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Cayden Cailean

eakratz's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 667 posts (3,520 including aliases). No reviews. No lists. 1 wishlist. 3 Pathfinder Society characters. 17 aliases.


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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!”


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.”


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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…


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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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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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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.


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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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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.


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


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


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She could cast See Invisibility.


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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.


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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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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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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.


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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.


Pathfinder Adventure Path Subscriber

There are Protean Lords.


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Lord Fyre wrote:

"Finding Haleen" is a problem?

Actually, it hasn't been. But I feel the trait is "too good". It is like Toughness and Fast Learner all rolled up into a trait, which are supposed to be half-a-feat. If I would have caught it early on, I would have just limited it to the PC getting both hps and sps, not in addition to the normal favored class bonus.


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I also feel Black Company ended in a good spot as well, even though I want to just keep reading. I would hate if he decided to do one or two more, only to have it end up like the last few Dread Empire novels. I loved the initial five (two omnibuses) but the next three were very disappointing. But if he does do it and it is good that would be awesome. I do like the world(s) and would love some more exploration of the worlds that are attached to the Glittering Plane. There is so much story still there.

I need to get back into Instrumentalities of the Night. I read the first one, then got distracted by real life and never got back to it. I recently finished the 2nd Garrett PI omnibus. I am really enjoying that series.


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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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Doh! I guess that is how a player slipped "Finding Haleen" past me ;}

I would just ask your GM on that one. I'd let it fly.


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There appears to be at least two more books in the makings :)


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One of my players is playing a monk/cleric of Desna and has been just fine.

Edit: Now I need to look at the player's guide again to find what you saw to make you think it is a bad idea.


Pathfinder Adventure Path Subscriber

Nex's Tomb:

I am placing Nex's tomb on the southernmost mounting on the isle of Kakishon. The PCs will have to stumble on it if they explore that area of the island. I am using Rogue Genius Games [url=http://paizo.com/products/btpy8rde?The-TombWorld-of-AlakAmmur] by Monte Cook.

Aliskiren cont:
The Jarl sees the exodus of Jhavul as his chance to make his move to defeat the Shaitens and take over all of Kakishon.

Obherek wants the PCs to kill the frost giants as well as the proteans.

Some of the eldest giants, as well as the white dragons, are not native to Kakishon and would have to be killed in order for the Proteans to dismantle Kakishon.

The Jarl claims he knows how to get the PCs off of the demiplane, and offers this information if the PCs assassinate Obherek. They are lying. If the PCs see through this, or refuse, the frost giants attack.

Add frost giants to the random encounter table.


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Aliskiren:
I am placing a converted AD&D adventure, The Glacial Rift of the Frost Giant Jarl because why not have frost giants somewhere in Kakishon.

Arinze - Crucible of Chaos spoiler:

I was flipping through my copy of the adventure and saw the picture of the Shoggoth and thought "Hell yeah! I need to find a place for this one."

History - Uldavai was acquired by Nex at some point when the flying city started disappearing, because of course a wizard of his power would want a flying city on his personal demiplane. Centuries after Nex abandoned Kakishon, the sorcerers of the module found the shoggoth stone and events transpired as in the module.

The Unerring Compass - One of my PCs is a Pathfinder. His Wayfinder will just happen to serve this device's function as well.

Reason for going to Uldavai - The Shoggoth Stone is acting as a counter force to the proteans ability to repair or unmake Kakishon. It wasn't a problem until Andrathi damaged the scroll and now it is getting worse because of the PCs actions. The proteans need the PCs to destroy the shoggoth stone in order for them to repair the plane, or unmake it as described in the adventure.

The shoggoth - Crucible of Chaos has a CR 15 version of the shoggoth, and the PCs have a chance the kill it at their power level, so it will be more fun just to use the CR 19 Pathfinder version. Their not supposed to fight it anyway ;)

The flying city and the return of the eaten - As described in the module, when the eaten come back they are going to want to resume control of "their" city. IMO, "their" city doesn't exist anymore because they got their whole population eaten by a shoggoth or turned into ghasts and chaos beasts; and they realize it. I'll have them return in great sadness about what they have done, accept their fate (except for Yankor), and act as advisors on how to get the flying city operational again. Why, because it will be awesome. I'll even let them get the city out of Kakishon if they think of that option.


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Jiggy wrote:
The Human Diversion wrote:
Jiggy wrote:

Wights. At CR 3, they're supposed to be a "challenging" encounter for an APL 1 party.

Except the level drain is auto-kill on a 1st-level PC (remember there's no save to avoid taking the negative level; the save is to avoid it becoming permanent a day later, but it's too late by then if you're dead).

Level drain shouldn't be on the radar for 1st level. :/

You couldn't possibly be referring to a very specific encounter of a moderately famous Pathfinder dungeon that was approved for Society play.
Ha! I actually wasn't thinking of that when I posted, but it's definitely included!

If it's what I think it is, we just lost a 1st level barbarian to a single hit from that wight.


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Throwing in quickling or two might be fun.


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Here is a copy of my character creation guidelines for my LoF game as well as a few pages from my wiki. I don't have time to include links right now.

Spoiler:

Starting city: Solku
Base of Operations: Kelmarane
Current Location: Kakishon

Character Creation
Middle Eastern names
Post your character here for review.
Abilities scores. 20 point buy. No dumping below 8 after racial mods. Except for Con, no starting stat above 19 after racial modifiers.
Hit points: As Pathfinder Society rules +1 each level. (d12=8/lvl, d10=7/lvl, d8=6/lvl, d5/lvl)
No evil.
2 traits, one must be a chosen from those in the Legacy of Fire players guide.
Posting a detailed background will warrent a bonus general feat that the character qualifies for (chosen from a list).
Posting adventure logs earns bonus 1 skill, hit point, or favored class alternative per level.
Armor: Keep in mind you are in or near a desert , as well as other hot environs for most of the campaign.
The AP is called, Legacy of Fire, so fire damage is something you might not want to focus on.
You most likely won’t have time to make use of item creation feats.
Starting wealth class average.

Classes
This AP tops out at lvl 15, but PCs may level higher.
Try not to plan builds based on certain equipment, it may not become available.
Anything on the PFSRD that is from Paizo with the following exceptions.
Alchemist: Vivisectionist needs reflavoring.
Cavalier: There is a good bit of dungeon crawl, so a large mount may will be a problem. The tactician fighter archetype would be a good way to thematically play a cavalier. Hell, I’ll let the Hound Master be an archetype. Another option is to take the Standard Bearer archetype for 4-lvls and multi with something else for all the other levels.
Fighter 4 skill points per level.
Gunslinger: Emerging guns.
Magus – SGG Vangard and ToS Spellblade may be used as alternate classes.
Ninja – call it assassin, hashashin, or Holy Slayer.
Samurai: call yourself a Mamluk (and pick a master); same mount concerns as Cavalier. The Sword Saint archetype would solve this problem. Possible masters: The Pactmasters, Pathfinder Society, Fort Longjaw, Sarenrae’s Lambert Citadel, Church of Abadar,
Hazic Kel-Kalaar, a mercenary company, city guard, or any other organization you might think of.
Sorcerer: This is a heavily genie influenced game.
Summoner: Great possibilities to be flavored with a genie theme.
Witch: May be reflavored as a Sha’ir. The familiar would be a “gen” but otherwise behave as a normal witch’s familiar. The 3.5 version of the sha’ir class can be read here to use as flavor and inspiration. You may switch the casting stat to Charisma.

Also, Advanced Class Guide classes are welocome.

Races
Core Races

Geniekin
Azer
Ifrit
Janni
Oread
Suli-jann
Sylph
Undine
Vishkanya

Other races
Android
Fetchling
Gnolls

Other 3.5 or 3rd party classes may be considered if the flavor fits the campaign.

Thematic PrCs
Balanced Scale of Abadar – from Dark Markets guide to Katapesh
Daivrate – from the Qadira companion.
Genie Binder – from this AP.
Living Monolith – from the Osirion companion; use d10 for hit dice.
Dawnflower Dervish of Sarenrae

weapons and armor wiki:

Consider flavoring weapons as middle eastern, Persian, Indian, etc…i.e. a jambiya can be considered a dagger, short sword, or kukri mechanics-wise.

Jian uses the aldori dueling sword stats and qualifies as a monk weapon(EWP).

Talwar uses the katana sword stats from Ultimate Combat.

Wiki link to middle eastern swords.
Pictures of historical Arabian weapons.
More weapons and armor.
An example of Indian armor.

Indian swords

PrCs:

Some non-core prestige classes fit the flavor of this campaign. Here are some specific ones that are appropriate.

Spherewalker

Dragon Magazine #321
Barber
Holy Slayer
Mamluk

Sandstorm
Lord of Tides

Wayfinder
Dawnflower Dervish of Sarenrae


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Not digging.


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


1 person marked this as a favorite.
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If by 'rinse' you mean 'let my dog lick all of the leftover food off' then yes, we rinse :)


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TheBest Friend trait from Jade Regent gives a +2 trait bonus to Diplomacy. I don't know if there was another trait mentioned that gives a +2.


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PSusac wrote:

I just thought of one more thing:

As a wizard you are a glass cannon. This means that if you are getting hit at all, you screwed up somewhere (Although to be fair this is not always in your control).

Ha ha that does seem to be the problem :) I've decided on a witch. I don't really feel like playing a bookish type right now. But we have another character about to die. He is about to fight the lich cleric of Asmodeus that killed me riding a skeletal tyrannosaurus and he wants to make a sorcerer so I'm also working on a warpriest. Those stats really scream to me MAD character.


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Yeah it helps. I'm mostly suffering from a lack of imagination right now which is why myost is kind of vague. Pretty much any advice will help me steer in a direction. Right now I'm vacillating between a witch and wizard.


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Sorry, 11th level. I just included my notes ported from pages .


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Hi there fellow role players, I am currently playing Slumbering Tsar and my character, an 11th level sensei seeker sage sorcerer was just obliterated. He had lasted for two levels. My previous character was an urban Druid who had died twice and whose soul is now powering our imp magician bard who is now small sized. I also played a wizard while he was dead who lasted for one round of combat before the druid (and imp) were resurrected by a wish granted by Asmodius.

What I am saying is I'm not terribly good at playing mages and am looking to the Paizo community for ideas. Our party does need an arcane caster.

Here are my rolls: 17 16 16 15 13 10

I have been looking through the various guides and will probably be taking Augment Summoning. I was thinking maybe a dwarf void elementalist, but am very open to all ideas. Thank you all very much :)

11th level Dwarf Void wizard:

Str. 13
Dex 18
Con 21
Int. 22
Wis 18
Cha 8

F 12 r 11 w 14 (+9 vs spell & spell like, +5 poison)

Glory of old
6 Feats: steel soul, spell focus (conjuration), augment summoning,
bonus feats: Scribe Scroll, fast study, opposition research

1. -
2. [Int]+1
3. [2nd Ability] +1, Prowess +1
4. {Int} +1; AC +1, Saves +1
5. [Int] +1
6. [2nd Ability] +1, [1st Attack] +1
7. AC +1, Saves +1, Prowess +1
8. {Wis} +1; [Int] +1, [3rd Ability] +1
9. [1st Attack] +1, [2nd Attack] +1, Prowess +1
10. AC +1, Saves +1
11. [Int] +1, [2nd Ability] +1, [3rd Ability] +1, Prowess +1

Spellbook

1st - 8
2nd - 4
3rd - 4
4th - 4
5th - 4
6th - 2

The party:
7th level Ogre Invulnerable Rager
9th level human evangelist cleric of Aroden (part time PC)
11th level halfling Urban Ranger 4/Ninja Knife Fighter 3/Invisible Blade 4
10th level teifling sword sage
7th level Imp (giant template) magician bard (the Druids cohort that I usually run)
8th level halfling cleric of Thamir Gixx (the halfling's cohort)

Edit: btw, our next game is Wednesday.

Edit: we do use a house rule that gives us the listed bonus found here as well as a revised wealth by level giving me 21,500 gp to spend.


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I can't remember exactly but I know I've had two haste spells run out in the same combat with a level nine sorcerer.


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When last we met, my players opened up the Scroll of Kakishon and were sucked into the demi-plane. Due to precautions they have taken, as well as suggestions from others who have played this AP, when they do escape, they will find themselves back in Katapesh where they will find Kelmarene taken over by Jhavul's forces. This leaves me in the position to add enough to End of Eternity to bring them up the the proper level. Time on Kakishon will be wibbly-wobbly.

Right now they are all 10th level. In addition, we have a new player joining us. He is going to be playing an amniastic Andrathi who lost his memory and some of his powers due to the beatdown that Jhavul gave him.

I have started laying groundwork for what I will be adding to each isle, but I have stalled a bit so I figure I'll just post my notes up here for anyone else to utilize if they wish; or for any of you to comment or contribute to my ideas. Also, there are spoilers from the Savage Tide adventure path in the spoilers.

Thank you :)

Proteans:
Instead of wanting the PCs to kill all nonnatives, they can be talked into repairing the plane. I kind of want the PCs to have access to Kakishon in case they need to evacuate Kelmarene to someplace quickly when Xotani explodes from Pale Mountain. Yes, I plan on having them fight it eventually :D

Sorror:
This is where the adventure begins.

The hydra will be advanced and have 10 heads. CR 10, Hps: 110, AC 22 (t11, ff19), Melee: 10 bites +13 (1d8+5)

Use "Here There be Monsters" from the Savage Tide adventure path Dungeon # 142

PCs land on Sorror as described in the AP and encounter the hydra, except they will land on the northwest coast opposite the waypoint. New PC joins the fight.
Use parts 1, 2, and 3 from Here There be Monsters (leave out Fogmire, well maybe)
Lahapreset contacts the PCs sometime along the Cliffs of Dread. I added a mountain ranger just above the tan portion of the island for the "Dark Mountain Pass" portion of the adventure. The cliffs on the eastern edge of the island running just north of the waypoint for about a centimeter.

Aranea's Nest - Lithira can give some information about the history of Kakishon. She knows Jhavul and his forces just left. Shaiten's are trying to take over, but there is a schism with two factions. There is an unknown third party involved (the proteans). She is a kakishon native but craves stories from the outside world.

Sarygamysh:

Use "Tides of Dread" from Dungeon #143
Phanatons - If the party makes the phanatons helpful, they will be willing to help the PCs find the Golden Ram. This gives them a +5 bonus on all survival and spot checks related to searching for the ram. The village is on the northern portion of the island. The tar pits on the line where the dark and light green meet.

Azzabes:

Use City of Broken Idols Dungeon #145

Lizardfolk - know that "The Builders" of the islands live on the "other side" of the plane. If asked, they don't indicate a direction, just know that it is the other side or under. Instead of having conflicts with skinwalkers, they had conflicts with genies (efreet and shaitens)

Rukhsana:
The Isle of the Formians

Long ago, Nex had brought a Formian queen for his menagerie. After Nex abandoned Kakishon, the pregnant queen escaped and started her brood. They took over the isle of Rukhsana, but due to the unique nature of the plane they could not dig under the waters to spread to other islands.

Encounters:
Initially they will come across a party of workers harvesting food.
Next a warrior patrol actively seeking them out.
Patrols of warriors as a random encounter.
After encountering two patrols, a hunting party led by a myrmarch searches out the PCs for destruction.

This is all I have now. When I have more time I will add more.


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You could ask your GM if you could just take another combat feat in its place. That said, 1st level doesn't last very long. 2 maybe 3 games. I'd just wait until level 2 and pick both up.


Pathfinder Adventure Path Subscriber
Ssalarn wrote:

To actually talk about the OP's topic...

I've always kind of thought it was dumb that high level skills are still bounded by silly restrictions like maximum move speed, etc.

I'd like to see characters with 20 ranks in climb have a climb speed and the ability to do things like climb a wall with their toes while fighting with a sword and shield, or characters with 20 ranks in swim have a swim speed and the ability to hold their breath for hours at a time. Characters with 20 ranks in acrobatics should be able to simulate overland flight with Hulk-style jumps, and characters with 20 ranks in Perception should be able to pierce invisibility by detecting the subtle movements of air around a hidden opponent.

I get the whole realism thing, but let's face the fact that that was already left in the dust back around 7th level. Frankly, I think it's more of a stretch to say that a guy who can benchpress a dump-truck and weave through a kraken's tentacles without ever being touched can't jump more than 30 feet ever without magical assistance.

Heck, make it 10 ranks.


Pathfinder Adventure Path Subscriber

I don't know. It seems like a rather awesome way to go as long as you are using it at the end of a campaign against the final BBEG.

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