" goblin that they could use to get inside information on the dungeon at Thistletop. Little things are the key to getting players to care about the NPCs. I even have a minor sculptor watching the PCs planning on making a statue of them for the town square. Right now they have no idea, but the aasimar is creeped out by this gnome who is apparently following them around and watching them. Bobby
What are the doors and other miscellaneous features of the Catacombs of Wrath like? I looked, but didn't see them mentioned (break DC, stone or wood, quality of locks, etc. I found some descriptive info for Thistletop, level 1, but nothing for the bottom levels. Of course, all this is superfluous, I can make it up as i go, but I'm also lazy. :) Any input from the designers would help/work for me. Bobby
Anyone3 want to share the prestige classes that your players are working towards in the RotRL series and how you are working them into the story? For example i have characters that are working toward Champion of Corellon Larethian (RotW) and Eldritch Disciple (CM) I was thinking that there may be a group of semi-renegade elves that would want to capture the arcane powers of the runewells for themselves and they might try to use the CoCL as a catspaw. Alternatively i thought that a demon/devil/outsider would attempt to become the ED's patron in order to get things accomplished that the demon/devil/couldn't. Any ideas? or stories of their own? I've been following the items mentioned on this list and so far here is a complete listing (that I have) of all items that have been cited. Did I miss any? Q: On page 27, entry B6: Ancient Prison, it says "If the alarm is raised".
Q: On page 44 to 45 (area D2) Bruthazmus the Bugbear is listed as having a 17 Str (which is a +3 bonus). But the rest of his stats seem to be written with +4 bonus, and he has a +4 Strength Bow. A: The Str of the bugbear should be 17. Original stats:
After racial modifications:
After Ability adjustment at 4 HD:
1) Damage for heavy flail becomes 1d10+4.
Lastly, his favored enemy bonus should be +2. Q: Specifically looking for areas C25 (Submerged Sea Cave) and C26 (Sea Cave).
Q: On page 72 of Pathfinder #1 is that Xin-Shalast on the picture?
Q: Is there a map of the encouters for Initial Assault (EL1) page 11?
Q: The runelord of greed is the main enemy of the campaign, correct? However, most of the villians in the adventure are affiliated with the runelord of wrath. Should the focus be on the runelords generally as opposed to the specific runelord being fought?
Q: With which sin will the skinsaw men be affiliated?
Q: On page 66 of PF#1 in the Sandpoint section under #18- Cracktooth's Tavern. Jesk "Cracktooth" Berinni is described as being a NG human male, half-orc expert. Which one is it? Human or half-orc?
Q: How can we tell if they are Chelaxian, Varisian or Shoanti? What's the overall ethnic mix in the town, percentage-wise?
Q: Hide Shirt. In the description it says that it is light armor, but on the chart, it's listed as medium.
Q: Goblin Warchanter on pg12, listed with Exotic Weapon Proficiency:Whip feat. With a BAB of 0, how does it have this? Plus it also has Combat Reflexes feat as well, and as far as I can tell, it should only have one feat, not two.
Q: I'm unclear on why the sinspawn would have left blood on the rim of the pool in area B4. Any guidance?
Q: Where is the Kaijitsu family from? I gathered that they're not Chelaxian, given their Japanese-style names, and the mention of their "native tongue" on page 19; but I haven't seen anything about their background. Did I just miss this?
Q: The Shopkeep's Daughter- pg. 15. Is the DC check of 30 plus correct for a PC to get out of the situation with Shayliss w/o causing unnecessary complications for the party?
Q: Two sourcebooks are mentioned that I've never heard of, The Book of Fiends and the Tome of Horrors; what are these books?
Q: What is a Thaumaturge? I thought that was some type of prestige class? I was a bit confused to see that the Quasit was a "Thaumaturge."
Q: C24 in Thistletop is not marked on the map.
Q: Had a question referencing the Goblin Warchanter on pg12. When looking at the combat stats, I notice that her shortbow damage does not add up to what I expect. In the book, it shows 1d4+1, but I add it to be 1d4 (my figures: 1d4base for small shortbow, -1 for STR, +1 for Inspire Courage effect.)
Q: Just to clarify things. The only way the PCs can dissipate the runewell's power is if they slit their wrists, which would mean that they would have to create approximately 4 sinspawn?
Q: In Malfeshnekor's prison K10, it says "Each rack in the northern corners contains 30 erernal candles..." So is that 30 candles in all or 30 per rack, and if that is so how many racks are there?
Q: Does killing a sinspawn give the runewell another point?
Q: I noticed that Areas B13A and B13B are not described.
Q: Erylium is a flying opponent, and her Tactics section says that she flies above the party and uses ranged attacks against them. But I can't find a description of the room's height anywhere. Does anyone know how high up she can fly?
Q: Who is the older sibling of the Kajitsus? Page 19 first claims he's the older brother, and then that she's the older sister.
The stat block for the Sinspawn in RoRL #1, pg 90, is incorrect. It should be +5 (+1 for a Dex 12 and the Improved Initiative feat for an additional +4). Q: The note that Tsuto leaves for his sister, that is written in elvish?
Q: I haven't had a chance to thoroughly read everything yet, but the 'Brotherhood' that Tsuto is raised by.. is that detailed somewhere?
Q: A little harder question here- does Mr. Jacobs have any recommendations on the DC's for knowing information about ancient Thassilion? I read another thread where he said another GM was probably okay with what he had already revealed.. but since I haven't run it yet and I have the benefit of foresight, could he give me some insight on how much info he would dole out for certain DC checks?
Q: One thing I'd like to see in future books, is more definitive data on where the ancient rulelords used to have their cities. There is discussion of that, but I'd like to sort of be able to pinpoint it a little more on the current map of Varisia. That isn't exactly a question, but I'd welcome any elaboration.
Q:The Varisan names for magic schools were missing from the feat Varisan Tattoo. What are they? A:The spell-like ability (and their Varisian names) gained are: Abjuration (Avidais): Resistance.
Fatespinner wrote:
Drow Ninja Pirate Dinosaur Riding psionic assassins... James Jacobs wrote:
Thanks very much James!!! As for FF monsters that donm't make the cut, I have to admit that the flumph has to be the most.... useless monster there ever was, is, or will be. :) But that is just me. Ones that i did like were the iron cobra, necrophidius, achaierai, the coffer corpse, caterwaul, the dark creeper, the dune stalker, the firedrake, the gibberling, the grimlok, the ice lizard, the hellcat, the mephits, the quaggoth, the sheet phantom and ghoul, and probably a few more. Not all the monsters were bad -- a lot were poorly conceived, but they were fun. I still remember the look on my friend's face when his sword stuck to the adherer!! I received my copy of Dungeon #136 and finally got to read it on my day off for Memorial Day. Afetr reading "The Coming Storm" i decided to adcapt the Kamadan from that artocle to my own campaign world of the Dying Sun, a Frostfell game. Long story short, I couldn't get the numbers to work out. The kamadan's BAB is one higher than it should be, the AC is one better, and it has more skill points than it should. I just can't get the number to fit. Has anyone else noticed this? Here is the stat block i created... kamadan, large magical beast; CR 7; HD 7d10+28 (67 hp); Init +3; Spd 40'; AC 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15; BAB/Grapple +7/+16; Atk bite +12 melee (1d8+5) and 6 bites +10 melee (1d4+2 plus poison); Full Atk Bite +12 melee (1d8+5) and 6 bites +10 melee (1d4+2 plus poison) and 2 claws +10 melee (1d6+2); Space/Reach 10'/5'; SA Breath Weapon, snakebite, poison; SQ All-around vision; AL always neutral; SV Fort +9, Ref +8, Will
All-Around Vision (Ex): A kamadan's multiple snake heads have especially keen vision, and grant the creature a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a kamadan. Breath Weapon (Su): A kamadan's breath weapon attack appears as a 30-foot cone of freezing white cloud of mist. However, instead of doing cold damage, it has the effect of placing its targets asleep for 1d6+4 rounds. The kamadan's breath weapon allows a Fortitude save (DC 17) to negate. The save DC is based on the kamadan's Constitution. A kamadan can breath once every 1d4 rounds, but never more that 5 (1 + Constitution modifier) per day. Poison (Ex): The kamadan's snake bites are poisonous, forcing a Fortitude DC 17 save or initial damage being 1d2 Strength. The poison's secondary damage is 1d6 Strength damage. The save DC is Contitution based. Snakebite (Ex): Each of the kamadan's six snake heads possesses a separate brain. This allows the kamadan to make attacks with its snake head as a free action (allowing the snake heads to attack even if the attack is not a full attack option). Skills: A kamadan has a +4 racial bonus on Hide and Move Silently checks. In areas of heavy undergrowth, the Hide bonus increases to +8. Did i miss something? Dandello wrote:
Looked at the Realms stuff... for about 30 seconds. Is there anyway to look at the entirity of the signs and the details without creating a birthday? I was blown away by the astrology articles. Of course, I've always had a fascination with the stars and astrology, but I never came up with a way to incorporate it into a DnD game in a way that wouldn't have my players keeling over in boredom. Kudos to Hal Maclean for coming up with an elegate and simple way to do it! Speaking of which, I was wondering if Mr. Maclean could contact me off-list? My e-mail is bobby dot catdragon at gmail dot com. :) "The Master Astrologer" was also a good article. The editors at Dragon should be very proud of intertwining the two articles so they formed a comprehensive whole rather that two pieces of the same puzzle that *almost* fit together. Is anyone planning of using the astrology in their campaigns? I know I am, and since the firast session is 2 weeks away I can strongly hint to my players about the importance of astrology in this new game world. Bobby
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