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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 692 posts (3,545 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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Pathfinder Adventure Path Subscriber

I think it would be simpler just to go with giving all characters Power Attack, Combat Expertise, and Deadly Aim when they meet the BAB prereq. I don't see the rest of them as taxes, and some of them can be used to bypass PrC prereqs like Eldritch Knight. What


Pathfinder Adventure Path Subscriber

Thanks, Magda, those are all awesome ideas. Bouncing murderous command sounds exactly like the kind of flavor I want for her. Basically, she is a troublemaker.


Pathfinder Adventure Path Subscriber

[Necro]

I am building a halfling oracle with the haunted curse. Using the halfling favored class bonus, she'll be getting access to telekinesis, a 5th level wizard/sorcerer spell, at 8th level, and reverse gravity, a 7th level sorcerer/wizard spell, at 10th level.

Would she cast telekinesis as a 4th level spell and reverse gravity as a 5th level spell, as the two above posters suggest?


Pathfinder Adventure Path Subscriber

I am waffling on taking Weapon Finesse on the halfling oracle I am building for an upcoming Skull and Shackles campaign. On one hand, with her strength she will never land a melee attack without it. On the other, she isn't going to use melee weapons, only the "touch of electricity" oracle revelation which is a touch attack. If I can help it :)

We used 4d6 drop lowest, reroll ones as the stat generation method and a house rule that does away with the big 6. Cutting down the 3.5 Xmas tree

Build:

Sandy Trufflebottom
Female halfling oracle 1
CN small humanoid (halfling)
Deity Gozreh and Besmara
Init + 4; Senses Perception + 0

Defense
AC 19, touch 16, flat-footed 14 (+ 4 dex, + 2 armor, + 1 shield, + 1 dodge, + 1 size)
hp 9 (1d8+ 1)
Fort + 2, Ref + 4, Will + 2
Weaknesses oracle’s curse (haunted)

Offense
Speed 30 ft.
Melee touch of electricity + 5 touch (1d6 electricity)
Ranged light xbow + 5 (1d6/19-20)
Special Attacks touch of electricty 8/day (1d6 electricity)
Spells Known (CL 1st; concentration + 5)
1st (5/day)—air bubble, cure light wounds , murderous command
0 (at will)—detect magic, purify food and drink, read magic, spark
Mystery Wind

STATISTICS
Str 7, Dex 19, Con 13, Int 12, Wis 11, Cha 20
Base Atk + 0; CMB -3; CMD 11
Feats Weapon Finesse
Traits Peg Leg, Fast-Talker, Dangerously Curious
Skills Acrobatics 1/+ 8, Bluff 1/+ 10, Linguistics 1/+ 7, Swim 1/-1, UMD 1/+ 9
Languages Common, Giant, Goblin, Halfling, Polyglot
SQ revelation (touch of electricity)
Race fleet of foot, underfoot, polyglot
Gear light crossbow, 20 bolts, lamellar cuirass, buckler


Progression:
1. weapon finesse; rev: touch of electricity
2. [1st Ability] +1 dex
3. [2nd Ability] +1 cha, Prowess +1; extra revelation invisibility; rev: air barrier
4. AC +1, Saves +1; levitate and minor image; + 1 cha
5. [1st Ability] +1 dex; extra revelation: windsight
6. [2nd Ability] +1 cha, Versatile Metamagic
7. AC +1, Saves +1, Prowess +1; extra revelation : gaseous form; rev: wings of air
8. [1st Ability] +1 dex, [3rd Ability] +1 con; telekinesis; + 1 wis
9. Prowess +1
10. AC +1, Saves +1; reverse gravity
11. [1st Ability] +1 dex, [2nd Ability] +1 cha, [3rd Ability] +1 con, Prowess +1; rev: thunderburst
12. AC +1
13. [1st Ability] +1 dex, Saves +1, Prowess +1
14. [2nd Ability] +1 cha, AC +1
15. [1st Ability] +1 dex, [2nd Ability] +1 cha, [3rd Ability] +1 con, Prowess +1; rev: lightening breath

Sorry if this is hard to follow. I am including feats, spells gained from the haunted curse, and bonuses from the Xmas tree.

So, can anyone think of a better use of my 1st level feat? Much appreciated thank you.

Edit: If relevant, my rolls were 18 17 13 12 11 9


Pathfinder Adventure Path Subscriber

Have you considered roleplaying the woman in a way that doesn't assume they will sleep with him just because he is aiming for them? The one you described as already sleeping with him is one thing, that character is sort of written that way, but the others probably have motivations of their own and aren't going to swoon every time someone "aims at them".

Mechanically, I'm assuming there is some sort of diplomacy roll involved. Well, diplomacy DCs can be modified.

First, I am sure that he needs to bring the woman he is trying to seduce's starting attitude to helpful. She will probably start out as indifferent, or worse if he has a reputation. Then there are the situational modifiers.

  • Give lengthy or complicated aid +5 (that is the goal, right?)
  • Give dangerous aid +10 (an act that could result in pregnancy or disease)
  • Reveal an important secret +10 or more (her most important secret ;)
  • Give aid that could result in punishment +15 or more (pregnancy, reputation, husband, father...)
  • Additional requests +5 per request

    With all of this, you have at least a + 40 or +45 to the DC of bedding one of the women you describe.

    Ultimately, the issue isn't that he has his "sights set, target acquired, score!" It's that the women in question need to be roleplayed as real life women who would respond to his actions for their own reasons, not as bond girls.


  • Pathfinder Adventure Path Subscriber

    ↑This.

    If they are already giving you this kind of hard time, what are they going to do if one drops in combat? Or if they come to a dead end and are SURE there is a secret door somewhere in that hallway?


    Pathfinder Adventure Path Subscriber

    I couldn't find a dedicated video, but this image from Ice Pirates could be some inspiration.


    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

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


    Pathfinder Adventure Path Subscriber
    Arachnofiend wrote:

    I think this is an acceptable point buy for a Dwarf Skald, post-racials: 16 STR/12 DEX/14 CON/8 INT/10 WIS/14 CHA

    If you're playing Society then you're never getting past 4th level spells anyways, you don't need charisma any higher than that. Just avoid spells that require a save and you're good to go.

    As a dwarf in a class with a good Will save, it probably wouldn't hurt you to drop the Wis to 9 and keep your Int at 10. The Glory of Old trait and Steel Soul feat will really help your saves. Or you could start with a 13 Dex and 15 Con which could be your 4th and 8th level bumps.

    Now I wanna play a dwarf skald too!

    Edit: Doh, I just read you want a 16 Cha eventually. That could be bought with a headband :)


    Pathfinder Adventure Path Subscriber

    It's early, so the only thing that I can articulate property right now would be that casters that get 9th level spells are automatically 1/2 BAB and d6 HD. Maybe restricted to light armor (including arcane casters, I don't see a problem with a wizard wearing a chain shirt). This means that the cleric/druid/shaman spell lists might need a bump in offensive power, but to me it gives the 6th level casters more breathing room.

    I agree with everything about feat chains, good/med/slow save progressions, and getting rid of the big six items. We already eliminated that from our games with some houserules, but that means we are getting inherant bonuses to make up for it. If the game relies on characters getting +x bonus at certain levels, how about we just tone the monsters down by +x so our characters can use cool and interesting magic items instead of +x belts/headbands/girdles.


    Pathfinder Adventure Path Subscriber

    I really like it. I think my next cleric will be one of these with a splash of monk. Maybe two levels of sensei monk.


    Pathfinder Adventure Path Subscriber

    The Munter or if you prefer The Honk (Monk/Hunter)

    Combines Flurry of Blows with Wild Empathy. Now you can finally use those Gopher Chucks!


    Pathfinder Adventure Path Subscriber

    You can still dip fighter. Just use your regular feat slots for the noncombat feats and the fighter bonus feats for the combat feats I'm sure you'll also take.


    Pathfinder Adventure Path Subscriber

    No, the wizard should definitely quaff a mage armor potion before the final fight. If the swashbuckler is wearing armor I don't think it will get much us out of it. Maybe a potion of Cat's Grace instead.


    Pathfinder Adventure Path Subscriber

    Cult of the Ebon Destroyers, while not exactly classic, has an investigation, wilderness travel, and a dungeon. Plus it is a lot of fun.


    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    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.


    Pathfinder Adventure Path Subscriber

    You should be able to qualify for Arcane Strike using the tiefling's spell like ability.


    Pathfinder Adventure Path Subscriber
    Da G8keepah wrote:

    Thanks everyone for weighing in on this topic.

    I think, however, that I did not get my issue across completely clearly. When I said that there will be some players who are sporadic, I meant that they will likely play at most 1 out of 3 sessions. The characters will be more guest stars than normal members of the group.
    We will be playing Rise of the Runelords and it is entirely possible, for example, that one player will join us for the first half of Burnt Offerings and then not again until the latter half of the Hook Mount Massacre and then maybe somewhere in the middle of Sins of the Saviors and that's it.
    They are players that I would like to include in the group (they are my friends, after all) but they just don't have the time to play all that often (graduate school, etc).
    I don't want to penalize anyone for missing sessions. I just want to make sure that the core group doesn't suffer for the inclusion of the others.

    I have an idea. Have you ever seen the movie The Expendables 2? (I know I know bear with me ;) In it, they had the main cast for most of the movie, but every so often Chuck Norris showed up to blow a bunch of stuff up to help them get out of a sticky situation. He really served no other purpose but it was coolentertaining at least.

    The main party can level up any way you like, no problem. The friends that can only show up every once in a while can play some kind of rescue team/support that crosses the main groups paths to help out on occasion. They may even be Heroes of Another Story that have similar goals that every few weeks/sessions/hours/whatever align up with the regular attendees. You could remove them from the XP equation entirely. Just ask them to update their characters to the appropriate level before they show up. Allow them to purchase more gear to get them to WBL and have fun!


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    Pathfinder Adventure Path Subscriber

    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.


    Pathfinder Adventure Path Subscriber

    Mašaru Kaijitsu: Slayer 3, N

    Hargrev Ghontasavos: Warpriest of Aroden 10, LN

    Titus Oberigo: Seeker Sage Sorcerer/ Sensei Monk 9/2, CG (deceased)


    Pathfinder Adventure Path Subscriber

    Why stop with bane? Do what my GM did to my kick-arse archer and use an elf slaying arrow. Good times!


    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    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.


    Pathfinder Adventure Path Subscriber

    OOo! I forgot about Snapping Turtle Style. Let's see where I can fit that in.

    Build:
    Mašaru Kaijitsu
    Male Tian slayer 3
    N Medium humanoid (human)
    Init + 2; Senses Perception + 6 (7 traps)
    DEFENSE
    AC 18, touch 12, flat-footed 16(+ 2 Dex, + 6 armor)
    hp 31
    Fort + 5, Ref + 5, Will + 5
    OFFENSE
    Speed 20 ft.
    Melee glaive + 6 (1d10+ 4/x3) or + 1 cold iron morningstar + 7 (1d8+4)
    Ranged + 1 composite longbow (+ 1 str) + 6 (1d8+ 2/x3)
    Space 5 ft.; Reach 10 ft.
    Special Attacks studied target + 1hit/dmg move action, sneak attack 1d6
    STATISTICS
    Str 17, Dex 15, Con 14, Int 10, Wis 13, Cha 8
    Base Atk + 3, CMB + 6, CMD 18
    Feats Improved Unarmed Strike®, Power Attack1, Quickdraw3
    Skills Skills acrobatics 3/+ 8, bluff 3/+ 5, climb 2/+ 8, disable device 3/+ 11, intimidate 2/+ 4, perception 3/+ 7 (8 traps), sense motive 1/+ 5, stealth 2/+ 7, survival 1/+ 5 (6 track), swim 1/+ 7
    Traits Ameiko’s Younger Sibling (+ 1 Will), Armor Expert (armor check + 1)
    Languages Common, Tian
    SQ Slayer Talent (trapfinding); Favored Target (move)(+ 1 bluff, knowledge, perception, sense motive, survival), track + 1
    Gear 20.47 gp; mwk breastplate, glaive, + 1 cold iron morningstar, silver throwing axe, quickdraw light wooden shield, longbow, 43 arrows, backpack, bag (waterproof), flask, a bedroll, a belt pouch, caltrops, chalk x10, a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, 10 pitons, rope, soap, tanglefoot bag, thieves’ tools, thunderstone x2, 10 torches, trail rations (5 days), waterskin, mwk thieve’s tools, antitoxin, antiplague, explorer’s outfit, + 1 composite longbow (str + 1), + 1 flaming arrows x2, 2 alchemist fire
    XP 5865/9000
    FC hps 1,2,3

    1f power attack, IUS
    2t trapfinding
    3f iron will; sneak attack 1d6
    4t ranger combat style: twf ; + 1 Str
    5f imp grapple
    6t combat trick greater grapple sneak attack 2d6
    7f blind fight
    8t ranger combat style double slice ; + 1 Dex
    9f ; sneak attack 3d6
    10t ranger combat style two weapon rend
    11f
    12t + 1 Wis; sneak attack 4d6


    He just reached 3rd level and we haven't played yet at that level so I can swap out Iron Will still.
    I suppose I should have put this into Advice.


    Pathfinder Adventure Path Subscriber

    I was thinking it might be fun for my slayer to take improved and greater grapple. He would grapple and then pin the enemy who then loses its dexterity bonus. Then, my slayer will make sneak attacks. Studied target would negate the penalty for attacking while in the grapple position.

    How viable a strategy does this sound?


    Pathfinder Adventure Path Subscriber

    I've had a lot of fun playing a dwarf wizard in PFS. Lots of hit points from high Con and toughness. I gave her a 14 Str and with her warhammer she can melee support if need be. She actually had to be the frontline a couple games because of the nature of PFS (she was 3rd and the rest of the party was 1st and 2nd with no full BABs.) I took Steel Soul at 5th level and it actually saved her life.


    Pathfinder Adventure Path Subscriber

    Just One Horror on an Isle of Dread by Akkuya

    In the name of the eternal sun, this was an accursed place.

    Akkuya hated this place. The sky shone with the sun’s light but there was no sun. The endless water and rolling waves of the sea unsettled him. The island seemed infested with giant reptilian monstrosities. Some with multiple heads and now this, this enormous lizard with a massive head of razor-like teeth and a huge muscled frame covered in the scars and trophies of many years of killing.

    The fire within Akkuya flowed from his soul and washed out over his allies as he moved into position to help Mustafa drawing Dawnflower’s Gaze and Pyre’s Death, his magical shield and scimitar, in a flash of gold and silver. Nearer to the beast the fire of Sarenrae shimmered down the blade of the weapon strengthening it and sharpening the blade’s edge to perfection. Unfortunately the creature proved hard to seriously wound but the Purifying Flame kept the monster at bay long enough for the Knights Protector to finally end the lizard’s life.

    Akkuya channeled the power of Sarenrae to wash over everyone nearby healing his compatriots and the strange natives equally.

    Everything was calm but Akkuya was still disturbed. Only half of the Knights Protector had appeared at the beach, Hakim, Mustafa and himself, and they had been there seemingly two days long. It was imperative that they be found not only to assure their safety but if things proved true based on what had transpired so far their strength would be needed.

    Hakim had mentioned that it was likely that if they had been given the quest for the golden horn just by arriving then they must have as well. If they still lived, Akkuya added to himself and he took a moment to pray to the Dawnflower for that to be true.

    Mustafa seemed ready to go and Akkuya too wanted to finish this trial in order to accomplish what needed to be done in this blasphemous place and return to Kelmarane.


    Pathfinder Adventure Path Subscriber

    Yeah, I can see that with the spells. Slayers only get studied target bonuses against one target at a time, which can really cramp trying to stealth past multiple enemies. Slayers do,get favored terrain, bit I can't imagine taking that as a talent.


    Pathfinder Adventure Path Subscriber

    Ah. I was thinking of favored terrain. I admit my eyes gloss over when I read spells so I would have easily missed that. Hide in Plain site should be an advance slayer talent though.


    Pathfinder Adventure Path Subscriber

    Oh, and a chance to pick up evasion.*

    Lemmy wrote:
    Rangers are considerably better at Stealth too.

    How so?

    *edit: just rechecked, evasion is an advanced talent.


    Pathfinder Adventure Path Subscriber

    Punching Dinosaurs in Kakishon

    As the giant two-legged lizard gulped down another monkey man, Mustafa the Fist slid around its side.

    “I’ll get your attention, you big bastard!” he roared and threw a punch at the creature’s enormous torso. There was a satisfying crunch, and the beast howled so loudly that Mustafa’s skull vibrated.

    To his left, he could see Akkuya hacking at the beast’s leg. He heard the thunder of Hakim’s boom stick from behind him, and a chunk of the creature’s hide was blown away. It opened its teeth-filled maw and lunged down only to meet Mustafa’s stone fists. The warrior grinned as giant teeth exploded into splinters. His next strike slammed into the lizard’s skull, and its eyes bulged out and went blank. For a second, Mustafa could see the creature’s spirit, a green misty haze cloaking its mortal form . . .

    For years, Master Kento had tried to teach him how to drain the living ki from an opponent. The monk had described how to see one’s aura and how to take from it to fuel your own attacks. The idea had always horrified Mustafa. He had heard of dead men that lived off of the blood of the living, and this sounded much the same. Only recently had he begun to sense flashes of his enemy’s spirits, and more recent still that he had figured out how to take some of that energy. And it felt glorious.

    Mustafa reached in and tore off a piece from the aura of the great beast. Energy crackled through his body, and he unleashed a terrifying combination of blows, ending with the mighty lizard collapsing with ground-shaking crash.

    There was a second of silence, and then the monkey-men began cheering and dancing around the three companions. A great smile split Mustafa’s face.

    “I love this place! Let’s go kill something else!”


    Pathfinder Adventure Path Subscriber

    In the Blood Pits of the Iron God by Mustafa

    Mustafa could feel in his bones the low rumbling chants of the Battle Monks of the Iron God. The silent warriors had wrapped him in strange smelling cloth from head to toe. He had a moment as they covered his face in thin strips of cloth. Was this all an elaborate plot to murder him while he was helpless? He let out a chuckle. These weirdos could’ve killed him a hundred times over.

    The Battle Monks had found him in a rowdy brothel in the city. Three silent figures in black robes and iron masks had appeared over his bed as he lay sleeping among his most recent paramours. Scrambling to his feet naked as the day he was born, he had prepared to fight. Why was he always naked?

    The three figures had remained passive despite his shouts and threats. Finally, one had gestured at him to follow. For some reason, he had done so, scrambling to get dressed and grab his gear. The monks had led him through the streets and out of the city. They had walked for hours, ending in front of an isolated cluster of squat stone buildings out in the hills. He had learned from the servants that these were the Battle Monks of the Iron God. And thus the testing had begun.

    For days Mustafa had fought constantly with only a few minutes rest between bouts. He did not sleep, did not eat . . . he only fought. He ended up fighting every monk in the place. And near the end, he started losing. He assumed the victors were the monastery’s masters. He lost, but he made them pay. No man left the arena unmarked.

    After the last fight, the monks began their strange preparations. He was anointed with a variety of strange oils and paints. They wrote strange symbols all over him. It all became very weird and disconnected. Mustafa no longer knew how long he had even been here. Dreaming and wakefulness blurred together. And finally he found himself here in the bowels of the monastery, being wrapped up in front of bubbling pit of glowing goo.

    Now the monks led him blindly into the pool. The liquid made his skin tingle at first, which distracted him from the fact that the silent men were chaining him in. Chaining him in?! Mustafa started to strain against his bonds and received a violent cuff to the head that made stars appear behind his eyelids and a high ringing sing out in his ears. He shook his head but stopped his struggles.

    And then the pain struck him. Unbelievable pain. He tried to scream but he could not get air into his lungs. His bones twisted, his muscles tore, his guts swelled . . . his mind was bathed in a white light of searing pain until he finally blacked out.

    When he awoke, the pain was gone, though the strange tingling remained. The rumbling chants of the monks continuing around him. He sat up and the chants stopped. In the silence, he looked around to find that he was on the great altar in the monks’ temple.
    Behind him was the massive statue of the Iron God. Mustafa looked down at the monks from a strange height. Lifting his massive fists in front of him, and stretching his limbs, the warrior smiled. Finally he stood. As he realized what the Battle Monks had done to him, Mustafa the Fist’s laughter roared out, echoing across the monastery.


    Pathfinder Adventure Path Subscriber

    The Answer by Melaku

    The hot swift breeze that slipped through the leaves of the fig tree and the jasmine growing around the graves of Melaku and his mother became chained by the scent of their flowers, unable to move on. The Pharasman priest dabbed again at the sweat collecting upon his brow. He pulled a small brass flask of water slowly from his waist; the act producing even more sweat than the heat of the day had. The priest feared attracting more attention from the warrior or his feral pet. The warm water slacked his thirst but did nothing to calm his frayed nerves. It had been minutes waiting for the corpse of the Knight Protector Melaku to speak and the warrior Mustafa was not a patient fellow. Falsatta the Acolyte could feel the power of his prayer to Pharasma still pulsing in the desiccated flesh of the half-elven Garundi corpse but it did not speak. He drew a deep quiet breath steeling himself to end the whole disturbing disruption of the interred’s expectation of undisturbed rest when the heavy perfume in the air swirled up his nose carrying just the hint of the violation to its sweet scent. The following startled and unbidden inhalation carried the full impact of the affront leaving the priest tearing and coughing in disgust as he scrambled out of the grave away from the unseen horror. Moving out of the shadows into the full onslaught of the sun seemed to make the stench worse.

    That foul demon-beast in the form of a monkey had just released gas.

    “By all the dead…!!!”

    “Qerd! By a thousand rotting camels dipped in s&~~, you stink!” Mustafa’s voice roared his agitation with his pet but his body didn’t move from his spot by the grave or even betray that he had smelled anything.

    “I must…I will…Ugh, by the goddess.” Falsatta stumbled to stand, faltered to speak in the face of the nausea overcoming him. He stumbled away towards the temple using gravestones to support himself against the dry heaves that threatened to overcome him. “I will return soon to oversee the reburial of the Knight Protector when I have…”

    The comment was lost in a sudden strong gust of wind that danced through the grove.

    Mustafa placed a metal hand upon his knee to push himself off the patch of thick clover growing around the fig tree and glared at the devilish grin of the monkey above.

    “I thought he would never leave.” The voice was soft, a whisper forced against the sound of sawing air and creaking limbs. The usual deep rich timbre was largely gone, washed out and pulled thin but the underlying mirth; the hint that a friendly joke had been shared between the lines was still there. Mustafa looked down at the corpse of his friend. Melaku’s dark complexion was now ashen and his full round face was sunken and gaunt although his cheeks were still evident beneath empty sockets that gazed upward at nothing.

    Mustafa took a breath. “Well, you took your sweet time.”

    Melaku’s jaw wobbled in response flashing his still bright white teeth in his rictus
    grin.

    Mustafa couldn’t tell if the soft sound was sand and leaves shivering in the wind or the corpse laughing. “I was waiting for my eulogy Mustafa. Don’t think I haven’t noticed that I gave you one and you returned to life.”

    “I don’t do yammering like you Melaku. I brought you back here, that was enough. I would not know how…it’s not my way to…” Mustafa stopped speaking and looked at the grave marker that once held his own name. He felt a great deal and that usually made him angry. “You shouldn’t have let your guard down, you blustering buffoon of a wizard.”

    “I know my friend, my brother. I miss you as well.”

    The dust just outside the cemetery grove danced in circles into the shade to caress the jasmine flowers near the ground. The moment dragged on until Mustafa became concerned that the spell had ended.

    “So? Can I have your hat?”

    “My hat! My mother made me that hat! A thousand curses she would lay upon me if I let an uncouth drunken lout covered in dried blood and monkey s%*~ try to stretch it over his misshapen head.” Mustafa could hear the laughter under the false indignant horror.

    “Listen, you blathering goat, just for once would you answer a question without your noise and crap. Could you just give someone a straight answer for once in your…”

    Mustafa didn’t finish the statement.

    “Yes Mustafa. You may have my hat.”

    “There was that so hard?” Mustafa pulled the hat from his belt pouch and slipped it over his head. The wool was soft and light and surprisingly fit his head. Qerd shifted in the branches above and threatened to drop down on Mustafa’s head but a glowering look warned the monkey-demon away.

    “Wear it well and keep it with you until I see you again.” Melaku’s voice was becoming more hollow and empty. “There is a great deal of history to that hat. My father had been gone far longer than he ever had been before and mother feared him dead so, for me, she searched for the wool to make a gift for my birthday that would keep me warm and hold the memory of him close but all the yarn in Kelmarane was course and of poor quality so she shouldered a bag of food and a knife and…” The voice faded to whispers until even the wind which had faltered to a sputtering breeze that barely shivered the leaves of the fig tree was louder and the death grin of Melaku Selliurelae was still.

    “I am glad that your friend finally responded.” Mustafa hadn’t noticed the simpering priest return. He was standing next to the grave signaling to the diggers to return to rebury the coffin. “Now, let us allow the Knight Protector to return to his…Ack Urrrrrgh!” Falsatta recoiled as if punched stumbling over a fig root and vomiting over himself as he scrambled to escape an unseen danger. The diggers a distance away caught a hint of the danger and ran back to the temple for safety.

    Mustafa did not react except to wipe his moist eyes with a rag from his waist. He then sighed and turned to walk back to the Battle Market.

    “Qerd, you truly have the stench of the fetid pits of Hell within you.”


    Pathfinder Adventure Path Subscriber

    The Obvious Question by Mustafa

    As the laborers sweated in the heavy sun, Mustafa sat in the shade of a fig tree, looking out over Kelmarane. He tossed another date into his mouth and then handed one to Qerd. The monkey snatched it from his hand and retreated into the upper branches, cursing at his master in monkeytalk.
    The priest stood next to Mustafa, shuffling awkwardly. For the third time in ten minutes, the man cleared his throat.
    “Well, out with it!” the warrior barked.
    “Well, sirrah. I just wish you would tell me your intentions,” the priest stuttered.
    “Told you,” Mustafa grunted and wiped his forehead with a cloth. “I have a question for my lost comrade. One that must be answered.”
    “Yes, your lordship, but . . .”
    “Ain’t no lord, priest. Just a lowly pit fighter, as you well know.”
    “Yes, sir, but . . . if you would only tell me the nature of your query . . .” The priest seemed frantic. By the sound of their exertions, the workers seemed to have reached Melaku’s coffin. The corpse would soon be unearthed.
    “It’s between me and the wizard. It’s not business of yours, priest. Don’t get nosy.”
    A red flush flashed across the man’s face.
    “Yes, m’lor . . . yes, sir. I only hoped to be best prepared for the spell. And to exhume the body of one of the Knight Protectors is most irregular.”
    “Don’t tell me about the Knight Protectors, you wey-faced nancy,” Mustafa growled. “This man was my comrade. He was my boon companion. He was my friend.”
    The priest lapsed into an uncomfortable silence. Mustafa’s hirelings had wrestled the wooden coffin out of the grave and were looking at him expectantly. He nodded and they began working the lid of the box. This action seemed to drive the priest almost into a fit, as he paced back and forth beneath the fig tree.
    “If you would only let me speak to Brother Zedrick or Lady Almah. Even Garavel would . . .”
    “Shut your mouth, priest, or I will toss you into the pits to serve as sparring dummy for my gladiators. You will do what I say, and you will be paid in good coin. Now do your job!” Mustafa strode over to the coffin and gazed down at the form of Melaku, wrapped in clean white cloth.
    Not so bad, he thought. Better than lying in an abandoned temple, burned to cinders. Or worse, taken as the plaything of a jealous merchant. The priest gently removed the shawl from the corpse’s face, wrapped his long gentle fingers around the still, dried face and beginning chanting a long prayer to Pharasma. Mustafa sighed.
    The bastard’s dragging this out just to annoy me, he thought. After some time, the priest’s voice died down, and he looked up at Mustafa expectantly.
    “Now, Sir Mustafa. You may state your question,” the priest called to him.
    Mustafa leaned over and looked into the face of his dead friend. He saw no spirit there, just dead flesh, but the priest swore that Melaku would answer.
    “Melaku, my friend, my brother in arms. I apologize for disturbing your rest . . .”
    The priest let out a deep sigh, and Mustafa shot him a dark look.
    “I am sorry, friend. But I have an important question that only you can answer.” The workers around him had fallen silent. The city itself seemed to have gone still. Even Qerd had stopped his incessant chattering. It was as if all of Golarion waited to hear. Mustafa took a deep breath and voiced the question that hand haunted him since he had heard the news of his friend’s untimely death.
    “Melaku, can I have your hat?”


    Pathfinder Adventure Path Subscriber

    The Summoning - by Zedric

    “Here is the text I spoke of, Zedric. It is very old, but I was able to obtain a copy from a passing scholar.”

    Rayhan reached out, and removed a dusty scroll from the shelf. “You’ll find the descriptions within, but I must again recommend that you be cautious in this endeavor. The risks are considerable with the more powerful djinn.”

    Zedric placed the scroll on the table, and spread it out, releasing the collected dust into the air. The ink was faded, but still legible. "This, being an account and enumeration of the ranks of the djinn, shows the wonderousness of Creation, and therefore the wonderousness of the Creator, blessed be his name.

    Zedric unrolled the scroll more, the power of Desna allowing him to make sense of the ancient language. While the text was very complete, Zedric was looking for something in particular.

    Hours later…he stabbed his finger down upon the page. "Nura al-Din is counted as one of the Djinn, or the shining ones. Dark of hair and eye, she is graceful and quick like the wind. Indeed, like the wind, she does not deign to touch the ground with her feet. In battle, she favors weapons that fly through the air, and is a skilled archer who is the match of most men.

    Curiously for an immortal, Nura al-Din is interested in the world below, and enjoys soaring above the mortal world.to learn its secrets."

    Zedric repeated the name seven times, to make sure that his tongue would not falter during the long and difficult spell. Then he went in search of Rayhan. “Is the circle ready?”

    “Yes, my friend, though you should check it again. My divinations tell me that you have chosen well, that the risk is minimal.” Said the wizard.

    Zedric nodded, and then lit the incense. He hoped the fine silks would be acceptable as a gift. If not, he had the longbow. And, there was always gold and jewels, surely something would entice the Jann.

    He began the summoning…


    Pathfinder Adventure Path Subscriber

    I rolled up a 2nd level slayer as a replacement character and played him for one session so far. He was a blast to play. I am just hoping they open up some more rogue talents, allow ninja talents, and have some new slayer talents. I just feel there needs to be more.


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    Pathfinder Adventure Path Subscriber

    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.


    Pathfinder Adventure Path Subscriber

    With the GMs permission, my PC and all of his cohorts (squad) are able to use profession soldier in order to quickly dig holes to avoid

    Slumbering Tsar spoiler:
    the bone storms.


    Pathfinder Adventure Path Subscriber

    Wha-what? They must be the only two people on the planet who think that it works that way.

    Edit: Referring to OP.


    4 people marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    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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    Pathfinder Adventure Path Subscriber

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


    Pathfinder Adventure Path Subscriber
    Jason Nelson wrote:

    Grigori from Kingmaker!

    Also, Vanthus from Savage Tide. Hated that guy.

    We hated Grigori. He was actually annoying instead of fun and as a party we basically ignored his whole plotline. Our GM killed him off behind the scenes as an assassination plot initiated by our ruler.


    Pathfinder Adventure Path Subscriber

    Awe maan, my bard Ostog just died the other night :(


    Pathfinder Adventure Path Subscriber

    King Mokknokk from Legacy of Fire. He actually came up in a random conversation with a friend of mine today.


    Pathfinder Adventure Path Subscriber

    She could cast See Invisibility.


    Pathfinder Adventure Path Subscriber

    A half-Orc would give you the equivalent of weapon specialization with your bombs at 4th level, and then it keeps getting better as you go.


    Pathfinder Adventure Path Subscriber

    I think it may be this; which is probably the same reason they hate writing.


    Pathfinder Adventure Path Subscriber

    I don't think you need to worry about the bugbear racial hit dice. Just use your 9th level character and add the attribute modifiers, darkvision, +3 natural armor, and possibly a +4 to Move Silently. Ask you GM about what he wants done with the negative level situation.


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    Pathfinder Adventure Path Subscriber

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


    Pathfinder Adventure Path Subscriber

    There is also Shackled City, Age of Wyrms, and Savage Tide from the Dungeon magazine days, if you can get a hold of them. Shackled City has a compilation book that I believe is still in stock.


    Pathfinder Adventure Path Subscriber

    I am currently updating all reoccurring villains for The Final Wish, including granting wishes for a few of them. Some of them backfired*, including the one granted to The Witch who is described in the Gnolls of the Brazen Peaks. I decided her wish would be to become the ruler of all the tribes of the Brazen Peaks. Jhavul decided that to do that, she would have to be The Carrion King, so he fused her to the Carrion King's back and now they act as a pseudo ettin. Anyway, I had to share.

    The Carrion King Witch:

    The Carrion King Witch

    These are clearly the remains of The Carrion King, whom you have defeated earlier. However, when he turns around, fused to his back in a sickly, twisted and gory mess is a woman. She screams in insane anger and recognize her as the woman who killed Melaku.

    Male and female advanced HD elite mohrg warrior 1 witch 9
    CR 14
    CE Large undead
    Init + 8 (roll for each seperately)
    Senses darkvision 60 ft.; Perception + 23
    Aura overwhelming chaotic evil; overwhelming undead

    DEFENSE
    AC 29, touch 15, flat-footed 24 (+ 4 armor, + 4 Dex, + 1 dodge, + 11 natural, –1 size, -1 witch, + 1 deflection)
    hp 132 (20 HD; 19d8+1d10+40)
    Fort + 12, Ref + 12, Will + 12
    Immune undead traits

    OFFENSE
    Speed 30 ft. (20 ft. in armor)
    Melee + 1 wounding battleaxe + 25/+ 20/+ 15 (1d12+ 13/19–20/×3), slam + 21 (2d10+6 plus grab) or
    2 slams + 16 (2d10+ 12 plus grab), tongue + 21 melee touch (paralysis) or
    Vital Strike: + 1 wounding battleaxe + 25 (2d12+ 13/19–20/×3)
    Space 10 ft.; Reach 10 ft.
    Special Attacks create spawn, paralysis (1d4 minutes, DC 22)
    Arcane Spell-Like Abilities
    Hexes Cackle, Charm, Evil Eye, Flight, Misfortune,
    Witch Spells Prepared (CL 9th, concentration + 13)
    5th—baneful polymorph, cure critical wounds
    4th—dimension door, enervation, black tentacles
    3rd—magic vestment©, dispel magic, lightning bolt, suggestion, hostile levitation
    2nd—martyr’s bargain©, invisibility, mirror image, misdirection, nondetection, touch of idiocy
    1st—charm person, color spray, mage armor, magic missile, ear-piercing scream, mudball
    0—detect magic, mage hand, ray of frost, read magic
    Patron Devotion (Rovagug)
    Familiar cythnigot qlippoth

    STATISTICS
    Str 35, Dex 19, Con —, Int 19, Wis 12, Cha 14
    Base Atk + 15; CMB + 28 (+ 32 grapple); CMD 44
    Feats Combat Reflexes, Dodge, Improved Critical (battleaxe), Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike, Weapon Focus (battleaxe); Improved Familiar, Craft Wand, Craft Wondrous Item, Great Fortitude, Scribe Scroll, Still Spell.
    Skills Acrobatics + 20, Bluff + 7, Climb + 14, Craft (alchemy) +6, Craft (trapmaking) +11, Diplomacy +8, Intimidate + 24, Knowledge (arcana) +10, Knowledge (history) +6, Knowledge (the planes) +10, Linguistics +10, Spellcraft +18, Perception + 23, Stealth + 19
    Languages Kelish, Gnoll, Abbyssal, Ignan, Ancient Osiriani, Taldane, Aklo, Infernal, Terran
    Gear Large hide armor, Medium + 1 wounding battleaxe, amulet of natural armor + 1, ring of protection + 1, pearl of power (1st level), bag of holding (type 1) 112 pp, 510 gp and 7 tiger eyes (125 gp each).

    SPECIAL ABILITIES

    Create Spawn (Su)
    Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg’s control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn’s creation.

    Duel Mind and Body
    The Carrion King and The Witch each act separately on their own initiative order. The Witch’s body is fused to the Carrion Kings back facing rearward. Her portion is unarmored giving the creature a -1 to its AC, but The Witch does not suffer spell failure. It gains the benefits of all feats from both The Witch and The Carrion King

    Wish: The Witch’s wish was to be ruler of all of the gnoll tribes in the region. Jhavul fused her body with that of the Carrion King, and now they are a disgusting amalgamation of undead morhrg fused with an attractive human female.

    In addition to the spells above, The Witch’s familiar has: 0—all remaining cantrips; 1st—alarm, grease, divine favor©, endure elements, protection from good, reduce person, shocking grasp; 2nd—arcane lock, invisibility, levitate, magic mouth, protection from arrows, rope trick, summon swarm; 3rd—fireball, flame arrow, stinking cloud, summon monster III, greater magic weapon; 4th—charm monster, dimensional anchor, Evard’s black tentacles, illusory wall, minor creation, phantasmal killer, polymorph; 5th— cloudkill, dismissal, mirage arcana, passwall, teleport, wall of force.

    *Pact of the Stone Pyramid spoiler:

    Khymrasa wished to have all the powers of the Four Pharaohs of Ascension, so Jhavul turned her into a mummy.

    The Sand Sage wished to learn the secrets of the planet Aucturn first hand, so Jhavul teleported him to the planet where he preceded to die of asphyxiation in the hostile atmosphere. That is, if he wasn't crushed by the pressure first.

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