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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 708 posts (3,561 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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The lair actions is one thing that I really like. Also, the artwork is awesome. The manticore...shudder.

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I would slap on as many feats as I can to raise spell DCs and improve my chances vs spell resistance. So spell focuses, spell penetration, heighten spell, etc...

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Mortuum wrote:
eakratz, that doesn't help anything.
Mortuum wrote:
Maybe I'm dead wrong, but you don't get to point the finger just because you don't find my position convincing.


I wasn't arguing against your position. I was offering an alternate idea. That's it.

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Andrea1 wrote:
Yay! Mustafa is back!

No new journal entries, but Mustafa just lost his left hand again on a nasty critical fumble.

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No, Mortuum, you just didn't like what I said. One or two AC points and 2d6 vs 1d12 weapon is not going to significantly alter the disparity between martial and magic characters but it could make a difference when fighting a CR 5 vs CR 6 monster. I offered a way not to over think things. These weapons and armor simply are not there. This is not the campaign to play the greatsword wielding fighter/paladin/cavalier. This is the campaign to try out a more mobile concept or to play an archetype or class that doesn't even have heavy armor proficiency in the first place.

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I wouldn't worry too much about trying to change or adopt new rules to try and make traditional builds viable under a bronze age game. That is part of the flavor of your more ancient setting. Weapons and armor weren't as good, but that also applies to the enemies as well. NPCs that the PCs go up against have the same restrictions. As far as monsters, maybe just assume a blanket +1 CR to all monster encounters to make-up for the PCs being a little light in the armor and weapon department.

Sure, they won't have two-handed swords, but there still are spears and axes and the great club(which I would make a x3 crit), one-handed weapons that can be wielded in two hands. As mentioned armored kilts can bump AC a bit. I probably would just ignore the fragile property since all weapons would be bronze, and it would probably get old after about two sessions.

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I guess I can see that, but it seems petty.

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Hmm wrote:
I didn't even touch the Arcane Enlightenment hex because of the "prepared" line. It is gorgeous, but in PFS there would be so much table variation over whether it would be allowed for oracles. There are several questions about it sitting unanswered in the rules forum. Still, even without that wonderful hex, there is so much flexibility to the Spirit Guide Oracle that many would want to consider it as an archetype.

I don't see why they wouldn't just be added to spells known.

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That table with the 100 different ablities is from Council of Thieves, the very first Pathfinder rules AP before they were even listed as a PC race. At the time, it was suggested that tieflings take a certain trait or feat (I don't remember which off the top of my head) to power them down to normal PC levels. I don't think you really need to think of it as a rule per se, just a neat fun little thing you can do for variety. The results are not at all equal to the spell-like ability. Some are better, some are not.

I am pretty sure that a small tiefling would get the size bonuses to stealth, attack, and AC and penalty to CMB/CMD and that's it.

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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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Sean FitzSimon wrote:

Not sure anyone really even uses this anymore but I'm excited to be back on the project. Looking forward to responses from the community.

I've been making heavy use of it while trying to build my halfling oracle. The biggest trouble I'm having is choosing spells.

I also like the new Divine Protection feat and might take it for my new Oracle character.

I believe Divine Protection may have become a must-have feat for any oracle at 5th level. It's basically a +3 to +5 to all your saves at that level, and will just go up as you level/buy headbands.

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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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Every summoned creature is actually this guy and he is not happy about it.

Edit: Warning Life, the Universe, and Everything spoiler.

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We have done it plenty of times and it works out just fine. One thing I recommend is one of the characters be very straight forward without a lot options to,choose from. It saves time on your turn and allows you to focus more on tactics rather than trying to remember what two characters can do.

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There is the dworg from the Midnight campaign setting.

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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 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

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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.

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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?

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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


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

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)

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

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

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

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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


    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

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    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 :)

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    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!

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    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.

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    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.

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

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    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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    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.
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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.

    Pathfinder Adventure Path Subscriber

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

    Mašaru Kaijitsu
    Male Tian slayer 3
    N Medium humanoid (human)
    Init + 2; Senses Perception + 6 (7 traps)
    AC 18, touch 12, flat-footed 16(+ 2 Dex, + 6 armor)
    hp 31
    Fort + 5, Ref + 5, Will + 5
    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
    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
    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.

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    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!”

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    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

    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 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…

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