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Leaf Leshy

donato's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 917 posts (1,686 including aliases). No reviews. 2 lists. No wishlists. 3 Pathfinder Society characters. 23 aliases.


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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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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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Irabeth Tirabade, righteous paladin of Iomedae, rounds out the friendly NPCs present in Book one of WotR. A typical paladin, Irabeth is seemingly designed with protecting others in mind. I do my best to follow that philosophy.

Level 6:
Thanks to the divine bond ability, I focused Irabeth's resources towards her defense. She get a set of +1 armor and some +1 bolts for her crossbow. Her skills are in a strange scenario. The typical build of an NPC will choose a different skill for each rank and keep those maximized. Irabeth, however, has her ranks distributed among diplomacy, heal, religion, linguistics and sense motive. I decided that from now on, she would be placing ranks in heal every level and alternating between diplomacy, religion, and sense motive for her other rank. In Book three, Irabeth gains one more level to become paladin 7.

IRABETH TIRABADE CR 5
XP 1,600
Female half-orc paladin of Iomedae 6
LG Medium humanoid (human, orc)
Init –1; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.)
DEFENSE
AC 22, touch 9, flat-footed 22 (+10 armor, –1 Dex, +3 shield)
hp 49 (6d10+12)
Fort +8, Ref +4, Will +8
Defensive Abilities orc ferocity; Immune disease, fear
OFFENSE
Speed 20 ft.
Melee mwk longsword +12/+7 (1d8+4/19–20) or mwk morningstar +11/+6 (1d8+4)
Ranged heavy crossbow +5/+0 (1d10/19–20)
Special Attacks channel positive energy (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +8)
At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +5)
1st—cure light wounds, lesser restoration
STATISTICS
Str 18, Dex 8, Con 13, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +10; CMD 19
Feats Lightning Reflexes, Power Attack, Weapon Focus (longsword)
Skills Diplomacy +8, Heal +7, Intimidate +4, Knowledge (religion) +5, Linguistics +2, Sense Motive +6
Languages Abyssal, Common, Hallit, Orc
SQ code of conduct, divine bond (weapon +1, 1/day), lay on hands (3d6, 5/day), mercy (diseased, shaken)
Combat Gear potion of cure moderate wounds, potion of lesser restoration, holy water (4); Other Gear +1 full plate, +1 heavy steel shield, mwk longsword, mwk morningstar, heavy crossbow with +1 bolts (4), cold iron holy symbol of Iomedae, 23 gp

Level 7:
Paladin 7 brings with it the toughness feat, making Irabeth all the hardier. Her ring of protection compliments this. She also begins casting second level spells. To further her goal of protecting others, she prepares shield other. We move up to paladin 11 in Book four.

IRABETH TIRABADE CR 6
XP 2,400
Female half-orc paladin of Iomedae 7
LG Medium humanoid (human, orc)
Init –1; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.)
DEFENSE
AC 23, touch 10, flat-footed 23 (+10 armor, –1 Dex, +3 shield, +1 deflection)
hp 64 (7d10+21)
Fort +8, Ref +4, Will +8
Defensive Abilities orc ferocity; Immune disease, fear
OFFENSE
Speed 20 ft.
Melee mwk longsword +13/+8 (1d8+4/19–20) or mwk morningstar +12/+7 (1d8+4)
Ranged heavy crossbow +6/+1 (1d10/19–20)
Special Attacks channel positive energy (DC 15, 4d6), smite evil 3/day (+2 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +9)
At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +6)
2nd—shield other
1st—cure light wounds, lesser restoration
STATISTICS
Str 18, Dex 8, Con 13, Int 10, Wis 12, Cha 14
Base Atk +7; CMB +11; CMD 21
Feats Lightning Reflexes, Power Attack, Toughness, Weapon Focus (longsword)
Skills Diplomacy +8, Heal +8, Intimidate +4, Knowledge (religion) +6, Linguistics +2, Sense Motive +6
Languages Abyssal, Common, Hallit, Orc
SQ code of conduct, divine bond (weapon +1, 1/day), lay on hands (4d6, 5/day), mercy (diseased, shaken)
Combat Gear potion of cure moderate wounds, potion of lesser restoration, holy water (4); Other Gear +1 full plate, +1 heavy steel shield, mwk longsword, mwk morningstar, heavy crossbow with +1 bolts (6), ring of protection +1, scroll of resist energy, cold iron holy symbol of Iomedae, platinum ring (2; worth 50 gp each), 31 gp

Level 11:
Irabeth becomes extremely resilient with the great fortitude and Iron will feats. She also dons a cloak of resistance and hardier armors. Her third level spells still look out for others in the form of healing. Paladin 14 awaits us in Book 5.

IRABETH TIRABADE CR 10
XP 9,600
Female half-orc paladin of Iomedae 11
LG Medium humanoid (human, orc)
Init –1; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 25, touch 10, flat-footed 25 (+11 armor, –1 Dex, +4 shield, +1 deflection)
hp 109 (11d10+44)
Fort +16, Ref +7, Will +14
Defensive Abilities orc ferocity; Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee mwk longsword +17/+12/+7 (1d8+4/19–20) or mwk morningstar +16/+11/+6 (1d8+4)
Ranged heavy crossbow +10/+5/+0 (1d10/19–20)
Special Attacks channel positive energy (DC 17, 6d6), smite evil 4/day (+2 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 11th; concentration +13)
At will—detect evil
Paladin Spells Prepared (CL 7th; concentration +10)
3rd—cure moderate wounds
2nd—remove paralysis, shield other
1st—cure light wounds, divine favor, lesser restoration
STATISTICS
Str 18, Dex 8, Con 14, Int 10, Wis 12, Cha 14
Base Atk +11; CMB +15; CMD 25
Feats Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (longsword)
Skills Diplomacy +9, Heal +12, Intimidate +4, Knowledge (religion) +7, Linguistics +2, Sense Motive +8
Languages Abyssal, Common, Hallit, Orc
SQ code of conduct, divine bond (weapon +3, 2/day), lay on hands (6d6, 7/day), mercy (diseased, poisoned, shaken)
Combat Gear potion of cure moderate wounds (2), potion of lesser restoration, holy water (4); Other Gear +2 full plate, +2 heavy steel shield, mwk longsword, mwk morningstar, heavy crossbow with +1 bolts (7), cloak of resistance +2, ring of protection +1, scroll of resist energy, cold iron holy symbol of Iomedae, platinum ring (2; worth 50 gp each), 35 gp

Level 14:
Increasing her charisma and constitution with a headband and belt respectively, Irabeth worries no longer about her saves. Her fourth level spell is available to fight off negative levels and her AC continues moving up with greater enhancement bonuses. She takes extra lay on hands to better help with healing and her mercies. Irabeth finishes up as a Paladin 17 in Book six.

IRABETH TIRABADE CR 13
XP 25,600
Female half-orc paladin of Iomedae 14
LG Medium humanoid (human, orc)
Init –1; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
DEFENSE
AC 27, touch 10, flat-footed 27 (+12 armor, –1 Dex, +5 shield, +1 deflection)
hp 151 (14d10+70)
Fort +19, Ref +9, Will +16
Defensive Abilities orc ferocity; Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee mwk longsword +20/+15/+10 (1d8+4/19–20) or mwk morningstar +19/+14/+9 (1d8+4)
Ranged heavy crossbow +13/+8/+3 (1d10/19–20)
Special Attacks channel positive energy (DC 20, 7d6), smite evil 5/day (+3 attack and AC, +14 damage)
Paladin Spell-Like Abilities (CL 14th; concentration +18)
At will—detect evil
Paladin Spells Prepared (CL 10th; concentration +15)
4th—restoration
3rd—cure moderate wounds
2nd—bull’s strength, remove paralysis, shield other
1st—cure light wounds, divine favor, lesser restoration, protection from evil
STATISTICS
Str 18, Dex 9, Con 16, Int 10, Wis 12, Cha 16
Base Atk +14; CMB +18; CMD 28
Feats Extra Lay On Hands, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (longsword)
Skills Diplomacy +11, Heal +15, Intimidate +5, Knowledge (religion) +8, Linguistics +2, Sense Motive +9
Languages Abyssal, Common, Hallit, Orc
SQ code of conduct, divine bond (weapon +4, 3/day), lay on hands (7d6, 12/day), mercy (diseased, poisoned, shaken, stunned)
Combat Gear potion of cure moderate wounds (2), potion of lesser restoration (2), holy water (4); Other Gear +3 full plate, +3 heavy steel shield, mwk longsword, mwk morningstar, heavy crossbow with +1 bolts (11), belt of mighty constitution +2, headband of alluring charisma +2, cloak of resistance +2, ring of protection +1, scroll of resist energy, cold iron holy symbol of Iomedae, platinum ring (2; worth 50 gp each), 1 gp

Level 17:
Irabeth is a hardy fighter indeed. A higher charisma and constitution once again boost her saves and hp, leaving her just shy of 200 hit points. She's taken a few self buffing spells and finally upgraded to a +1 sword. The new sword makes her divine bond a little more flexible, allowing her to call down weapon abilities more easily. Her +4 armor and shield bring her to an even 30 AC and her ability score points have brought her dexterity out of the negatives.

IRABETH TIRABADE CR 16
XP 76,800
Female half-orc paladin of Iomedae 17
LG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +1
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
DEFENSE
AC 30, touch 10, flat-footed 30 (+12 armor, –1 Dex, +6 shield, +1 deflection)
hp 183 (17d10+85)
Fort +22, Ref +12, Will +18
Defensive Abilities orc ferocity; DR 5/evil; Immune charm, compulsion, disease, fear
OFFENSE
Speed 20 ft.
Melee +1 longsword +24/+19/+14/+9 (1d8+5/19–20) or mwk morningstar +22/+17/+12/+7 (1d8+4)
Ranged heavy crossbow +17/+12/+7/+2 (1d10/19–20)
Special Attacks channel positive energy (DC 22, 9d6), smite evil 6/day (+4 attack and AC, +17 damage)
Paladin Spell-Like Abilities (CL 17th; concentration +22)
At will—detect evil
Paladin Spells Prepared (CL 13th; concentration +19)
4th—restoration
3rd—cure moderate wounds, prayer (DC 17)
2nd—bull’s strength, eagle’s splendor, remove paralysis, shield other
1st—bless, cure light wounds, divine favor, lesser restoration, protection from evil
STATISTICS
Str 18, Dex 10, Con 18, Int 10, Wis 12, Cha 18
Base Atk +17; CMB +21; CMD 32
Feats Blind Fight, Extra Lay On Hands, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Shield Focus, Toughness, Weapon Focus (longsword)
Skills Diplomacy +12, Heal +18, Intimidate +5, Knowledge (religion) +9, Linguistics +2, Sense Motive +10
Languages Abyssal, Common, Hallit, Orc
SQ code of conduct, divine bond (weapon +5, 4/day), lay on hands (9d6, 13/day), mercy (diseased, nauseated, poisoned, shaken, stunned)
Combat Gear potion of cure moderate wounds (2), potion of lesser restoration (2), holy water (4); [b]Other Gear +4 full plate, +4 heavy steel shield, +1 longsword, mwk morningstar, heavy crossbow with +1 bolts (15), belt of mighty constitution +4, headband of alluring charisma +4, cloak of resistance +2, ring of protection +1, scroll of resist energy, cold iron holy symbol of Iomedae, platinum ring (2; worth 50 gp each), 17 gp

Overall, Irabeth is tough. Unlike her other NPC compatriots, Irabeth has a decent chance standing up against the mythic foes and will be an invaluable source of support in the fight against evil. Bringing Irabeth to the front lines is not a bad choice and will supplement a group of PCs well.


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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. :)


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Horgus Gwerm is a funny character. He is a typical snooty noble who is too good for the situation he finds himself in. However, he is also a fun character to watch grow. With the help of the PCs, he can leave his selfish mindset and actually prove to be a valuable ally, more for his coin than his combat prowess.

Level 6:
In Book two, most other NPCs have been receiving just one level, but I figured that Horgus could use the extra boost on account of his NPC levels. He begins to fight with a rapier and is even able to disarm opponents. By the settlement stat block in Book three, Horgus will be an aristocrat 4/rogue 2, so this will work for two books. In Book four, in order to keep up with the rest, Horgus gains a staggering six levels of rogue!

HORGUS GWERM CR 4
XP 1,200
Male human aristocrat 4/rogue 2
LN Medium humanoid (human)
Init –1; Senses Perception +11
DEFENSE
AC 14, touch 9, flat-footed 14 (+5 armor, –1 Dex)
hp 33 (6d8)
Fort +2, Ref +4, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk rapier +7 (1d6+1/18–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 12, Dex 9, Con 10, Int 16, Wis 11, Cha 8
Base Atk +4; CMB +5 (+7 disarm); CMD 14 (16 vs. disarm)
Feats Alertness, Combat Expertise, Improved Disarm, Persuasive, Weapon Focus (rapier)
Skills Appraise +12, Bluff +8, Diplomacy +10, Intimidate +10, Knowledge (geography) +12, Knowledge (local) +12, Knowledge (nobility) +12, Knowledge (religion) +12, Perception +11, Sense Motive +11
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick), trapfinding +1
Combat Gear potion of cure light wounds (2); Other Gear +1 chain shirt, masterwork rapier, cloak of resistance +1, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 30 pp

Level 12:
Not one to be left behind, Horgus has taken a significant increase in his abilities. Not only is he a great at disarming opponents, he is all around hardier than his other rogue counterpart, Anevia. He has to be as he is a completely melee focused combatant. Toughness and the resiliency rogue talent help keep him in the fight as long as possible. In Book five, we will see Horgus gain three more levels in rogue.

HORGUS GWERM CR 10
XP 9,600
Male human aristocrat 4/rogue 8
LN Medium humanoid (human)
Init –1; Senses Perception +18
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 66 (12d8+12)
Fort +3, Ref +8, Will +7
Defensive Abilities evasion, improved uncanny dodge, trap sense +2
OFFENSE
Speed 30 ft.
Melee +1 rapier +14 (1d6+3/15–20)
Special Attacks sneak attack +4d6
STATISTICS
Str 14, Dex 10, Con 10, Int 16, Wis 12, Cha 8
Base Atk +9; CMB +11 (+15 disarm); CMD 21 (23 vs. disarm)
Feats Alertness, Combat Expertise, Greater Disarm, Improved Critical (rapier), Improved Disarm, Persuasive, Toughness, Weapon Focus (rapier)
Skills Appraise +18, Bluff +14, Diplomacy +16, Intimidate +16, Knowledge (geography) +18, Knowledge (local) +18, Knowledge (nobility) +18, Knowledge (religion) +18, Perception +18, Sense Motive +18
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick, resiliency, slow reactions, stand up), trapfinding +4
Combat Gear potion of bear’s endurance (2), potion of bull’s strength (2), potion of cure light wounds (2); Other Gear +2 chain shirt, +1 rapier, cloak of resistance +1, belt of giant strength +2, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 40 pp

Level 15:
Horgus is now a great feinter along with all his other martial prowess. In a non-mythic campaign, he might even make a tough fight. Against demons and the like though, he may not do so well. The defensive roll rogue talent keeps him going just a bit longer, but his focus on becoming better at fighting and not necessarily hardier may spell his doom. His money has been invested in strength belts and his rapier which are great for combat, but sacrifice his defensive stats. If he survives to Book six, Horgus gains another three levels of rogue.

HORGUS GWERM CR 13
XP 25,600
Male human aristocrat 4/rogue 11
LN Medium humanoid (human)
Init –1; Senses Perception +20
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 82 (15d8+15)
Fort +3, Ref +9, Will +7
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 rapier +16 (1d6+5/15–20)
Special Attacks sneak attack +6d6
STATISTICS
Str 16, Dex 10, Con 10, Int 16, Wis 12, Cha 8
Base Atk +11; CMB +14 (+18 disarm); CMD 24 (26 vs. disarm)
Feats Alertness, Combat Expertise, Greater Disarm, Greater Feint, Improved Critical (rapier), Improved Disarm, Improved Feint, Persuasive, Toughness, Weapon Focus (rapier)
Skills Appraise +21, Bluff +17, Diplomacy +19, Intimidate +19, Knowledge (geography) +20, Knowledge (local) +20, Knowledge (nobility) +20, Knowledge (religion) +20, Perception +20, Sense Motive +20
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick, defensive roll, resiliency, slow reactions, stand up), trapfinding +5
Combat Gear potion of bear’s endurance (2), potion of bull’s strength (2), potion of cure light wounds (2); Other Gear +2 chain shirt, +2 rapier, cloak of resistance +1, belt of giant strength +4, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 85 pp

Level 18:
At level 18, Horgus is one of the highest level NPCs available to aid the PCs. All his money has been sunk into his strength, rapier, and the remainder to his saves. As I feel would be his nature, Horgus has held on to quite a bit of extra gold which could be used to purchase a potion or two to help in combat.

HORGUS GWERM CR 16
XP 76,800
Male human aristocrat 4/rogue 14
LN Medium humanoid (human)
Init –1; Senses Perception +28
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 99 (18d8+18)
Fort +6, Ref +13, Will +10
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4
OFFENSE
Speed 30 ft.
Melee +3 rapier +18 (1d6+7/15–20)
Special Attacks sneak attack +7d6
STATISTICS
Str 18, Dex 10, Con 10, Int 16, Wis 12, Cha 9
Base Atk +13; CMB +17 (+19 disarm); CMD 27 (29 vs. disarm)
Feats Alertness, Combat Expertise, Combat Reflexes, Greater Disarm, Greater Feint, Improved Critical (rapier), Improved Disarm, Improved Feint, Persuasive, Toughness, Weapon Focus (rapier)
Skills Appraise +24, Bluff +20, Diplomacy +22, Intimidate +22, Knowledge (geography) +23, Knowledge (local) +23, Knowledge (nobility) +23, Knowledge (religion) +23, Perception +28, Sense Motive +23
Languages Azlanti, Celestial, Common, Hallit
[b]SQ
rogue talents (combat trick, defensive roll, improved evasion, opportunist, resiliency, slow reactions, stand up), trapfinding +7
Combat Gear potion of bear’s endurance (2), potion of bull’s strength (2), potion of cure light wounds (2); Other Gear +2 chain shirt, +3 rapier, cloak of resistance +3, belt of giant strength +6, eyes of the eagle, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 55 pp

Overall, Horgus is a strange NPC to deal with. He's not the kind to actually enter combat on his own. Coercion from the PCs will get him to join the fight, but he's more suited for a supporting role, giving the PCs additional funds when appropriate. Like his fellow NPCs, Horgus is formidable, but will have a tough time with the mythic enemies found in the later books. If possible, I would try to push the other NPCs to the forefront as better candidates for actual combat. If need be though, Horgus here will do his best in the fights ahead, assuming the PCs are on his good side.

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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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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber

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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O_O


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


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For whatever reason, I ended up daydreaming and wrote this:

The Curse of Bastardhall

A new super-dungeon from Wes Schneider! Centuries ago in Ustalav, Castle Arudora fell under a mysterious curse and was renamed Bastardhall. Since then, a black coach has been abducting villagers and taking them to the cursed keep every century. Now, the black coach rides again to take its latest victims: a set of heroes who may lift the curse once and for all!

The Curse of a Bastardhall is a super-dungeon adventure for 8th-level characters with enough content to reach 16th level. The twisted and haunted walls of Bastardhall hold a dark secret, unknown to all. Will the PCs be able to uncover the secrets of the castle and lift the curse or will they be lost to eternity in the terrifying keep? This volume also features a gazetteer of the village of Maiserene and over a dozen new monsters and templates, including the tortured ghost of Eragayl Aurodora, the rancorous balekin, and the unfathomable angel, Cevairiel.


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I believe the only houserule we play with is in regards to resting. A full rests heals your hit die rather than 1 HP per level. After a night's rest, barbarians heal 12 hp, fighters heal 10 hp, etc. It makes early levels easier to deal with and doesn't really affect higher levels as healing is more abundant at that point.


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Vic Wertz wrote:
Steve Geddes wrote:
They've explicitly asked you not to do so on the forums, but they're always happy to hear feedback. Doesn't it strike you as a little rude to just ignore them? (Whether you think their concern is...

I probably shouldn't have said "don't ask."

I probably should have said "don't expect the answer to be anything other than 'no'."

Are we there yet?

Are we there yet?

Are we there yet?

...


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I have a few KS projects currently pledged. However, my wallet screams in agony and I'm going to be trimming down my pledges soon. However, your latest update not only placed this KS in a MUST PLEDGE status, I'm also increasing my pledge to get the other two compilations. This is one hell of an update to receive and applaud how much you're offering. My bang to buck ratio has been thoroughly optimized. Thanks, guys!


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I would kickstart the Dungeon era AP collected editions.


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Lisa Stevens wrote:

So far, still looking...

-Lisa

Well, Studio MIR did the animation for Legend of Korra. Their work is beautiful and leagues above most animation studios. If a cartoon is what you want, that's the studio I would recommend.


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IT'S THE FROG BOTTOM! THE FROG BOTTOM!!!

The site looks great, by the way.


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This is wonderful. Thanks a lot for doing this.


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We shall see a winner soon. Regardless of the outcome, I want to thank Johnathan and Todd and everyone else at AAW for the chance to write an adventure. It really means a lot to me to be given a shot. That alone is enough of a prize for me. Anything beyond that is just icing on the cake. Also, congrats to all the other finalists on your great works. Best of luck to you all.


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Squeezing does not prevent charges as it is not difficult terrain. Thus, a mount can be brought into a dungeon and squeeze-charge, albeit with a sizable penalty.


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I wonder if this works?

Spoiler:

EXPLOSIVE RUNES!


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I feel that Paizo needs to take off the kid gloves when handling prestige classes and archetypes. I understand the concern of making something better than a baseline class, however that doesn't mean that the majority of archetypes and prestige classes need to be as unappealing or unexciting I feel the current ones are. If something is going to be niche, let it be, but make that niche stand out and give someone a tough time deciding between an archetype and the core class.


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That's not fair. That's not fair at all. There was money now. There was all the money I needed...! That's not fair!


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The Age of Worms AP is probably the deadliest you're going to get from Paizo.


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Daethor wrote:

5) Do you think benders/bending can be modeled well with the D20 system?

Thanks for your time! :)

Tangent.

The music for Legend of Korra alone is enough to make me want to create an Avatar RPG so I can have battles set to jazzy combat themes.


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Check out Heart of the Jungle for info on the Mwangi.

Varisia is broken up a bit more across multiple products. The region itself is detailed in a general scope in the Player Companion as well as in the Rise of the Runelords Adventure Path. The Sandpoint hinterlands are detailed in Jade Regent #1 as well as in the Pathfinder Comics. The cities of Kaer Maga, Korvosa, and Magnimar each have their own books.


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Cheapy wrote:
Fie on Paizo for infesting these lanyards with the spirit of a pugwampi!


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The magical crafting rules are fine, but mundane crafting is what takes forever. The numbers you're presenting are only for magical creation, wondrous items and the like. The formula for standard crafting, such as mundane weapons or traps, use silver pieces instead of gold pieces for the calculations. Along with that, when you make your check using the Craft skill, it's for one week's worth of work, instead of 8 hours per 1,000 gp when creating a magical item.

Lastly, some groups don't have the downtime needed to craft things at the standard rates. 26.5 days is a lot of downtime for some groups, let alone 120 days.


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Healing hex works as CLW on undead, dealing damage to them.


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ciretose wrote:
Cheapy wrote:
Man, if you're afraid to have your username on the badge, you gotta reflect on your forum behavior! :p
It isn't that I don't stand behind what I say on here, it is that I am not interested in being "known" before I met, if that makes sense.

That's why I changed my badge name to Gorbacz.


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I would love to see an animal companion set. Tigers, bears, wolves, and other that work great for rangers and druids.


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That's Aroden after having been reincarnated.


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Actually, now that I think about it, I think all the clues line up for what the next AP is. Based on the James Jacobs topic, I'm pretty sure the next AP is

Spoiler:

EXPLOSIVE RUNES!!


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Liz Courts wrote:
Adam Daigle wrote:
Liz Courts wrote:
Oooh ooh! I know what the next APs are!
Don't you mean this?
Or this one!

AAARGH! CURSES!


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Lord Fyre wrote:
  • Does Razor Coast use the “trait” system?
  • The Freebooter's Guide has traits.

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