eakratz's page

Organized Play Member. 1,043 posts (3,999 including aliases). No reviews. No lists. 1 wishlist. 4 Organized Play characters. 18 aliases.


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I decided to replace the yeth hound that the PCs will encounter when confronting Nualia with something a little more sinister and gross. Her Miscarried Dǽmoniac Fetus. It survived and has been whispering to her. And now it has joined her to help spread the wrath of Lamashtu. After mutilating the midwives that spirited it away, it lived off of goblins and travelers until it reunited with its mother.

Miscarried Dǽmoniac Fetus:

Miscarried Dǽmoniac Fetus
Tiny monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 28 (8d4+8)
Speed fly 50ft.

STR DEX CON. INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 7 (-2) 11 (+0) 10(+0)

Skills Perception +2, Intimidate +2
Senses darkvision 60ft., passive Perception 13
Languages understands Abyssal (cannot speak)
Challenge 2 (450xp)

Actions
Umbilical Whip. Melee Weapon Attack: +5 to hit, reach 10ft., one target.
Hit: 2d6+3 slashing damage. If the target is bipedal, it must succeed on a DC 13 Strength saving throw or become grappled. If the miscarried dæmonic fetus rolled a natural 20 on the attack roll, the character is also suffocating.
Amniotic Vomit (Recharge 5-6). The miscarried dæmoniac fetus exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 25 (5d8) acid damage on a failed save, or half as much damage on a successful one.

CR might not be perfect :/


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No problem. We finished last night. I used the star spawn of Cthulhu in place of the tanniver, and didn’t anticipate just how tough it is to get around the resistance to all weapon attacks. Also, Illeosa, while a bit squishy the way I made her, packed a helluva punch while they focused on the star spawn. They took out all the false Ileosa’s in the first round. Ileosa laid the hurt and the wizard of the party spending most of the time dispelling her shenanigans. Eventually, she power word killed the wizard, feeble minded the cleric, and then the fighter and rogue flanked and shanked her to death. I decided to forgo the contingency healing because it was getting late and I realized that I made the encounter itself overpowered. So when she died I had the star spawn and the everdawn pool explode in a deluge of blood which filled the chamber and ran down the inside of the tower as it shook itself apart.


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Hello, I am one week away from finishing up my Curse of the Crimson Throne campaign using the D&D 5th edition rules. I figured it might help someone if I posted all of my conversion notes here because when I searched originally, I only found the first book converted which I definitely appreciated. I kept all my notes in Google Docs and my campaign is published on Obsidian Portal so I will link that here as well.

Originally, I had started running the first book using the 1st edition Pathfinder rules, but that campaign petered out, so I decided to try something different. I started off the campaign using the first book of Second Darkness, Shadow in the Sky, which was a blast to run and gave the PCs a nice gambling hall to use as a base of operations which they renamed The Gold Digger. Second, I wanted to keep the whole thing in the city, so after my players escaped from Old Korvosa, I switched the Hell's Rebel's AP, running the first three modules. I am including that conversion here as well. So there is not conversion for A History of Ashes nor for Skeletons of Scarwall.

My approach to the conversion process was similar to how Wizards recommends. I substituted similar creatures where I could, and sometimes I went a completely different route altogether. For example, I use demons and devils interchangeably and sometimes I just used Lovecraftian horrors instead of trying to faithfully convert a monster or find something similar. Also, because I never originally considered publishing these, they may be a bit messy in places.

For some resources, I utilized Frog God Games' Tome of Horrors and 5th Edition Foes as well as Kobold Press' Tome of Beasts and so some of the monsters are merely listed as page numbers in those books. The same is true for monsters from D&D's Monster Manual, Volo's Guide, and the Mordekainen (however you spell it) book.

I used 5e stat block generator for many of my conversions which was immensely helpful.

So with those caveats, I hope someone out there can find some use out of these documents.

Crown of Fangs

Hell's Rebels

Mantis and Maidens

Villains This one is pretty much books two and three.

Under the Gold Goblin I wrote this to replace the last part of Shadow in the Sky to tie it better to CotCT. I changed the final villain to an alchemist type and introduced some Proto-Gray Maidens.

Notes Here is where I kept track of some of my thoughts during planning.

Chaos in Korvosa My Obsidian Portal link.

Here it all is. I appreciate you reading this and I hope some of you are able to use this for your own campaigns. Enjoy!


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DM_aka_Dudemeister wrote:
Actually I find Jade Regent to be the Stars Warsiest.

Hahaha I agree it would be perfect but we just finished that campaign three weeks ago. I enjoyed that AP quite a bit.


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As someone who has had to deal with actual human corpses, it astounds me that anyone would view manipulating corpses would be anything but evil. I can’t imagine wanting a corpse to walk around and do things to anything but twisted, it’s gross, really at best. And disrespectful for the formally living at least.


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Very nice. This will help my planning, thank you.


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Thank you for the feedback, I am resubmitting Hargrev as a brawler, but might switch him too an Unchained monk. Either way, his history is the same and his demeanor will be similar to Chief Hopper from Stranger Things (when I’m doubt, punch it). I still need to buy gear.

Hargrev Melissenos:

Hargrev grew up in rural Nidal. He signed up young with the Local Hellknights because he thought that it looked like an exciting possibility for adventure and to get him out of the drudgery serfdom. He did not know what he was really getting into.

As a Hellknight Armiger, Hargrev couldn’t a follow through with the more brutal orders against the people of Kintargo. He abandoned his order while purging an underground Silver Raven hideout. His former brethren filled him full of bolts and left for dead. A priestess of Shelyn used her last spell to stop him from dying, sacrificing herself with the words “Avenge us against the ugliness of Thrune.”

He staggered out of the underground complex and sought out forgiveness and healing from the Silver Ravens in order to seek vengeance for those he has wronged as well as redemption for the sins he committed as a Hellknight, and are still wronged by the Chelaixian government and House Thrune. Hargrev decided to forego his Hellknight armor, and fight for the citizens of Kintargo instead of suppressing them.

Stats:
Human brawler 2
CG Medium humanoid (human)
Init +5; Senses Perception +6
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +4 armor, +1 shield)
hp 24 (2d10+8)
Fort +5, Ref +5, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee unarmed strike +8 or +6/+6 (1d6+4)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks martial flexibility (4/day)
STATISTICS
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +2; CMB +6; CMD 19
Feats Improved Unarmed Strike, TWF; Combat Expertise, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +5, Perception +5, Intimidate +6, Stealth +7; Profession (Soldier) +4, Lore (Hellknights) +3, Knowledge (History) +2
Traits Uskwood Hunter, Ex-Asmodian
Languages Common
SQ
FC hps
Combat Gear chain shirt, buckler,


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A Druid with Profession (cheese maker) and a cheetah animal companion named Chester.


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I wouldn’t sweat it. I ran Legacy of Fire and made sure to not only open up all the genie related races, but I went and converted some Al-Qadim classes and PrCs to Pathfinder. And I got four humans of standard classes but we had a blast.

As far as the guides, at this point Pathfinder has gotten way too expansive to be able to create a character without a guide, imho. I rely on guides to help sift through all the chaff because there is no way I can sift through every spell and feat and make an informed decision on build.


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CorvusMask wrote:

Geez, this thread is still going on?

Anyway, haven't seen anyone blanket banning occult classes so hard to comment. But I want to say that anyone who says "I don't have time to learn new rules" are really meaning to say "I don't want to bother"

Wow, must be nice to have so much free time to learn every single rule in the game.


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Chromantic Durgon <3 wrote:
DM_aka_Dudemeister wrote:
Most importantly, as a GM, I actually don't know how the rules of every class works at any given time. When I'm running a game I only need to know how the classes my players are playing work. It doesn't matter if one is using a CRB Ranger, another an Unchained Rogue, a third an ACG Warpriest, and the fourth an OA Kineticist. It's only four classes that I need to know, six if I'm running a big table.
exactly this is why I don't understand people blanket banning content from games..

Since this is referring to a response to my post, let me help you. I already know how all of the classes up to a certain point operate. I don’t need to do spend extra time for those classes. I DO need to spend extra time to learn new rules or deal with complicated classes. Time that I don’t have, so anything that looks like it adds rules is out. I imagine that it is the same way for a lot of others.

And thank you Dudemeister and Mr Bonkers for the summary. That actually helps a lot because I have browsed the classes and they look cool. I may be able to take time in a couple months to check the, out further.


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I don’t hate them, but I don’t have time to learn new rules nor try and understand a class that needs 15 pages to explain it, so I just arbitrarily ban anything released after ACG. If a player were to talk me into letting them play occult, I would just treat it like regular magic (I have no idea if it’s different or not) so as not to deal with any “nun uh it’s psionics not magic” talk.


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Status 8 Passive Perception +10
Rinaldo wrote:
"Ah, friend Vasek..."

"Trickery! How did you learn my name? Was it the thing you did with your eyebrow? Speak Talkative Human!"


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The player's character had died and the others had to retreat without the body. His new character found the old character hanging in a meat locker. He said, "Woah, that's cold."


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I was thinking of doing that. The Stag Lord would be building his kingdom? Banditom? As the PCs are. He would end up doing small harassment, leading up to enough of s problem where there will be all out war. There isn't a lot of mass combat iirc so getting some right out the gate will be fun.

Thanks I'll check them out if.

I favorited Dudemeister and another, Glass Castle. Both have good ideas. I'll look for Redcelt.

Also, I decided making it a spaghetti western meets fantasy would be awesome.

The man with no name, armored, and carrying a sword.


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In he future, not near because I am running Iron Gods right now, but nonetheless I do plan on running this due to player interest. At least two of those players are ran KM through VV and one was the original DM who lost all his notes. To make a long story short we all dug the kingdoms building and NPC interactions and would love to run it to its completion. With that in mind, I'm taking my time to put together an epic KM campaign keeping in mind that half of us plays through half of the story. Needless to say, I should probably change some things up.

First off, I'm going with a Louis and Clark meets establishing the Silk Road to the east as the impetus to get the ball rolling. I also want to roll back the clock. Davik Nettles will start off alive and the PCs will meet him while exploring. The Stag Lord hasn't established himself yet, and he's not the raging abused alcoholic from before. Instead, he is Akiros Ismort. Akiros was a long time, prominent NPC in our old campaign so it would be fun making him the villain of the first piece. Also, I'm thinking of Ismort growing his own Bandit kingdoms to be quashed.

I am also going to play around with the geography a bit to place the PCs kingdoms right at the only access to eastward mountains.

The above plans are pretty much just notes and statblocks. What comes in my next post will be the the taking of the future Oleg's Trading Post.

These are just my notes but i thought they might be useful to somebody out there.


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Large Marge


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A fantasy western involving a train heist.


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They are for the tenth ring of the sword to swap out for DR. I decided to save some gold and get an adamantine one. Yes, with power atack on.

Inquisitor is a very close second. I have until Thursday to have it built so I'll still be looking at all my options.


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Name: Tillik
Race: Gnome
Classes/levels: 6th level sylvan sorcerer
Adventure: Lords of Rust
Location: Hellion's Domain
Catalyst: Kulgara

The nasty details:
After cutting off all of her hair in madness after the death her her animal companion, Tillik became a little more reckless. After nearly all of the orcs were killed, she had moved within charging range of Kulgara, who decided to do just that. Somehow, she managed to stay on her feet and tried to get out of the way, provoking an attack of opportunity as she did so. This time, Kulgara's chainsaw tore completely through her body. Kulgara then turned to Meyanda, confirming a critical and tearing her in half too. Vrix, the ratfolk bolt ace then took down Kulgars with his next shot.


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Just hand wave it. It's a unique situation and could be a fun encounter. Not everything has to be 100% by the book ;)


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+1 on Recklass. I'd rather see an Andoran Anti-piracy campaign.


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When I ran Legacy of Fire, one of my players made a character whose backstory was of a renowned gladiator who had just gotten the crap beat out of him. He started off with broken bones, torn ligaments, etc. basically, because of his injuries, he couldn't use certain class features because it either hurt too bad like wear armor @ 1st level (he was a monk/fighter) or just couldn't physically do it. The party cleric would help administer long term healing. He finally "got better" at around level five.


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I took a lesson from Solomani, but instead of a boss fight, I made an escape pod for Hellion. I used a Torturer robot as a skin, and modified it a bit. Basically, it has a weaker processor and RAM than the chassis so only has limited function. Hellion in this form only wants to get away so if he does, I have myself a reoccurring villain.

Hellion Escape Pod:

CR 8 XP 4,800
N Tiny construct (robot)
Init + 9; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENSE
AC 25, touch 19, flat-footed 18 (+ 6 Dex, + 1 dodge, + 6 natural, + 2 size)
hp 105 (10d10+10 plus 40-hp force field)
Fort + 3, Ref + 10, Will + 11
Defensive Abilities all-around vision, hardness 10; Immune construct traits

OFFENSE
Speed fly 40 ft. (perfect)
Melee Slam + 18 (1d8+ 6)
Ranged automatic laser + 18 touch (1d8/19–20 plus fire)
Special Attacks agile
Spell-LIke Abilities (CL 8th, concentration + 11)
1/day – entropic shield, magic circle against good, magic circle against law, protection from good, protection from law (can only be cast if not cast in chassis)

STATISTICS
Str 2, Dex 23, Con —, Int 14, Wis 17, Cha 19
Base Atk + 10; CMB + 7; CMD 24 (can’t be tripped)
Feats Alertness, Combat Expertise, Dodge, Improved Initiative, Iron
Will, Mobility, Skill Focus (Stealth), Technologist, Weapon Finesse
Skills Bluff + 15, Disable Device + 17, Escape Artist + 31, Fly + 18, Intimidate + 12, Knowledge (engineering) + 13, Knowledge (local) + 10, Knowledge (religion) + 10, Perception +19, Sense Motive + 19, Stealth + 30; Racial Modifiers + 15 Escape Artist
Languages Androffan, Common, Orc
Weakness diminished mythic powers
SPECIAL ABILITIES
Agile (Ex)
A torturer robot adds its Dexterity modifier to its damage rolls in place of its Strength modifier when using its rotating blades attack.

Force Field (Ex)
A field of shimmering energy surrounds a torturer robot. Damage dealt to the robot is applied to the force field first. As long as the field is active, the robot is immune to critical hits. The force field has fast healing 8, but once the field’s hit points are reduced to 0, the field collapses and does not reactive for 24 hours.

Surgical Lasers (Ex)
The torturer robot’s lasers have a range of 50 feet with no range increment, and threaten a critical hit on a 19 or 20. Lasers pass through transparent creatures and objects without causing harm (including force fields, force effects, and invisible creatures; it can pass through glass, but the glass takes damage), and can strike targets behind them normally. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.

Hard drive the escape vehicle contains compressed files of Hellions full capabilities that just needs to be uploaded into a strong enough processer.


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Inquisitor/war priest might be pretty awesome. I don't think that combo would miss full BAB at all.


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Slumbering Tsar as an obituary table included, if that tells you anything.


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Pretty much everything I've read by Stephen Baxter has been excellent. His novels have dealt with the future of human evolution (including a hive like version of us), timescales of billions of years, wars that last millions of years that are just a spec compared to the bigger picture, time travel treated "realistically" as well as repercussions to the "past" version of a person.

And I second bookrat on John Ringo, except I wouldn't even bother with his good books unless you read them without paying,


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I'd go to work and furiously do as much as I can in the first fifteen minutes, then tell the boss I'm tired and have to go home and recuperate. "But don't worry, I'll be back tomorrow working just as hard."


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This situation is just player bullying. The GM and the rogue-PC seem to be doing this drek "because they can get away with it." I agree with those that say there are no in game solutions. The GM will just fiat anything the OP tries.

If this is the only game in town, try Roll20 or other virtual table top sites (if any I don't know for sure). There is play by post here, Myth-Weavers, Enworld I bet, and several other places.


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Profession (magic item crafter)?


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I plan on smashing Candlemere with the asteroid from Second Darkness, then run Children of the Void. Clegg's party is going to be from Pitax in order to introduce some early competition with them.


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I would guess that it is because BAB Is the fighting stat and feinting is used in combat, but hit dice is used for the characters power level and people with power aren't as easily intimidated by someone just because they can fight well. I would imagine Mike Tyson would have a hard time intimidating Barack Obama, but I am sure he could fake a left hook and knock him out with an uppercut.


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xavier c wrote:
eakratz wrote:
Istanbul, not Constantinople.
Whatever!

"That's nobody's business but the Turks!"

Spoiler:
Couldn't resist ;D


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Istanbul, not Constantinople.


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I just haven't had a character that I could see wearing them. They just didn't seem to fit my vision of what the character looked like. IRL however, these were my motorcycling gauntlets for a number of years.


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Off topic, but I think something like this should provide some kind of Infamy bonus.


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That must be why elves have a negative Con modifier. They work themselves into heart attacks, then spend all of their gold on medical bills leaving only enough for starting wealth.


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I don't see the point in rereleasing anything. Sure, it was cool that they did RotR, but I haven't bought it and don't have the urge to. What I did do however, was stalk the Burnt Offerings' price on Amazon and a few months ago the price dropped to $14 for about a day and now I have a complete collection. I did the same for all of the other hard to find modules or picked them up from scratch'n'dent sales.

Paizo can make new and interesting APs and modules, or they can dilute their talents on rehashing old stuff which may decrease the quality of the new adventures. Converting 3.5 to Pathfinder is not hard. If you don't have the time, a lot of conversions are on D20PFSRD. If it is not there, it is not hard to just play the encounters as is. Most of the monsters that they use are in the Bestiaries now or in the Complete Tomb of Horrors. You can also just run the adventure as if it were one level lower to account for the power discrepancy between 3.5 and 3.P character classes.

Sure, there are people that will want to by a new hardbound version of the old stuff. But I bet that it is a vocal minority. Paizo is doing well right now and I would hate for the company to jeopardize anything just to redo old stuff.


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Why wouldn't a paladin be able to have consensual sex with whomever she or he wants? When did sex become a chaotic/ evil act?


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I had the same question so I hit FAQ on your post. @RG


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If you are going to use Broken Chains, make sure to use the paper minis. The look on my player's face when I pulled out the Black Milk Mother was priceless.

Here is a list of the extra adventures I have included:

Funeral Procession Dungeon #135; lvl 1

Nine Flawed Sapphires A Dozen and One Adventures; Mustafa quest

Malice of the Medusa Dungeon Crawl Classic #45; lvl 2

Howl of the Carrion King, Legacy of Fire #1; Pathfinder Adventure Path #19; lvl 3-5

The Refuge of Nethys set piece in Howl of the Carrion King

The Distraction Dungeon #145; lvl 3

Master of the Fallen Fortress Pathfinder Module; Zedric quest (flashback)

Entombed with the Pharaohs Gamemastery Module J1; lvl 5-6

Broken Chains Pathfinder Module; lvl 6

The Hunt for Hroken A Mustafa/Melaku adventure. lvl 7: This was just a chase scene using the Chase Deck. Hrokon (from Entombed with the Pharoahs) purchased El-Nebi and became a serial killer in Sothis after ripping off Scepter's arm. This embarrassed Her Majistrixes Expeditionary and they hired the PCs to stop him.

The Pact of the Stone Pyramid Pathfinder Module J4; A Mustafa/Melaku adventure. lvl 7

House of the Beast, Legacy of Fire #2; Pathfinder Adventure Path #20; lvl 7

Beast of Burden, Dungeon #100. lvl 7-8

The Jackal’s Price, Legacy of Fire #3; Pathfinder Adventure Path #21; lvl 8-9

Hell of Eternal Thirst, Legacy of Fire #3 Set Piece
.
Cult of the Ebon Destroyers Pathfinder Module; lvl 9

Be advised, it took my players about one and a half session to get through HotB. Once they were on the grounds, they cast Locate Object: throne and beelined straight to the throneroom.

They are in Kakishon now. I have started a thread for the additional material I putting into End of Eternity. Without this content, we will probably finish it in about three sessions. link

In hindsight, I probably wouldn't do any of the Osirion adventures now. At the time I never imagined that Mummies Mask would be written so I figured I'd throw them in.


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I'm not giving out XP in my game, just leveling up at certain points. We have one player that can only come to half the games. If he had only half the XP it would be a giant PIA and not fun for him because he would really like to be there for all of the games. Instead, if the player is present at certain achievements, they might get a hero point. Or the players present may get bonus skill or hit points.

Edit: this is a game, not work. Playing and having fun is the reward. And it's not fun to be doubly punished. Not being able to make a game is bad enough. Then to come back having a weaker PC than the others on top of that is just rubbing it in.


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That probably falls under if they made it so you had to keep performance up with a standard, or even a move action, no one would want to play it. It's a fun class, but if I had to give up my actions to do nothing but say "I keep playing my piccolo", I would choose something else.


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I'm fine with the way sorcerers as is. It is already a helluva lot of fun. In fact, they are already unchained from 3.5 with the inclusion of bloodlines. Previously, their only class feature was summon familiar. Also, having d6 hit dice has unchained them from the previous d4 hit dice.

Sure, it would be cool if the bloodline powers were customizable like oracle mysteries, but if they spend time on the sorcerer it would take time, manpower, and resources away from the classes that truly need unchaining such as the rogue.


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Weapon training should start at first level and scale up every four or five levels.

Will save should be good as well. Anyone who has ever been through "fighting training" knows that willpower is as important is plain old toughness. Maybe even more so.

Feats, even if only for the fighter, should automatically scale with BAB/level I.e. Improved sunder automatically becomes greater sunder @ 6th.

Possibly combat maneuvers could also get a treatment similar to weapon training/grouping. I fighter could pick the "power attack group."


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A Grendel/Beowulf homage would be awesome in a Land of the Linnorm Kings AP.


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Very doubtful. I have about 4 feet of shelf space dedicated to Pathfinder, which doesn't include pdfs and time spent.


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I haven't checked into this thread for a couple days but I just wanted to report that tonight I played my 10th level Warpriest without the full BAB in still managed to have a blast despite forgetting to use any of my blessings. :) I think the class will be fine.


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Ok, it's time for a quest to find the colossal chocolate elemental.

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