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Leaf Leshy

donato's page

Contributor. Goblin Squad Member. RPG Superstar 2013 Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 1,012 posts (1,817 including aliases). No reviews. 2 lists. No wishlists. 4 Pathfinder Society characters. 24 aliases.


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Gnome synthesist summoner. He had gone through the bleaching and as a last ditch attempt to save his life, his imagination created the eidolon that would become his life support.

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Samy wrote:

Dragons and Undead Unleashed skewed towards the high-level monsters.

Does Hell Unleashed do the same?

Can I get a breakdown for the CRs of the monsters?

Sure thing!

Spoiler:

Dinya Ervind, CR — Male possessed young human commoner 1
Benebak, CR 2 imp
Miranksha, CR 8 adhukait asura
Sharroa DiViri, CR 9 Female human Hellknight signifer 4/wizard 5
Terindelle, CR 10 erinyes
Darukarex, CR 11 contract devil
Zoudra, CR 12 Female venerable human conjurer 13
Isitalba, CR 16 handmaiden devil
Vipostix, CR 17 apostate devil
Mardehzuk, CR 21 pit fiend
Voice of the Damned, CR 25 unique outsider
Furcas, CR 27 Infernal Duke

Most of the entries also feature additional creatures for the encounter areas, but these are the main creatures that are focused on in each section.

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Alexander Augunas wrote:
Owen K. C. Stephens wrote:
Matrix Dragon wrote:

Is it bad that I am much more excited about this book now that I've seen that the advertisement for it on the back of the Monster Summoner's Handbook has a two-tailed kitsune? It does make sense that kitsune would get mentioned (or at least get a picture) in a Dirty Tactics book, I'm just surprised that Paizo is actually bothering to acknowledge a Dragon Empires race.

I have a feeling that this is Alexander Augunas' doing ;)

That depends on what you mean by "Alexander Augunas' doing." It was my idea to include some Kitsune stuff, along with a few other "trickster races." But it was absolutely Alex Augunas I contacted as a freelancer to get it written...

We really do pay attention. :)

Yes, you do. Especially since I did NOT write what is strongly appearing to be a kitsune combat style for this book.

I'm just as excited as everyone else to see what that looks like!

I named it such in your honor, Alex!

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David knott 242 wrote:

Okay -- for anyone who has that PDF -- did the section describing the Hellknight test have any surprises?

Nothing unexpected, I feel. It did offer a list of higher CR creatures to challenge higher level characters.

Axial wrote:
Also, could someone share the details of the Furcas article? What's his challenge rating and appearance?

It details his stats, his artifact weapon named Avernus Claw, his fortress with a detailed map, and his cult.

Furcas is a CR 27 Infernal Duke. He appears as a centaur with a body made of hardened vines and a laurel crown.

Barachiel Shina wrote:
Any new game material like feats or spells or any new monsters?

No new feats or spells that I'm aware of. There are rules for manifestations, which are like divine haunts. However, they are not necessarily evil, as manifestations can be that of good or neutral gods.

In terms of monsters, most of them are unique stats of existing creatures, such as a unique imp or an advanced pit fiend. Along with Furcas mentioned above, there is the Voice of the Damned, protector of what lies within the Book of the Damned. There is also a new giant worm with planar portals in its gullet called the hellmouth. It lacks stats, but is listed as being at least CR 24. I tried to stat one up myself. If you're interested, it's located here.

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Axial wrote:
Alright, so what are the new archetypes, mysteries, bloodlines et cetera for the existing classes?

Ah, ninja'd, but I have some extra info, such as sorcerer bloodlines, so I'm posting this anyway.

Other Class Archetypes:

Promethean Disciple (Alchemist Discovery)
Ectochymist (Alchmeist Archetype)
Promethean Alchemist (Alchemist Archetype)
Flesheater (Barbarian Archetype)
Phrenologist (Bard Archetype)
Silver Balladeer (Bard Archetype)
Order of the Eastern Star (Cavalier Order)
Order of the Shroud (Cavalier Order)
Ghost Rider (Cavalier Archetype)
Sensate (Fighter Archetype)
Relic Hunter (Inquisitor Archetype)
Psychic Detective (Investigator Archetype)
Esoteric (Magus Archetype)
Mindblade (Magus Archetype)
Karmic Monk (Monk Archetype)
Ghost Hunter (Paladin Archetype)
Escapologist (Rogue Archetype)
False Medium (Rogue Archetype)
Ectoplasm (Sorcerer Bloodline)
Psychic (Sorcerer Bloodline)
Witch Patrons (Ethereal, Mind)
Ley Line Guardian (Witch Archetype)

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How about this?

Table of Contents:

INTRODUCTION 4

CHAPTER 1: OCCULT CLASSES 8
Kineticist 10
Elements 14
Wild Talents 15
Medium 30
Spirits 33
Medium Spells 37
Mesmerist 38
Mesmerist Spells 44
Occultist 46
Implement Schools 50
Occultist Spells 58
Psychic 60
Psychic Disciplines 64
Psychic Spells 69
Spiritualist 72
Spiritualist Spells 76
Phantoms 78
Racial Favored Class Options 84

CHAPTER 2: ARCHETYPES 86
Kineticist 88
Medium 92
Mesmerist 96
Occultist 100
Psychic 104
Spiritualist 108
Other Class Archetypes 112

CHAPTER 3: FEATS 126
Types of Feats 128
Feat Descriptions 128
Feat Table 130

CHAPTER 4: PSYCHIC MAGIC 142
Psychic Magic 144
Spell Lists 145
Spells 156

CHAPTER 5: OCCULT RULES 192
Occult Skill Unlocks 194
Auras 198
Chakras 200
Psychic Duels 202
Possession 206
Occult Rituals 208
Sample Occult Rituals 209
Creating Occult Rituals 214

CHAPTER 6: RUNNING AN OCCULT GAME 216
Running an Occult Game 218
Occult Locations 226
Loci Spirits 226
New Haunt Rules 228
New Haunts 230
Ley Lines 232
Mindscapes 234
Esoteric Planes 238

CHAPTER 7: OCCULT REWARDS 246
Adventuring Gear 248
Alchemical Items251
Magic Items 252
Cursed Items 265
Artifacts 267

INDEX 270
Open Game License 271

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Nefreet wrote:
Any other sources specific for this AP that you'd recommend? I simply don't own a lot of splatbooks, and I don't know what's out there. I do own Blood of Fiends, and I like the idea of Tieflings but no Aasimars.

Well, your first big excursion should probably be the Council of Thieves Adventure Path. Looking through the whole AP can grant you some insight into what a Chelish city can be like and help you set a proper atmosphere and them for Hell's Rebels. Specifically, AP #27 and AP #28 have articles on Hellknights and their orders. Other volumes have interesting articles as well, such as one about tieflings and another about Asmodeus, but most of that info should be already collected and updated in other, newer books.

In the Campaign Setting line, there are a number of good books. Of course, you will always want to start with the Inner Sea World Guide as a basis for understanding the Inner Sea as a whole, and the general history of Cheliax. From there, you can hop over to Inner Sea Gods to learn more about important deities such as Asmodeus, Iomedae, and Aroden. This is also a good book for players who wish to worship a god, especially the more chaotic gods like Cayden Cailean or Desna. Next, you can delve into Hell in Princes of Darkness, which is a book all about the workings of Hell and the devils that live there. Speaking of Hell, the upcoming Hell Unleashed has specific encounters for you to throw into any game that you see fit. It even includes a Hellknight initiation for an player that is interested. Finally, if you can wait for them, Inner Sea Races is due in September and should give you and your players plenty of info not only about the races, but also how to integrate yourself into life in the Inner Sea and know what it means to be a true Chelaxian. Additionally, Cheliax, the Infernal Empire is out in December, which should cover Cheliax as a whole rather in depth.

In the Player Companion line, there a few books to look at. First off is Cheliax, Empire of Devils which is player's look at Cheliax, but also good for GMs. The above mentioned Cheliax campaign book will probably obsolete most of this book, but this should be a good starting point. Your players will most likely want to be part of a city, which is where the upcoming Heroes of the Streets will help with that. From here, it's really up to what your players are interested in. Any religious types will find good options in books like Faiths of Purity or Champions of Purity. Regardless of fighting style, players should find something they like in either Ranged Tactics Toolbox, Melee Tactics Toolbox, or Dirty Tactics Toolbox. Really, there's something for everyone in the Companion books, you just have to know where to look.

As a final reference, anyone looking to become a Hellknight will find the Hellknight prestige class in the Inner Sea World Guide and the Hellknight Signifier prestige class in Paths of Prestige

Anyway, the big thing is informing yourself on what you or your players want to learn more about and going from there. Pathfinder Wiki is a good source, especially as it lists which books it uses as sources, which helps track down information. I would always recommend starting the AP once all six volumes are out, but if you wish to start right away, have your players read the Player's Guide once it's out and use the above resources to get yourself ready for the first adventure.

Good luck!

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Matthew Morris wrote:
James Jacobs wrote:
W. Kristoph Nolen wrote:

Vic ... that's a pretty cool way to do it. I hadn't ever thought of that. So, obviously, Wayne doesn't know the name when he's doing the art.

...
So, has the name of the new Vudrani Psychic gal been released yet? I was trying to look it up today, and couldn't find it.

We haven't yet done any of the meet the iconics for the Occult Iconics yet. For this week and the next, we're in pretty hard-core Inner Sea Races mode 24/7, so I don't suspect we'll really be able to turn our attention to the iconics for at least a few weeks.

The goal is to get their names and stories out there before Gen Con. But like all goals... sometimes you miss. We'll see; stay tuned!

But the tags are the names right? Asking since the vigilante had a name tag. It caught my eye because my new bard is also named Miroslav.

Miroslav Petrov is the name of the artist that illustrated the piece used in the blog post.

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I think an entire party of Vigilantes (perhaps in Hell's Rebels?) would be a very enjoyable group.

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Ravingdork wrote:
lostpike wrote:
I am pretty sure this has been errataed in the new printing/download of the book.
Can anyone confirm this? If so, I'd have a lot of characters in my gallery in need of adjustment.

Eclectic training still reads as you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1.

Esoteric training states the bonus to caster level you gain from Eclectic Training increases to +3 (but is still limited by your total Hit Dice). You may select a second spellcasting class to gain a +1 bonus to effective caster level.

Looks to be the same.

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Oh, actually. I'm strongly considering an occult class, particularly the occultist or mesmerist.

Man, deciding on a character will be more agonizing than the wait for the Con.

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captain yesterday wrote:
How's about a spanking then... for charity :-)

It's not that type of roleplaying game!

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Donated!

Who will get punched this year?

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I sent of some pitches. Hope you like them!

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All I know is regardless of how a Mexico equivalent is handled, it needs all the spanish monsters to go with it!

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Protoman wrote:
Do samurais, ninjas, and antipaladins alternative classes have varient multiclassing options?

Spoiler:

No. None of the alternate classes have options in the system. Following the groundwork should be easy enough for a GM to put one together, though.

Axial wrote:

1) What are all of the "outsider" types that the new eidolons are? Angel, demon, and protean have been mentioned.

2) What does the VMC paladin, antipaladin, and cavalier do?

3) Is the VMC witch's hexes keyed to intelligence?

Spoiler:

1. Agathion, angel, archon, azata, daemon, demon, devil, div, elemental, inevitable, protean, and psychopomp.

2a. Paladin grants detect evil, lay on hands, smite evil, mercy, and divine bond.

2b. No, see above spoiler.

2c. Cavalier grants an order, challenge, tactician, and order & tactician abilities.

3. All class abilities granted work as the original class feature. Thus, yes, hexes are keyed to Intelligence.

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Dragon78 wrote:

1)What are the 12 skills that are condensed list of the old skill list?

2)What is the new combat/iterative attack system like?

3)What is the stamina system like? examples of feat abilities?

Spoiler:

1. The skills are named as such: Acrobatics, Athletics, Finesse, Influence, Nature, Perception, Performance, Religion, Society, Spellcraft, Stealth, and Survival.

2a. There are a few combat systems. There is the Revised Action Economy System. I honestly haven't read it closely. The gist is that you are granted a number of acts. Each action takes up a number of acts. Attacking is one act, casting a standard spell is two acts.

2b. My preferred inclusion is the removal of iterative attacks. Rather than roll four times for four attacks, you roll once. You hit as normal, but for every +5 you exceed the AC, you get another hit (up to your total possible attacks). It also includes a glancing blow system. If you miss within 5 of the AC, you deal a small amount of damage. It's great!

3. Stamina is based on Con+BAB. It can be implemented a number of ways, including requiring a feat to opt-in or being free for any martial character. Some feats use more fatigue than others. Two examples: Combat Reflexes allows you to spend stamina to use the same trigger again on another AOO. Power Attack lets you turn off the feat at the end of your turn, rather than keep it on until next turn. It looks great, but its quite a bit more book work to add in.

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Matrix Dragon wrote:

Does the varient multiclass sorcerer grant you the bloodline arcana? If it doesn't I'm going to be hard pressed to figure out a reason why you would go this route rather than just going with the eldritch heritage feat chain. Hmmm.

Edit: Just curious, what do VMC Oracles and Rogues get?

Spoiler:

Sorcerers do grant their bloodline and bloodline powers.

Oracles are noted in my post above.

Rogues grant trapfinding, sneak attack, evasion, and uncanny dodge

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Dragon78 wrote:

1)What do you get for multi-classing with Bard, Monk, Oracle, and Swashbuckler?

2)How is the new Monk, Rouge, and Summoner? Any changes you really like?

3)What is the "Bigsixless" rules like?

I won't go into extreme details with my answers, but I hope they wet your whistle.

Spoiler:

Initial note: No classes grant useful spellcasting via variant multiclassing. At best, you get cantrips/orisons.

1a.Bard grants bardic knowledge, some performances (including inspire courage and competence), versatile performance, and lore master.

1b. Monk grants unarmed strike, evasion, a ki pool, and the AC bonus.

1c. Oracle grants a mystery, a curse, revelations, and orisons.

1d. Hybrid classes are not available for variant multi-classing. Core, APG, UC, and UM only.

2a. Monk has an array of ki abilities tied to his ki pool. Think of them as ninja tricks. Spend some ki and get a new thing to do. I rather like Cobra Breath which is tied to Diamond Body. You can neutralize a poison that hits you and then spit it back at someone. He also has built in styles which allow for extra options in combat such as the aforementioned flying kick and one that allows double damage on unarmed strikes. I really love the monk so I'm excited to see this!

2b. The rogue is a sight for sore eyes. They get free Weapon Finesse at level 1 and at level 3 choose one weapon to gain Dex to damage with. Their sneak attacks become more crippling by granting penalties to AC or to hit. They also tap into a new skill system featured in the book, allowing more options with their skills. Overall, the rogue is more appealing, but I never had a problem with her in the first place.

2c. The summoner has been toned down quite a bit. Of course, there are the archetype outsider forms. Angels eventually grow wings, demons eventually gain poison resists, and so on. You gain free evolutions based on your form. Evolution points are reduced overall and the eidolon now has a built in limiter on how many attacks it can do in one turn (max of 7 at 20th). Summoner's spell list has been significantly toned down. Looks great to me!

3. Removing the big six is totally possible! A system is included to provide inherent bonuses to characters. For example, you gain a +1 resistance bonus to saves at level 3 and a +1 deflection bonus to AC at level 5. You gain bonus to something every level starting at 3. This includes bonuses to weapons and armor.

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zergtitan wrote:
donato wrote:
I've rehosted it here.
I posted an edited version of the picture in its facebook comments section. could you repost it as well. It's an edited and improve color version of the original cropped to the Iconics image alone.

Here you go!

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Night March of Kalkamedes is located here.

Also, if searching for Varisia specific adventures, the Adventure Finder now sorts adverntures by region.

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What were your contributions to Pathfinder Unchained?

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Time travel!

1. What are your thoughts on it as a literary device?

2. What are some of your favorite stories involving time travel?

3. Have you used time travel in an adventure or have you been part of an adventure that used it?

4. Would you ever consider using time travel in any Pathfinder products?

5. Who is Paizo's resident time travel champion/fiend?

Keep up the good work James! Thanks for all the work in answering all of these questions. :)

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Guess this is what happens when the ink is made from a pugwampi blood base.

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I'm quite liking it. So far though, nothing really stands out as particularly amazing. Without that big spectacle (a super cool goblin raid, a city in anarchy, a Black Rider, etc.) it feels kind of 'safe' so far. I've yet to find the big moment where players will find themselves hooked and wanting to dig in for the campaign. Mind you, everything is paced very well, the encounters seem enjoyable and memorable, and the story is looking to shape up to be great. Every portion of the adventures so far feel like a 6, 7, or 8/10, which is great, but I'm still waiting for the 'WOW!' moment. These are the impressions I got solely from reading the adventures. It seems this campaign has a 'slow burn' in regards to its spectacle. Come book 4, I bet things will kick into overdrive and just go nuts, which I look forward to.

However, reading the adventures and playing them are two completely different things. I've run three sessions so far and my group of 5 is just one encounter away from clearing Part 3. They seem to be enjoying themselves quite a bit and the fact that all the hooks and clues are seeded very well is wonderful. I let them know that this time around, they are in complete control and they are eating it up. Players are arguing about pushing further ahead or going to town and generally, they are completely self motivated. Player agency seems to be the most difficult thing to establish in the groups that I run and this time, my group has it in spades. While it has yet to have it's big 10/10 moment, the fact that it fires on the 'good to great' cylinders at all times makes me feel that this will be one of my top 5 APs, if not top 3 once it's all said an done.

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Would perhaps granting the ability to trance at will be too much? I know there may be some balance concerns, especially without knowing the remaining spirits and their abilities. However, I feel that the spirit influence is already a good limiting factor for overuse of any one spirit.

If I were to want the Bear's claws, I can only safely trance them twice a day. Anything beyond that will push me towards using a different spirit lest I lose control to the spirit. This would encourage varied play styles throughout an adventuring day. If trancing was at will, an option to reduce a spirit's influence on a character might even be introduced to allow for additional uses of the same spirit.

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If you're on the fence, check out Mike's interview with Paco Jaen! Learn about the birth of Veranthea, what's in store for the product itself, and possibly some hints about Battle Savvy Penguins?

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Actually, the Veranthea Codex was announced in a separate thread located here.

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cartmanbeck wrote:

No no, I'm not talking about in the Skirmisher archetype, I'm saying in the Hunter description, it says that you can teach your companion Hunter's Tricks from the Skirmisher archetype.

Hunter ACG wrote:


Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks.
So while I agree that many of the tricks are intended to be gained and used by the ranger who has the archetype, the Hunter seemingly teaches them to his companion either way.

Oh. OH!

Well, this is some tomfoolery. I don't know what to say about this.

Hmm. :\

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I can neither confirm or deny the existence or nonexistence of penguins that are capable or incapable of partaking in combat.

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The little I remember from the panel goes as such:

Book 1 deals primarily with orcs.
Book 2 deals with hill giants.
Two books deal with fire and frost giants respectively.
The final book is dealing with someone known as the Storm Titan and is set to be written by Tito Leati.

Sorry I didn't take notes!

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Exactly. Don't lose yourselves in this thing. Keep your feet firmly planted on tiara firma.

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The first and second floors of the hospice are at a 10 ft. per square scale, while the Temple of Urgathoa is at a 5 ft. scale. It matches up.

I've managed to miss the scale for the maps so many times that I've trained myself to triple check it.

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Kudos on the tekenu. It gave me the creepy shivers.

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Here's what I found:

Starting level: 20
Increases daily by 1
Inaction for day increases by 1d4

Panic Events
Looters: –1-2/+1
Dogs of Death: –1
Corpse Wagon: –1
Shadow at the Gates: –1-2/+1
Mourning Period: –1-2
The Taker of Eyes: –2
F4. Slay the tekenu: –1
F8. Rescue Ptemenib: –1
F9. Defeat Ekram Iffek: –1
Right Hand of Death: –1/+2

End of adventure automatically decreases 1d4 daily

Total potential decreases: 14
Total potential increases: 4

Assuming they work every day, it's more than reasonable that they get below 15 panic. As long they complete two or three of the necessary encounters per day, they will see a decrease.

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Having just completed Part 1 of The Half-Dead City, my players need a little boost in experience points to keep things in line with the recommended level. I decided to whip together a very simple encounter in a haunted bar.

The Leopard's Eye:
Suni Kasibahn was a well-liked man around Wati. He flourished when in the companionship and camaraderie of others. Having recently inherited a sizable amount of wealth, Suni began work on a place for him and his friends to gather. Neighbors, co-workers, friends, family, and lovers would all be welcome at his bar, once completed.

As luck would have it, the work on the bar coincided with the eruption of the Plague of Madness throughout Wati. Not one to be deterred by such misfortunes, Suni pressed on with the work. One by one, his workers began to succumb to the plague, slowing the work. Suni poured all his wealth into completing the construction as quick as possible, but spirits were down as the workforce had been cut in half in just a few weeks time. Ever persistent, Suni continued toiling long into the twilight hours to make up for lost labor.

His hard work paying off, Suni was able to complete his labor of love, the Leopard's Eye. When the time came to open the bar, all his friends and family had fled Wati or been buried beneath it. Suni had become so obsessed with finishing the bar, he failed to notice his loved ones disappearing around him. He took to drinking alone in the Leopard's Eye that night with a terrible cough, never making it to see the morning sun.

The Leopard's Eye can be run at any point during The Half-Dead City, but works best between Parts 1 and 2, as a means to introduce haunts to the players. When returning to the Grand Mausoleum, the PCs are assigned the Leopard's Eye as their next location to explore. Feel free to use the Wati Necropolis Encounters chart as a means to spice up the travel to or from the abandoned bar.

This modestly sized building is composed of dried clay with a wooden roof. The sign above the door feature the image of a leopard with an eye as green as any emerald. Inside is a trio of tables and a bar at the far end of the room. Dust blankets everything, including a bottle and cup resting upon the bar.

The building itself is relatively small. The bar inside is fifteen long. On the bar rests the remnants of the only drink ever had within the completed building: a fine glass bottle and a gold lined cup, purchased by Suni to make a fantastic impression. The contents of the cup have evaporated away, but the bottle's craftsmanship has been able to preserve the liquid within, albeit in an almost undrinkable, coagulated state.

Suni's immense sorrow at the loss of his loved ones and the inability to share in his new tavern has manifested in the form of a haunt.

ONE LAST DRINK CR 3
XP 800
N haunt (5 ft. radius around the bar)
Caster Level 3rd
Notice Perception DC 22 (to hear the quiet sounds of a man's sobbing)
hp 6; Trigger proximity; Reset 1 day
Effect When this haunt is triggered, a tremendous, sorrowful cry rings out from behind the bar. All creatures around the bar are targeted by a suggestion spell (save DC 11). All creatures that fail the save are weighed upon with an immense depression and take a drink from the bottle. Drinking from the bottle is treated as ingesting greenblood oil.
Destruction Suni's spirit returns to 'open' his bar ever sundown. The only way to put his soul to rest is for a gathering to be held within the Leopard's Eye during the evening hours. This will cheer his soul, having finally accomplished his task

Treasure Making sure to provide only the best for his friends and family, Suni splurged on the serving cups and bottles. The cups are all made of tin that has been dipped in gold and the bottles are very fine crystal. In all, there are 20 cups worth 5 gp each and five bottles worth 10 gp each. Behind the bar, a silver pendant worth 75 gp is all that remains of Suni, his body having wasted away and crumbled to dust in the centuries since his death. It has fallen beneath a stool and become covered in dust, requiring a DC 16 Perception check to be noticed.

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I'm published! I have my own published module and I want to do more. I'm finally in a position where I feel I have the time to take on more work, but I don't know how to get started. What do you recommend I do to catch the attention of Paizo or third-party publishers and get a chance to write more PFRPG material?

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Congrats to you! Living the dream. :)

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Liz Courts wrote:
We've updated the release date for this product from June to October.

:(

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My favorite part, so far, is in the first tomb with the water trap. It's just missing an inscription somewhere. "He who disturbs this [tomb] shall drink from the [Sphinx]."

Having rewatched The Mummy and its sequel recently, this trap gave me a good laugh. It reminds me of this scene in particular.

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Post edited! No worries!

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I'm slowly making my way through the adventure.

Spoiler:
My favorite part, so far, is in the first tomb with the water trap. It's just missing an inscription somewhere. "He who disturbs this [tomb] shall drink from the [Sphinx]."

Having rewatched The Mummy and its sequel recently, this trap gave me a good laugh. The trap reminds me of this scene in particular.

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Sobek again for more?

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As I'm running out of things to do until the first adventure releases proper, I decided to follow the information in the Player's Guide and find the weather for Osirion. According to the Player's Guide, weather in the region ranges from warm to hot. Following the rules for weather in the Core Rulebook, I decided to determine the temperature and weather for a year's worth of time, randomly rolling for temperatures and weather.

Here is a link to the Osirion Almanac.

The spreadsheet is broken up to the twelve months for warm weather and for hot weather. The two types are each on their own sheet. The first column is the highest temperature for the day, the second the low, and the third is the weather effects, if any. There is a key on the far right. It shows that the weather may be windy (moderate or strong winds), a dust storm, or a downpour.

I had hoped to start using weather a bit more and knowing when it is hot and required Fort saves was important. I decided to get the rolling out of the way and have plenty of time covered. I don't expect to have the AP take a year of game time, but it's nice to have. Feel free to use it for your games. Enjoy!

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Called it! Thanks for this. :)

Contributor , Star Voter 2013

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Exciting! Good luck, finalists!

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(Quick note: Any edits or updates for the statblocks are kept here on my PF blog.

I present, Aravashnial, Conjurer/Riftwarden extraordinaire. Spellcasters have a lot more things happening in their stat blocks, so these are probably prone to a good number of errors or miscalculations. Aravashnial starts at a higher level than Anevia. As a conjurer, he has a focus on summoning spells, which I continue as he levels. He also is very reliant on scrolls and potions, which is where I focus the majority of his expenditures.

Level 7:
For Book two, it's probably not necessary to adjust his stats at all, but I went ahead and did so by adding a level of Riftwarden. Not much to really say here. He has the Planar Channel ability which is a sort of specialized channel negative energy. He has a pearl of power available and some new scrolls.

ARAVASHNIAL CR 6
XP 2,400
Male elf conjurer 5/Riftwarden 2
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (5d6+2d8+12)
Fort +3, Ref +4, Will +7; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +3 (1d6–1)
Special Attacks counter-summons, favored enemy (evil outsider +2), planar channel 7/day (DC 14, 3d6)
Conjurer Spell-Like Abilities (CL 5th; concentration +9)
7/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 6th; concentration +10)
3rd—fly, heroism, magic circle against evil, summon monster III
2nd—acid arrow, levitate, resist energy, summon monster II
1st—mage armor, shield, sleep (DC 15), summon monster I, true strike
0 (at will)—acid splash, arcane mark, detect magic, flare (DC 14)
Opposition Schools illusion, necromancy
STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Craft Wand, Iron Will, Scribe Scroll, Spell Focus (abjuration), Spell Focus (conjuration), Spell Penetration
Skills Appraise +13, Intimidate +8, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (planes) +13, Perception +8, Sense Motive +6, Spellcraft +13 (+15 to identify magic item properties)
Languages Abyssal, Celestial, Common, Elven, Hallit, Infernal
SQ arcane bond (staff), planar guide [favored enemy (evil outsiders)], summoner’s charm (2 rounds)
Combat Gear potion of cure light wounds (2), potions of cure moderate wounds (2), scroll of dispel magic, scrolls of grease (2), scroll of resist energy, scroll of see invisibility, scroll of web, wand of false life (20 charges); Other Gear mwk quarterstaff, cloak of elvenkind, pearl of power (1st), spell component pouch, 13 gp
SPECIAL ABILITIES
Counter-Summon (Su) Aravashnial can ready an action to use a summon monster spell as a counterspell, even though the casting time for summon monster is 1 full round. When used this way, summon monster is treated as though quickened to a swift action via Quicken Spell, though its spell level is not increased and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.
Planar Guide (Ex) Aravashnial’s studies as a Riftwarden have granted him favored enemy +2 against evil outsiders.
Planar Channel (Su) Aravashnial can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. He deals damage as a cleric of a level equal to his caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy.

Level 8:
He now has the Eradication ability which will help against demonic spells. We also add fourth level spells into the mix

ARAVASHNIAL CR 7
XP 2,400
Male elf conjurer 5/Riftwarden 3
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +9
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 46 (5d6+3d8+13)
Fort +4, Ref +4, Will +8; +2 vs. enchantments, +1 eradication
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +3 (1d6–1)
Special Attacks counter-summons, favored enemy (evil outsider +2), planar channel 7/day (DC 15, 3d6)
Conjurer Spell-Like Abilities (CL 5th; concentration +9)
7/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 7th; concentration +11)
4th—remove curse, summon monster IV
3rd—fly, heroism, magic circle against evil, summon monster III
2nd—acid arrow, levitate, resist energy, summon monster II
1st—mage armor, shield, sleep (DC 15), summon monster I, true strike
0 (at will)—acid splash, arcane mark, detect magic, flare (DC 14)
Opposition Schools illusion, necromancy
STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +4; CMB +3; CMD 15
Feats Craft Wand, Iron Will, Scribe Scroll, Spell Focus (abjuration), Spell Focus (conjuration), Spell Penetration
Skills Appraise +14, Intimidate +10, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (planes) +14, Perception +9, Sense Motive +7, Spellcraft +14 (+16 to identify magic item properties)
Languages Abyssal, Celestial, Common, Elven, Hallit, Infernal
SQ arcane bond (staff), eradication +1, planar guide [favored enemy (evil outsiders)], summoner’s charm (2 rounds)
Combat Gear potion of cure light wounds (2), potions of cure moderate wounds (2), scroll of arcane eye, scroll of confusion, scroll of dispel magic, scroll of fly, scrolls of grease (2), scroll of resist energy, scroll of see invisibility, scroll of web, wand of false life (20 charges); Other Gear mwk quarterstaff, cloak of elvenkind, pearl of power (1st), spell component pouch, 38 gp
SPECIAL ABILITIES
Counter-Summon (Su) Aravashnial can ready an action to use a summon monster spell as a counterspell, even though the casting time for summon monster is 1 full round. When used this way, summon monster is treated as though quickened to a swift action via Quicken Spell, though its spell level is not increased and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.
Planar Guide (Ex) Aravashnial’s studies as a Riftwarden have granted him favored enemy +2 against evil outsiders.
Planar Channel (Su) Aravashnial can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. He deals damage as a cleric of a level equal to his caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy.
Eradication (Su) Aravashnial gains a +1 sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of outsiders. In addition, he increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that he uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation.

Level 11:
Riftwarden gives him access to many neat abilities like counterport. With a headband and 5th level spells, Aravashnial is able to offer lots of supplemental casting.

ARAVASHNIAL CR 10
XP 9,600
Male elf conjurer 5/Riftwarden 6
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +12
DEFENSE
AC 13, touch 13, flat-footed 12 (+2 Dex, +1 Deflection)
hp 74 (5d6+6d8+27)
Fort +5, Ref +5, Will +9; +2 vs. enchantments, +2 eradication
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +5 (1d6–1)
Special Attacks counter-summons, favored enemy (chaotic outsider, evil outsider +2), planar channel 8/day (DC 15, 4d6)
Conjurer Spell-Like Abilities (CL 5th; concentration +10)
8/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 9th; concentration +14)
5th—dismissal (DC 21), summon monster V
4th—dimension door, remove curse, scrying, summon monster IV
3rd—fly, heroism, magic circle against evil, summon monster III
2nd—acid arrow, levitate, resist energy, summon monster II
1st—mage armor, shield, sleep (DC 16), summon monster I, true strike
0 (at will)—acid splash, arcane mark, detect magic, flare (DC 15)
Opposition Schools illusion, necromancy
STATISTICS
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 14
Base Atk +6; CMB +5; CMD 18
Feats Augment Summoning, Craft Wand, Iron Will, Scribe Scroll, Spell Focus (abjuration), Spell Focus (conjuration), Spell Penetration, Toughness
Skills Appraise +18, Intimidate +13, Knowledge (arcana) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (planes) +18, Perception +12, Sense Motive +10, Spellcraft +18 (+20 to identify magic item properties)
Languages Abyssal, Celestial, Common, Elven, Hallit, Infernal
SQ arcane bond (staff), counterport, eradication +2, planar guide [favored enemy (chaotic outsiders, evil outsiders)], planar scourge, summoner’s charm (2 rounds)
Combat Gear potion of invisibility, potion of cure light wounds (2), potions of cure moderate wounds (2), scroll of arcane eye, scroll of confusion, scroll of dispel magic, scroll of fly, scrolls of grease (2), scroll of resist energy, scroll of see invisibility, scroll of web, wand of false life (20 charges); Other Gear mwk quarterstaff, cloak of elvenkind, headband of vast intelligence +2, pearl of power (1st), ring of protection +1, scroll of teleport, scroll of telepathic bond, spell component pouch, 38 gp
SPECIAL ABILITIES
Counter-Summon (Su) Aravashnial can ready an action to use a summon monster spell as a counterspell, even though the casting time for summon monster is 1 full round. When used this way, summon monster is treated as though quickened to a swift action via Quicken Spell, though its spell level is not increased and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.
Planar Guide (Ex) Aravashnial’s studies as a Riftwarden have granted him favored enemy +2 against chaotic or evil outsiders.
Planar Channel (Su) Aravashnial can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. He deals damage as a cleric of a level equal to his caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy.
Eradication (Su) Aravashnial gains a +2 sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of outsiders. In addition, he increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that he uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation.
Counterport (Su) Aravashnial can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of him. He can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any conjuration spell of at least 1 spell level higher, returning
teleporting creatures to their point of origin.
Planar Scourge (Su) An extraplanar creature that fails its save against Aravashnial’s planar channel gains the panicked, sickened, or staggered condition, chosen by the Aravashnial, for 1d4 rounds.

Level 14:
Riftwarden abilities are nothing for a demon to trifle with, Mythic or not. If your party lacks focused abilities to deal with demons, Aravashnial is your man. More scrolls and a better headband compliment his 6th level spells.

ARAVASHNIAL CR 13
XP 25,600
Male elf conjurer 5/Riftwarden 9
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +15
DEFENSE
AC 13, touch 13, flat-footed 12 (+2 Dex, +1 Deflection)
hp 93 (5d6+9d8+33)
[b]Fort
+7, Ref +6, Will +10; +2 vs. enchantments, +3 eradication
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +7 (1d6–1)
Special Attacks counter-summons, favored enemy (chaotic outsider, evil outsider +2), improved counterport (DC26, 9d6), planar channel 8/day (DC 15, 5d6)
Conjurer Spell-Like Abilities (CL 5th; concentration +11)
8/day—acid dart (1d6+2 acid)
Conjurer Spells Prepared (CL 11th; concentration +17)
6th—antimagic field, summon monster VI
5th—dismissal (DC 22), hold person (DC21), summon monster V
4th—dimension door, remove curse, scrying, summon monster IV
3rd—fly, heroism, magic circle against evil (2), summon monster III
2nd—acid arrow, levitate, resist energy (2), summon monster II
1st—mage armor, shield, sleep (DC 17), summon monster I, true strike (2)
0 (at will)—acid splash, arcane mark, detect magic, flare (DC 16)
Opposition Schools illusion, necromancy
STATISTICS
Str 9, Dex 14, Con 12, Int 22, Wis 10, Cha 14
Base Atk +8; [b]CMB +7; CMD 20
Feats Augment Summoning, Combat Casting, Craft Wand, Iron Will, Scribe Scroll, Spell Focus (abjuration), Spell Focus (conjuration), Spell Penetration, Toughness
Skills Appraise +22, Intimidate +16, Knowledge (arcana) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (planes) +22, Knowledge (religion) +22, Perception +15, Sense Motive +13, Spellcraft +22 (+24 to identify magic item properties)
Languages Abyssal, Celestial, Common, Elven, Hallit, Infernal
SQ arcane bond (staff), counterport, eradication +3, improved counterport, planar guide [favored enemy (chaotic outsiders, evil outsiders), favored terrain (Abyss)], planar purge, planar scourge, summoner’s charm (2 rounds)
Combat Gear potion of invisibility, potion of cure light wounds (2), potions of cure moderate wounds (2), potion of cure serious wounds (2), scroll of arcane eye, scroll of confusion, scroll of disintegrate, scroll of dispel magic, scroll of fly, scrolls of grease (2), scroll of greater dispel magic, scroll of resist energy, scroll of see invisibility, scroll of true seeing, scroll of web, wand of false life (20 charges); Other Gear mwk quarterstaff, cloak of elvenkind, headband of vast intelligence +4, pearl of power (1st), ring of protection +1, scroll of teleport, scroll of telepathic bond, spell component pouch, 38 gp
SPECIAL ABILITIES
Counter-Summon (Su) Aravashnial can ready an action to use a summon monster spell as a counterspell, even though the casting time for summon monster is 1 full round. When used this way, summon monster is treated as though quickened to a swift action via Quicken Spell, though its spell level is not increased and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.
Planar Guide (Ex) Aravashnial’s studies as a Riftwarden have granted him favored enemy +2 against chaotic or evil outsiders.
Planar Channel (Su) Aravashnial can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. He deals damage as a cleric of a level equal to his caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy.
Eradication (Su) Aravashnial gains a +3 sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of outsiders. In addition, he increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that he uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation.
Counterport (Su) Aravashnial can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of him. He can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any conjuration spell of at least 1 spell level higher, returning
teleporting creatures to their point of origin.
Planar Scourge (Su) An extraplanar creature that fails its save against Aravashnial’s planar channel gains the panicked, sickened, or staggered condition, chosen by the Aravashnial, for 1d4 rounds.
Improved Counterport (Su) Aravashnial can use his counterport ability to forcibly redirect a creature using a teleportation effect within 30 feet to a new valid destination within 30 feet of him. The wrenching redirection deals 1d6 points of damage per class level to the redirected creature. A successful Fortitude save (DC 26) halves the damage and negates the redirection. In addition, when a conjuration effect causes a creature to appear in a square threatened by the Aravashnial, that creature provokes an attack of opportunity from the Aravashnial.
Planar Purge (Su) An extraplanar creature that fails its save against a Aravashnial’s planar channel is banished to its home plane (as the banishment spell; no save). Extraplanar creatures with Hit Dice greater than twice Aravashnial’s riftwarden level are unaffected by this ability, but still take damage from planar channel as normal.

Level 17:
Finishing up, Aravashnial is a great ally in the fight against demons. He may not have the power the Mythic PCs will, but his specialization is great for removing demons or adding more fodder to the battlefield if the PCs are overwhelmed.

ARAVASHNIAL CR 16
XP 76,800
Male elf conjurer 7/Riftwarden 10
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +18
DEFENSE
AC 13, touch 13, flat-footed 12 (+2 Dex, +1 Deflection)
hp 113 (7d6+10d8+41)
Fort +8, Ref +7, Will +11; +2 vs. enchantments, +3 eradication
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk quarterstaff +11 (1d6–1)
Special Attacks counter-summons, favored enemy (chaotic outsider, evil outsider +2), improved counterport (DC29, 10d6), planar channel 8/day (DC 15, 7d6)
Conjurer Spell-Like Abilities (CL 7th; concentration +14)
8/day—acid dart (1d6+3 acid)
Conjurer Spells Prepared (CL 14th; concentration +21)
7th—spell turning, summon monster VII
6th—antimagic field, greater heroism, legend lore, summon monster VI
5th—dismissal (DC 22), hold person (DC21), summon monster V, wall of force
4th—dimension door, remove curse, scrying, summon monster IV (2)
3rd—fly, heroism, magic circle against evil (2), summon monster III
2nd—acid arrow, levitate, resist energy (2), summon monster II
1st—mage armor, shield, sleep (DC 17), summon monster I, true strike (2)
0 (at will)—acid splash, arcane mark, detect magic, flare (DC 16)
Opposition Schools illusion, necromancy
STATISTICS
Str 10, Dex 14, Con 12, Int 22, Wis 10, Cha 14
Base Atk +10; CMB +10; CMD 23
Feats Augment Summoning, Combat Casting, Craft Wand, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (abjuration), Spell Focus (conjuration), Spell Penetration, Toughness
Skills Appraise +25, Intimidate +17, Knowledge (arcana) +25, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (planes) +25, Knowledge (religion) +25, Perception +18, Sense Motive +14, Spellcraft +25 (+27 to identify magic item properties)
Languages Abyssal, Celestial, Common, Elven, Hallit, Infernal
SQ arcane bond (staff), counterport, eradication +3, greater counterport, improved counterport, planar guide [favored enemy (chaotic outsiders, evil outsiders), favored terrain (Abyss), terrain mastery (Abyss)], planar purge, planar scourge, summoner’s charm (3 rounds)
Combat Gear potion of invisibility, potion of cure light wounds (2), potions of cure moderate wounds (2), potion of cure serious wounds (2), scroll of arcane eye, scroll of confusion, scroll of disintegrate (2), scroll of dispel magic, scroll of fly, scrolls of grease (2), scroll of greater dispel magic, scroll of resist energy, scroll of reverse gravity, scroll of see invisibility, scroll of true seeing, scroll of web, wand of false life (20 charges); Other Gear mwk quarterstaff, cloak of elvenkind, headband of vast intelligence +6, pearl of power (1st), pearl of power (6th), ring of protection +1, scroll of teleport, scroll of telepathic bond, spell component pouch, 313 gp
SPECIAL ABILITIES
Counter-Summon (Su) Aravashnial can ready an action to use a summon monster spell as a counterspell, even though the casting time for summon monster is 1 full round. When used this way, summon monster is treated as though quickened to a swift action via Quicken Spell, though its spell level is not increased and it can be used only to counterspell. When used to counterspell, a summon monster spell can counter any conjuration (summoning) spell or spell-like ability of its level or lower, including an outsider’s summon ability.
Planar Guide (Ex) Aravashnial’s studies as a Riftwarden have granted him favored enemy +2 against chaotic or evil outsiders.
Planar Channel (Su) Aravashnial can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. He deals damage as a cleric of a level equal to his caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy.
Eradication (Su) Aravashnial gains a +3 sacred bonus on saving throws against the spells and spell-like, supernatural, and extraordinary abilities of outsiders. In addition, he increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that he uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation.
Counterport (Su) Aravashnial can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of him. He can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any conjuration spell of at least 1 spell level higher, returning
teleporting creatures to their point of origin.
Planar Scourge (Su) An extraplanar creature that fails its save against Aravashnial’s planar channel gains the panicked, sickened, or staggered condition, chosen by the Aravashnial, for 1d4 rounds.
Improved Counterport (Su) Aravashnial can use his counterport ability to forcibly redirect a creature using a teleportation effect within 30 feet to a new valid destination within 30 feet of him. The wrenching redirection deals 1d6 points of damage per class level to the redirected creature. A successful Fortitude save (DC 29) halves the damage and negates the redirection. In addition, when a conjuration effect causes a creature to appear in a square threatened by the Aravashnial, that creature provokes an attack of opportunity from the Aravashnial.
Planar Purge (Su) An extraplanar creature that fails its save against a Aravashnial’s planar channel is banished to its home plane (as the banishment spell; no save). Extraplanar creatures with Hit Dice greater than twice Aravashnial’s riftwarden level are unaffected by this ability, but still take damage from planar channel as normal.
Greater Counterport (Su) Aravashnial can counter a teleportation effect as an immediate action, without the need to ready an action beforehand. In addition, as a full-round action, Aravashnial can expend two uses of his planar channel ability to forcibly recall a creature that used teleportation to exit an area within 30 feet of Aravashnial since the end of the his last turn. Planar channel deals damage equal to the amount normally dealt by one use of planar channel. This damage affects only that target, and affects it regardless of its current distance from Aravashnial. If the target fails its save, the teleportation effect is reversed and the creature returns to the point from which it teleported (or the nearest available space, if that space is now occupied by another creature).

Overall, Aravashnial is a Riftwarden first and conjurer second. He doesn't have much in the way of control or damage spells, but that is made up for with his massive amounts of scrolls and summons. Keeping him with the party will help immensely, save for the fact that things may become bogged down with summons. There's a lot to keep track of with spellcasters and even moreso with Aravashnial.

Next up is one grumpy noble. He should be less complicated... I hope.

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I finally got around to reading my Wrath of the Righteous books, after an unsuccessful stint as a player. As I plan to eventually run it, I've started to slowly work on things that will help me in the future. The first thing I did was start working on leveling up the main NPCs that can join the players. Here's my first bit of work, Anevia Tirablade:

Level 5:
Except for the broken leg, Anevia's a typical rogue. Progressing her in Book two, there are no suggestions. However, Book three lists Anevia as a rogue 7, so it makes sense that the step between these two would be rogue 5. Her leg is mended and the all necessary precise shot feat is taken to aid her in her ranged attacks. The dust of tracelessness and elixir of hiding are provided to aid in her stealthy movement.

ANEVIA TIRABADE CR 4
XP 1,200
Female human rogue 5
NG Medium humanoid (human)
Init +8; Senses Perception +7
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 26 (5d8)
Fort +2, Ref +9, Will +1; +1 vs. traps
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+1/19–20)
Ranged shortbow +7 (1d6/×3)
Special Attacks sneak attack +3d6
Rogue Spell-Like Abilities (CL 5th, concentration +7)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +12 (+1 when jumping), Climb +9, Diplomacy +9, Disable Device +12, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (planes) +7, Linguistics +10, Perception +7, Sense Motive +7, Sleight of Hand +12, Stealth +12
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (fast stealth, minor magic), trapfinding +2
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, smokestick (3); Other Gear +1 leather armor, cloak of resistance +1, short sword, shortbow, arrows, dust of tracelessness, elixir of hiding, silk rope (50 ft.), thieves’ tools, 46 gp

Level 7:
Anevia has upgraded from her shortbow to a longbow, taking weapon focus to compliment the upgrade. Along with this, she has also taken the surprise attack rogue talent, to make better use of he improved initiative. I'm imagining Anevia a switch hitter who begins a combat with a sneak attack from her bow, then moves in to flank.

ANEVIA TIRABADE CR 6
XP 2,400
Female human rogue 7
NG Medium humanoid (human)
Init +8; Senses Perception +9
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 35 (7d8)
Fort +3, Ref +10, Will +2; +2 vs. traps
Defensive Abilities evasion, trap sense +2, uncanny dodge
[b]OFFENSE

Speed 30 ft.
Melee short sword +6 (1d6+1/19–20)
Ranged +1 longbow +11 (1d8+1/×3)
Special Attacks sneak attack +4d6
Rogue Spell-Like Abilities (CL 7th, concentration +9)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 13
Base Atk +5; CMB +6; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Acrobatics +14 (+1 when jumping), Climb +11, Diplomacy +11, Disable Device +14, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (planes) +9, Linguistics +12, Perception +9, Sense Motive +9, Sleight of Hand +14, Stealth +14
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (fast stealth, minor magic, surprise attack), trapfinding +3
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, potion of invisibility, smokestick (3); Other Gear +1 leather armor, cloak of resistance +1, short sword, +1 longbow, arrows, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 196 gp

Level 11:
Anevia now has access to the manyshot feat, thus making her initial barrage of arrows all the more deadly. Her armor begins to beef up a bit, as she is more likely to find her self in the midst of melee.

ANEVIA TIRABADE CR 10
XP 9,600
Female human rogue 11
NG Medium humanoid (human)
Init +8; Senses Perception +13
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 53 (11d8)
Fort +5, Ref +13, Will +4; +3 vs. traps
Defensive Abilities evasion, trap sense +3, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +13/+8 (1d6+2/19–20)
Ranged +1 longbow +14/+9 (1d8+1/×3)
Special Attacks sneak attack +6d6
Rogue Spell-Like Abilities (CL 11th, concentration +13)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 9, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +18 (+1 when jumping), Climb +15, Diplomacy +15, Disable Device +18, Knowledge (dungeoneering) +16, Knowledge (local) +16, Knowledge (planes) +13, Linguistics +14, Perception +13, Sense Motive +13, Sleight of Hand +18, Stealth +18
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +6, crippling strike, fast stealth, minor magic, surprise attack), trapfinding +5
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, potion of invisibility, potion of spider climb, smokestick (3); Other Gear +2 leather armor, cloak of resistance +2, +1 short sword, +1 longbow, arrows, ring of feather falling, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 46 gp

Level 14:
Anevia now has access to the manyshot feat, thus making her initial barrage of arrows all the more deadly. Her armor begins to beef up a bit, as she is more likely to find her self in the midst of melee.

ANEVIA TIRABADE CR 13
XP 25,600
Female human rogue 14
NG Medium humanoid (human)
Init +9; Senses Perception +17
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 Dodge, +1 deflection)
hp 66 (14d8)
Fort +6, Ref +16, Will +6; +4 vs. traps
Defensive Abilities improved evasion, trap sense +4, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +16/+11 (1d6+2/19–20)
Ranged +2 longbow +18/+13 (1d8+2/×3)
Special Attacks sneak attack +7d6
Rogue Spell-Like Abilities (CL 14th, concentration +16)
3/day—light
STATISTICS
Str 12, Dex 20, Con 10, Int 14, Wis 10, Cha 13
Base Atk +10; CMB +11; CMD 28
Feats Dodge, Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +22 (+1 when jumping), Climb +18, Diplomacy +18, Disable Device +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (planes) +16, Linguistics +17, Perception +17, Sense Motive +17, Sleight of Hand +22, Stealth +22
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +7, crippling strike, fast stealth, improved evasion, minor magic, slippery mind, surprise attack), trapfinding +7
Combat Gear alchemist’s fire (2), potion of cure moderate wounds (3), potion of haste, potion of invisibility, potion of spider climb, smokestick (3); Other Gear +3 leather armor, cloak of resistance +2, +1 short sword, +2 longbow, arrows, belt of incredible dexterity +2, ring of feather falling, ring of protection +1, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 146 gp

Level 17:
Using her last available rogue talent and two feats, Anevia becomes a force to be reckoned with in both melee and at a distance. Her short sword now has improved critical and, with access to sickening critical, is able to quickly cripple opponents if she is able to sneak attack.

ANEVIA TIRABADE CR 16
XP 76,800
Female human rogue 17
NG Medium humanoid (human)
Init +10; Senses Perception +17
DEFENSE
AC 25, touch 19, flat-footed 18 (+6 armor, +6 Dex, +1 Dodge, +2 deflection)
hp 80 (17d8)
Fort +8, Ref +19, Will +8; +5 vs. traps
Defensive Abilities evasion, trap sense +5, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 short sword +20/+15/+10 (1d6+3/17–20)
Ranged +2 longbow +21/+16/+11 (1d8+2/×3)
Special Attacks sneak attack +9d6
Rogue Spell-Like Abilities (CL 17th, concentration +19)
3/day—light
STATISTICS
Str 12, Dex 22, Con 10, Int 14, Wis 10, Cha 13
Base Atk +12; CMB +13; CMD 32
Feats Critical Focus, Dodge, Improved Critical (short sword), Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Sickening Critical, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +22 (+1 when jumping), Climb +18, Diplomacy +18, Disable Device +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (planes) +16, Linguistics +17, Perception +17, Sense Motive +17, Sleight of Hand +22, Stealth +22
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +6, crippling strike, fast stealth, feat [improved critical (short sword)] , improved evasion, minor magic, slippery mind, surprise attack), trapfinding +8
Combat Gear alchemist’s fire (2), potion of cure moderate wounds (3), potion of haste, potion of invisibility (2), potion of spider climb, smokestick (3); Other Gear +4 leather armor, cloak of resistance +3, +2 short sword, +2 longbow, arrows, belt of incredible dexterity +4, ring of feather falling ring of protection +2, handy haversack, efficient quiver, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 246 gp

Overall, I feel that this approach to her build is able to complement any group that brings Anevia along. Fighting at range and melee are both feasible for her and she does well in rounding out any skills the group may need, such as disable device or sense motive. I have not chosen any languages for Anevia's linguistics skill, as I feel these would come more organically, depending on her enemies. A recommended list would include abyssal, aklo, celestial, draconic, infernal, and undercommon. The purchase of items assumes the expected wealth for NPCs of her level. Later books may make it difficult to purchase appropriate equipment, so feel free to substitute equipment as you feel necessary. Finally, feel free to point out any mistakes in the stat block and leave any feedback you have.

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3 people marked this as a favorite.

O_O

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1 person marked this as a favorite.

I'm looking forward to when the Court Jester position opens up.

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