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Depora Azrinae

kevin_video's page

Goblin Squad Member. FullStar Pathfinder Society GM. 2,364 posts (2,365 including aliases). 11 reviews. No lists. 1 wishlist. 11 Pathfinder Society characters. 4 aliases.


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Grand Lodge

Stereofm wrote:
I think the blessed ring was already in malevolent and Benign, but thank you nonetheless, as it shows good taste in your monstering. :)

I didn't even know about that until now. Looking at it, it's literally a straight up conversion from the 3.5 version, and all they did was add the Natural Armor feat twice. They also lowered the Con by 2, but increased the HD by 1. This lowers a couple of the DCs, but they left the Ability Focus. Not only that, it has no Str and Dex still. By the stipulated Monster Creation Rules, this creature is not on par with the standard creatures.

I can't say I like mine best because I'm sure someone would find flaws in it (for instance you don't actually need detect alignment because of it's soul sense), but still.

As I pointed out to Sean K. Reynolds earlier today in an email, his RPG Design Classes should be mandatory. Especially for anyone wanting to convert or make their own creatures.

Thanks for pointing that out. It's appreciated. I wouldn't have known otherwise.

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Endzeitgeist wrote:
I hope some 3pp sees your work here. I enjoy your monster-conversions! :D

Awesome, thanks. That means a lot. =D

I just hope that they're actually as balanced as I believe they are.

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Like yesterday, here's a converted creature that you can put into the game. The DC's are a little high, but then it's save for half, and it doesn't have much in the way of standard attacks, so it's fine.

This is a creature that absolutely should be found in the mushroom forest. Especially if you're playing good or neutral aligned characters. Maybe not so much for the drow. Although, that could be an interesting turn of events as well.

Of course, just because the original is large-sized, doesn't mean that's what the PCs have to find. It's more than possible to find huge-sized ones to fit larger parties.

Blessed Ring PF conversion:

Blessed Ring
CR 6
XP 2400
LG Large plant
Init +4; Senses blindsight (30 ft.), low-light vision; Perception +12
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DEFENSE
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AC 19, touch 9, flatfooted 19 (-1 size, +10 natural)
hp 76 (8d8+40); fast healing 5
Fort +11, Ref +4, Will +5
Defensive Abilities plant traits; Immune acid
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OFFENSE
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Speed 0 ft. (immobile)
Space 10 ft.; Reach 0 ft.
Special Attacks acid spray (DC 19), digest (DC 19)
Spell-Like Abilities (CL 8th; concentration +7)
Constant—detect alignment
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TACTICS
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Combat The blessed ring does not enter combat directly, but if attacked in dome form, it sprays acid to defend itself. If attacked from the inside, it begins to digest the attacker.
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STATISTICS
----------------------------------
Str 10, Dex 10, Con 21, Int 1, Wis 12, Cha 9
Base Atk +6; CMB +6; CMD 16
Feats Alertness, Improved Initiative, Iron Will, Lightning Reflexes
Skills Perception +14, Sense Motive +3
SQ soul sense
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ECOLOGY
----------------------------------
Environment temperate forests
Organization solitary
Treasure none
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SPECIAL ABILITIES
----------------------------------
Acid Spray (Ex) The blessed ring defends itself by spraying attackers with a 15-foot cone of acid as a standard action. The acid inflicts 8d6 points of damage (Reflex half). The save DC is Constitution-based.
Digest (Ex) If the blessed ring detects an occupant that is evil, or if it is attacked from the inside, it attempts to digest all within its dome as a standard action. Creatures within the dome are heavily sprayed with acid, inflicting 8d6 points of damage (Reflex half). After four rounds of digestion, all items within the dome risk dissolving. Attended or magical items can make DC 19 Fortitude saves to survive; determine which of a character's items are affected as when rolling a natural 1 on a saving throw against a magical attack. The save DCs are Constitution-based. When the dome recedes after 8 hours, no trace is left of anything digested by the blessed ring.
Anyone attempting to break through the dome must deal damage equal to one-third of the dome's total hit points (25) in order to make room for a Medium creature to pass through. As the dome heals 5 hit points per round, this is more difficult than it sounds.
Soul Sense (Su) Five minutes after its dome is formed, the blessed ring uses this ability to determine the alignment of everyone within it and whether or not they are pure of heart. If it detects any evil-aligned creatures, the blessed ring attempts to digest its contents. It is possible to fool the ring with spells such as undetectable alignment.

To the weary adventurer, the blessed ring is a gift from the gods. Although rare, these simple rings of common toadstools can be found scattered throughout the wilderness. They are distinguished from normal mushrooms by their perfect ring pattern on the ground and the odd lack of plant growth within their circle. Close inspection reveals nothing special about the ring, but if any living creature lies down within the circle and remains still for 5 minutes, the ring begins to grow up around it, quickly forming an impenetrable dome of mushrooms roughly 10 feet across and 5 feet high. This dome can comfortably hold four Medium creatures. Anyone within the dome can rest completely protected from the elements, as well as from any marauding predators. After precisely 8 hours, the dome recedes, and within 1 minute, only the original ring of mushrooms remains.

There is little chance that anyone within the dome may be disturbed, as any attempt to attack or harm the dome during these 8 hours (whether from the inside or outside) earns the offender a spray of powerful acid.

The blessed ring is, however, something of a mixed blessing--five minutes after the dome is formed, the fungus uses its soul sense power on everyone inside of it. If anyone within the circle is evil, the blessed ring attempts to digest everything within it. Creatures trapped inside have only a few rounds to cut themselves out before they become fertilizer for the blessed ring.

Campaign
The standard use for the blessed ring is as a safe place for good or neutral adventurers to camp in the wilderness. How the heroes find out how to use the campsite is the challenge before them. The most common way is to have an NPC tell the players about the ring. If the PCs are passing through a dangerous wilderness, a trusted friend may explain to them its location and use.

Characters with the Knowledge (nature) skill can make a DC 18 check to recognize a blessed ring for what it is. Another way to tip the heroes off is to mark the ring on a map that the players find. Perhaps someone has scrawled "Safe camp here, Blessed Ring" on the map. Allow the PCs to figure the rest out on their own.
A less common use for the ring is as a rite of passage for certain tribes or religions. A clan of druids may require all new aspirants to stay a night in the blessed ring in order to prove their purity. Some primitive tribes also use the ring as a rite of passage into adulthood or as a final test for a new chieftain.

Of course, the heroes may find their own use for the ring. Perhaps they can trick an enemy into lying down in the ring, or maybe they can use the ring to destroy an evil magical item or artifact. The ring is as useful as it is deadly.

One last word of caution: Trust. It is quite an act of faith to lie down within the blessed ring with another person— make sure you know them well!

Original 3.5 version
[IMG]http://i124.photobucket.com/albums/p8/cybervid/Blessed%20Ring%203.5%20versi on.jpg[/IMG]

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The only question I have about this book is, will it have Simple Class Templates like the previous Monster Codex, but with stuff from the APG, UC, UM, and ACG?

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carborundum wrote:
Hahahaha! I can just see their faces :-)

I do still recommend the "Called" aspect if he's caught unawares.

I can only imagine what insanity is going to happen.

Keep an eye out for my upcoming blog update. If you read the earlier posts in this thread, you'll have seen the NPC already, but I added an inquisitor/ranger by the name of Clifford Gates. He's been hunting the PCs down since their escape.

Grand Lodge

carborundum wrote:
** spoiler omitted **

Don't know how sold you are on the previous suggestion, but I do have

Option B:
You could ignore everything I put in the previous entry, and instead give Lord Havelyn a Horn of Vahalla. Probably the Iron or Bronze if your party is overly powerful, or the Brass if they're average. I wouldn't waste time on the Silver. The 50k is a bit pricey, BUT in Classic Treasures Revisted, we learn that there's an aligned version that costs 45k, and it can summon LG barbarians. Seems like an impossibility, but because they're constructs they won't lose their abilities. Also, Classic Treasures has the stats of each barbarian colour. Just depends on what you want to do for encounters.

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carborundum wrote:
** spoiler omitted **

Spoiler:
You might not like it too much, but increase the wealth of the paladin. At current, his gear is worth 10,487 (437 gold more than his standard wealth). A PC of that level is 46k.

I suggest these changes:
1) The armor has the Called property from 3.5 Magic Item Compendium (+2000g). If you're not sure what this does, think Thor's hammer.
2) Make Ballinger a +1 legendary sword (PDG Legendary Items). It'll only be worth +1 to the party, but it'll have a few nasty surprises for them in Lord Havelyn's hands. Maybe it's a lesser version of the Holy Avenger. Your call how you want to design it, but stay within the rules.
3) Add +1 aristocrat level for 10 HD. This gives you a boost for the above Legendary Item suggestion.
4) A paladin without a mount? This simply won't do. Standard action to bring out and summon his Obsidian Steed to battle.
5) Add in a stone of alarm if they plan to get him his own room, as well as a potion of see invisibility. At the very least, he shouldn't be caught with this pants down.
6) Finally, he's a lord. Give him a signet ring of protection +1.

That should be close enough to making him a bother for the PCs. At the very least, he can't be caught with his pants down.

Grand Lodge

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So I had mentioned before, that the cavernoivore would be a great monster to add to this, however, it was 3.5 and not yet converted. Well, I was bored last night and that's exactly what I did. This was much more difficult than I thought it would be because 3PP creations sometimes go way out there for mechanics. This was no exception. Also, it now had to conform to the PF Monster Creation rules set forth by the bestiaries. I'm relatively confident in my skills for this, as Sean K. Reynolds himself taught me how to properly read the tables, and what I should do when it comes to creation. Passed his online class and everything. *thumb's up*

So, here's my take on it, as well as the original (minus the second page that mentions the luminescence requiring a Spot check to determine if it's real or not, and the "Campaign" info).

And yes, I have no problem if Gary takes this. He's welcome to have a more expert-like person go over it with a fine tooth comb.

Considered putting it up on my blog, but figured I'll just put it here. Most people would be likely to see it. I'll probably put it up on my blog later.

Cavernoivore PF conversion:

Cavernivore
A huge and hungry underground reptile appears. Its large and ferocious maw, completely filled with sharp and jagged teeth, also has three luminescent tendrils which extend from its head and give off light.
CR 12
XP 19,200
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +17
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DEFENSE
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AC 27, touch 10, flat-footed 26 (-2 size, +2 Dex, +17 natural)
hp 162 (12d10+96)
Fort +16, Ref +11, Will +6
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OFFENSE
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Speed 40 ft., climb 10 ft.
Melee bite +22 (4d8+18) and 2 claws +22 (2d6+6)
Space 15 ft.; Reach 15 ft.
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TACTICS
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Combat The cavernivore is a lazy beast and prefers to lie around and let its prey come to it. Consequently, it prefers to attack from a position of surprise.
As creatures close in on the cavernivore's location, make a Perception check for the cavernivore. If successful, it maneuvers its tendrils so that they remain out of sight. If the cavernivore fails its roll, creatures can identify the light source as a tendril with a successful DC 20 Perception check. If this roll is failed, the party is surprised when they turn the corner and come face to face with the creature. Unless creatures make a genuine effort to move silently and without a light source, the cavernivore is probably not surprised by their presence. For its surprise attack, the cavernivore uses its Power Attack feat to attempt to finish a victim off in one cruel bite.
Once in melee, the creature attacks with its powerful jaws, as well as its strong claws. Its light tendrils offer it little advantage in a fight, so it retracts them to ensure they are not injured. It uses its Power Attack against less armored opponents in order to kill them off sooner.
If its prey flees the battle, the creature only pursues if it has not downed a single victim. Otherwise, it stays and expends its energies eating and digesting those left behind.
----------------------------------
STATISTICS
----------------------------------
Str 34, Dex 14, Con 26, Int 5, Wis 11, Cha 13
Base Atk +12; CMB +26; CMD 38
Feats Alertness, Blind-Fight, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Climb +24, Perception +17, Sense Motive +2, Stealth +16; Racial Modifiers +8 Climb, +8 Perception, +12 Stealth
SQ luminescence
----------------------------------
ECOLOGY
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Environment underground
Organization solitary or pair
Treasure standard
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SPECIAL ABILITIES
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Luminescence (Ex) The cavernivore has three long and flexible tendrils ending in luminescent glands. These glands give off a weak but constant full spectrum glow, each shedding bright light to a range of 30 feet and shadowy illumination to a range of 60 feet. The light resembles sunlight, but does not adversely affect sunlightsensitive creatures. The cavernivore cannot turn off or extinguish these lights, but it can cover its tendrils with its body as a move action and completely smother the light. It cannot hide unless its light is concealed. The tendrils can be targeted with sunder attacks. Each has 8 hp (separate from the cavernivore’s total hit points).

The creature has full control over these appendages, which can stretch out as far as 15 feet. The cavernivore spends its time deep underground, using its natural light source as a lure to lost visitors who are desperately seeking a path to the surface.
Cavernivores like to lurk around sharp corners in deep caverns. They hide their bodies around a corner, while their light tendrils extend into the main passage, giving the appearance of weak sunlight filtering through from above. When it hears prey approach, the monster slowly pulls its tendrils back around the bend in order to keep up the appearance of natural light. If all goes as planned, its victim is in for a nasty surprise when confronted with a solid wall of teeth.

A pursuing cavernivore is extremely terrifying. It moves at great speed through most caverns, and can climb better than most adventurers. The best way to elude one is to find a passageway too narrow for it to enter.

Campaign
This creature is at its best when used underground to lure a lost party of adventurers into its gaping maw. However, adventurers are not likely to fall for this trick more than once or twice. But there are other possibilities.
The cavernivore is famous for its light glands, which continue to glow for up to a week after the creature is killed. These glands are extremely valuable in spells and items that generate light or protect against the undead. If fresh, or preserved magically, the glands fetch a high price from the right buyer. Certain powerful items, such as the hammer of the sun, cannot be made at all without the glands of these creatures. Adventurers may need to make a quest underground in order to collect the materials to manufacture some important device. Of course, if the journey back takes more than a week, the party must solve some difficult issues with keeping the creature alive so that its glands can still be used for item creation.
As these creatures are relatively dim, they are occasionally dominated by other races. Urgoda, for example, have been known to bind these creatures and use them as guardians for their strongholds.

Original 3.5 version
[IMG]http://i124.photobucket.com/albums/p8/cybervid/Cavernoivore%203.5%20version .jpg[/IMG]

Grand Lodge

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Here's WotW part 5b with the three NPCs.

Sorry for the bland formatting. Tumblr's acting strange tonight. I got it as best I could.

Grand Lodge

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DragoDorn wrote:
Stats, please.

Will definitely do that once I get back to town.

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Changes I made to WotW--Book 1, part 5. This is solely a write-up that I did for the side-quest "Lost Island of Taane-Thak" as suggested in the back of Book 1.

EDIT: Anyone who wants the NPC stats, let me know, and I'll do another entry specifically for them.

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Still checking in. Haven't forgotten.

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I was thinking that was a harpy.

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James Jacobs wrote:
Size probably SHOULD... but the fact that gear (including poison) is balanced in the game by its cost means that size actually cannot play a part in it unless you want to risk breaking your game's economy. And in fact, it's due to that sort of complication that there AREN'T official poison harvesting rules in the game.

Hmm. That is very important information. Thanks.

Grand Lodge

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James Jacobs wrote:
kevin_video wrote:

Hey James. Hope you're able to catch up on any missed sleep from the con.

Got a question about harvesting poison. I saw in a very old post that you did, that you've allowed players to harvest poison from defeated creatures. I've looked around for specifics, but have only found some old rules from Dragon 349 and Book of Vile Darkness. As well as milking poison from Drow of the Underdark. I'm hoping in the near future that Paizo will have their own rules on how to harvest and milk poison for when the evil adventurers come out to play.

Now, what the three above sources do NOT tell me, is the amount of poison you get from a creature, regardless of whether or not you have a successful check. What's your ruling? Right now, on a successful check, we're playing around with the idea that a small creature gives 1 dose, and you can get 1 additional dose per size category larger. So, a colossal scorpion could give up to six doses. This requires 10 minutes of work, each.

Keep in mind that if you allow PCs to harvest poison... poison has a gp value. The amount of poison you allow them to harvest should thus be in line with what a monster's CR and treasure suggest. AKA: If a monster should have 500 gp of treasure, and you allow poison harvesting, you should allow the PCs to harvest 500 gp of poison from the creature.

That's a good baseline to have, but size should play some part in it. Chances are you wouldn't get 500 gold worth of poison out of a small creature as opposed to a huge creature, even if their CR is equal.

Grand Lodge

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Hey James. Hope you're able to catch up on any missed sleep from the con.

Got a question about harvesting poison. I saw in a very old post that you did, that you've allowed players to harvest poison from defeated creatures. I've looked around for specifics, but have only found some old rules from Dragon 349 and Book of Vile Darkness. As well as milking poison from Drow of the Underdark. I'm hoping in the near future that Paizo will have their own rules on how to harvest and milk poison for when the evil adventurers come out to play.

Now, what the three above sources do NOT tell me, is the amount of poison you get from a creature, regardless of whether or not you have a successful check. What's your ruling? Right now, on a successful check, we're playing around with the idea that a small creature gives 1 dose, and you can get 1 additional dose per size category larger. So, a colossal scorpion could give up to six doses. This requires 10 minutes of work, each.

Grand Lodge

With writing up the show PCs for the convention, I couldn't help but notice a lot of lacking for them. Character creation was much easier for me when I did up the dwarves.
Also, why at 1st level do the drow get bless when they fight together, and prayer at 5 HD, yet nothing after? I'd think both bless and prayer when they fight at 10 HD, and then mass aid at 15 HD.

Just my two cents.

Grand Lodge

carborundum wrote:

Wow, that sounds fantastic! Shame he got bogged down in whatever he's up to. Maybe one day :-)

Now back to the original thread!

In Aldencross is an alchemist's and a shop with minor magic items. They are going to be SO looted by the party in a few days, game time. I have a fairly boring list of stuff prepared, but has anyone made use of 3pp pdfs and the many other Paizo books to give the party some fun items?

I always use the Legendary Items from Purple Duck Games with my groups (as per my blog). It's nice to give them items that they want, granting abilities they want, and it helps alleviate low wealth adventures, or modules that are only made for a group of 4. Other than that, I mainly use the 3PP magic spells, especially for clerics. I've brought back a few 3.5 items from the Magic Item Compendium, as well as stuff my players have found in the Dragon Magazines. If I think it fits, or it thematically fits their character, I'll try to work it in.

Grand Lodge

carborundum wrote:

Why on earth is it someone's fault? If see it as a compliment, proof there's a market. This thread alone is one of the busiest on the forums. I certainly didn't expect Mr. McBride to have churned out eight evil APs by himself by now. (The next darklands chapter would be welcome of course but that's for another thread.)

And anyway, how many "good" APs are there? Why should a company with a stable of top writers copy the one evil AP - which they will all have read and which they have been selling in their shop for a few years?

It's not like there aren't any more tropes to explore!

According to Gary's original timeline, he had three APs in the works: Way of the Wicked being completed, Throne of Night, and then a sequel to Way of the Wicked where you play the descendants of the first AP but are now spreading the evil throughout the world starting with an uncharted island. If everything had gone according to plan, then the third AP would have been completed by the end of this year.

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Axial wrote:
I was just at the Paizocon preview banquet. The next adventure path after Hell's Rebels...is called Hell's Vengeance, in which you play as evil characters loyal to Asmodeus. Hmm...I feel like I've seen this before. :)

Yeah, I saw that on Facebook and kind of facepalmed. Given that Jason Bulmahn on co-writer with Gary on books 4-6, I'm curious on the similarities.

Grand Lodge

Hayato Ken wrote:

Yeah the slayer should cover stealth and traps actually.

Manipulation and CHA are more important at this point i guess.

Yeah, it just depends on what you're wanting. I didn't suggest slayer only because trapfinding can't be taken before 2nd level, and the DCs are INT-based.

carborundum wrote:

Kevin - thank you. Organic, believable, doesn't mess with the difficulty.

(Can't think straight the last few weeks - young baby = sleep deprivation)

Yeah, having a kid can rob you of a lot of things. Just remember that everything has to balance out. In an upcoming blog entry, I'll show that I did play with things a bit because I had such a large group, but I gave extra VP to accomodate too.

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@Hayato -- For your group, I think someone should be the sneak. The unchained rogue would be the best to go with, but failing that, do a ninja for the CHA usage, and swap out poison use with trapfinding.

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Hayato Ken wrote:

We´re starting this tonight and i´m still thinking about what character to play. Was thinking a kitsune with realistic likeness might be great fun and thought of several opportunities there:

-antipaladin
-arcanist occultist
-mesmerist

What do you think would fare the best?

If you go with antipaladin be sure to use the Lord of Darkness archetype made specifically for this AP.

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carborundum wrote:
** spoiler omitted **

spoiler:
Most definitely not, no. You have to think more practically.

Remember that Balentyne is the best of all the forts along the river. If it falls, the others are easy by comparison.
Think of it this way. Balentyne is lead store in a chain. It's always had the best managers and the healthiest of staff. If you lose three managers: one had an affair with another's wife so the other had him killed, and the third is suddenly a no-show, do you sudden ask for another of the chain stores to give up 2-3 of their managers? Especially when you've got an outbreak going on? No. Firstly, you know they're going to see you as a laughing stock because now one of them get a chance at being the super power. If anything, they'd send in men with radiation suits to cleanse the disease, and then dethrone you because you obviously can't handle your position and everyone in the tower gets replaced. Secondly, you always hire within first before looking outward. You have 90 soldiers. Surely one of them is captain material. So you have them try out for the now open positions. Lord Havelyn himself would look over the proceedings.

Now, can outsiders try out? Only if they know about it. Chances are this is going to be an inside-only knowledge as they're going to want to keep things quiet. Regardless, this is going to take time.

Here's the thing though. Again, you're making it harder unnecessarily. You have Victory Points to gain in a short amount of time. What do you do when you suddenly bring in more captains and purposely push back the PC's timeline? You're raising the bar on required points needed, decreasing the time they'll have, and making it more likely that they'll fail and end the campaign prematurely.

This is what I suggest:
- Have the soldiers train and try out for the positions of captain. This changes a three of them from warrior 1 to fighter 1 with elite stats. As such, change the VP for those three into 1 just for them. Instead of 1 VP for five soldiers (I suggested 1 VP for four), make them 1 VP for the group.
- If they're really that concerned that they're being taken out by an "obvious" attack then have more guards posted at a time, and make Lord Havelyn more active. At least until things "turn out" that it's just a coincidence. The PCs might have to lay low for a few days so as to not confirm suspicions.
- Have the cleric and acolytes spend a lot of their time creating tonics that will help boost the immunity systems of those who are still on duty. Some of the soldiers will be pulling double shifts now, so they'll be more likely to fatigue or come down with something. In game, this would essentially give them +2 vs. disease and Endurance for up to four hours.

Grand Lodge

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carborundum wrote:

Whoah - there's some great stuff there! Thank you :)

Now I want to start over :)

** spoiler omitted **

spoiler:
I guess my first question is, why was it "obviously" an attack? Did they do an investigation? Did the cleric suddenly have higher level divine scrolls that told him so? How'd they get those scrolls when no one has access to them? If they somehow do, why do they have those scrolls? The most they've had to deal with the occasional bugbear attack which they take care of in seconds, but they have the means to immediately know when Asmodeus is knocking on their door when they haven't had to worry about that for a number of years?

The focus here is you're supposed to make them completely unawares. They're supposed to feel safe in their impenetrable fortress. Now, things are starting to go awry, and immediately they're conspiracy theorists with the means to prove that they're right? That's kind of heavy handed. And unless you're faking the rolls and saying that Mitra is always divining with a 100% chance instead of the actual 70%+1% per CL, that's even more heavy handed.
I don't know the whole deal. I'm just reading what's there. I know if I was a player I'd be questioning you on the side about what's going on. Right now I'd you've painted yourself into a bit of a corner.

Tactitus wouldn't leave his tower unless his life depended on it.

Make everyone do it the old fashioned way with Sense Motive. No scrolls. They're not listed so don't add them just to make it even harder for the PCs. That's not right. If you're going to do that, increase the CR and give them the XP owed to them.

I wish I had some advice, but I've got nothing.

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Had a bit of free time, so I made sure to use it wisely. Changes I made to WotW--Book 1, part 4.

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Nyaa wrote:
How many days did it take your players to completely clear Horn? Where did they rest? I've counted 8 to 12 CR6 encounter equivalents, which amounts to 2 to 3 adventuring days minimum.

Mine did it in two days. They either accepted challenges or the diplomacer got people to back off for the time being.

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Nyaa wrote:

I'm contemplating false priest sorcerer for this campaign, but I somehow doubt The Church sells scrolls. Who would buy them in Talingarde? Maybe they will sell or even give them for free to the fellow Mitran? rolls bluff

Well, if nothing works, guess I can resort to good old robbery I guess.

Book 2 will have an option for you.

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JohnHawkins wrote:

Kevin

Just looked at your blog , one thing which I noticed as my party just did the nine tests is the wealth issue. When my players started the test they had about 950 gp each based on looting Brandescar Prison which is pretty much the correct WBL.
After the tests (even with slight generosity) they are only on 1850gp which is low but should increase on their journey north.

And it's exactly why I brought it up. They shouldn't be rolling in it, but they should each have around 3k in stuff. It's for that reason that I said that they should find treasure with literally their names on it. It's also why the two rooms should be swapped.

Grand Lodge

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Apologies for the lateness. Here's Changes I made to WotW--Book 1, part 3.

I already noticed one person "liked" the entry, but it didn't fully save when I sent it. I've gone over it, and updated it a bit.

Grand Lodge

Lava Child wrote:

Hi all, there's a great release for Pathfinder that has a ruined dwarven citadel infested with derro and worse, that is absolutely integratable into a underdark game. I did update it for the company, but that was after I ran and loved it. Levels 8-12. Check it out!

http://koboldpress.com/kpstore/product/halls-of-the-mountain-king-for-pathf inder-rpg/

Link was invalid for some reason.

Four-Yark-Four!
Yark! Page has fallen into a trap!

No Results Found
The page you requested could not be found. Try refining your search, or use the navigation above to locate the post.

Went in and fixed it though.
Halls of the Mountain King.

Grand Lodge

Andrew Betts wrote:

This is not true. From the declaration of product identity and open content for this book it states:

AP 62 wrote:


Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

That spell would be perfectly legal as long as it is properly referenced in the section 15 of their OGL product.

I mean if this wasn't possible, how would Rogue Genius Games just release a book of 700+ feats from the various Campaign Setting, Player Companion, Adventures, etc in print and PDF?

Basically, anything on the PRD site is legal. Essentially. You're linking only part of the information. People who want to know what's legal to reproduce are best to check out #15 Copyright Notice. This is what 3PP such as Purple Duck Games, are limited to which are guaranteed to be allowed. Anything else they need to be given permission from the individual author, or the OGL on the back page specifying that the specific content you're wanting to use can be replicated.

As for Rogue Genius Games, Owen Stephens is part of that group, and he now works for Paizo.

Grand Lodge

DragoDorn wrote:
kevin_video wrote:
For those interested, End zeitgeist reviewed my encounters pdf, for those who want to read it.
Link?

Sorry about that. Was on my phone when I wrote that so it was more difficult to do that.

Link

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For those interested, End zeitgeist reviewed my encounters pdf, for those who want to read it.

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2 people marked this as a favorite.

Endzeitgeist reviewed the pdf and gives it 3.5 stars. Not bad for my first try. Many thanks for the review.

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Galnörag wrote:
just stumbled on this years Free RPG Day site, and while discovering I have no local stores participating this year, you guys had to go and include this awesome sequel, I guess I'm driving 60 km for it :)

If our local store doesn't get it in the end, I'll have to drive 320 km to the nearest game store.

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Albatoonoe wrote:
kevin_video wrote:
Not needing it to sing and dance. Just wanting the animal companion so I can make use of the PFS boon.
Would this work for you? As marked by the name, it is PFS legal. It's from the book "Faith's and Philosophies". Two feats and you have an animal companion.

No. It specifically states no bears.

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Kalindlara wrote:
kevin_video wrote:
brad2411 wrote:
xavier c wrote:
What are all the archetypes, feats and spells
** spoiler omitted **
I was afraid that the bard would get shafted yet again. >_<

You're the Bear guy, right?

Have you considered the Druid variant multiclass? It's a slow build, and not available everywhere, but it's an option. ^_^

Too high of level in PFS for it to be viable. I would have happily retrained to be an archetype that'd let me keep the bear.

filgaiasguardian wrote:
I wouldn't say shafted! They did get some interesting teamwork feats that boost their performances. Unfortunately, in my quick look through I didn't see any ursine-like cohorts available, much less ones that can sing and dance. =(

Not needing it to sing and dance. Just wanting the animal companion so I can make use of the PFS boon.

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brad2411 wrote:
xavier c wrote:
What are all the archetypes, feats and spells
** spoiler omitted **

I was afraid that the bard would get shafted yet again. >_<

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David Neilson wrote:
Certain Barbarian, Bloodrager, and Warpriest archetypes get Animal Companions.

Barbarian already got an archetype, mad dog, in a previous book.

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What classes other than the wizard, cavalier, and alchemist gain animal companions?

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Looking it over, mainly because the Predator is one of my absolute favourite iconic monsters, I'd have made these small changes to make it more accurate for its CR (as it is right now, it's a CR 6):
- increase CL to match HD instead of -3 CL. This changes the scorching ray attack to be 2 shots of 4d6, giving the 22 low average damage. (see above for damage.)
- increase to 9 HD to give it 85 HP (Monster Creation Rules say 85 is what a CR 7 monster should have if it doesn't have regen/DR/fast heal). This increases their Last Laugh by 1d6.
- With 9 HD, give Double Slice feat for klar to get full Str (damage needs to average between 22 to 30 a round).
- adamantine star knife for a secondary ranged weapon.
- increase Dex to 19 for Ref 10 and 20 AC (for CR 7 creatures).
- improved invisibility SLA 3/day (predators don't appear after attacking someone)
- Racial Modifiers +4 Stealth

I am curious as to where the +5 armor bonus comes from. Chain shirts are only +4. Also, the DC 18 on its Last Laugh. Is it Con-based?

For Nightmare Creature I would have added the Common language, or Tongues at-will as a succubus. As it is right now, it's talks gibberish to its victims.

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For the Nightmare Stalker, I swapped out the war razor for an individual cat claw looking spiked gauntlet.

This is really cool, and well worth the money. I too would like to see a sequel.

For horror movies, I'd say take inspirations from: Gremlins, Christine, Cujo, Child's Play, Jaws, Hellraiser, Ring, Aliens, The Descent, The Fly, Halloween, The Day of the Triffids, Pumpkinhead, The Pack, The Critters, Silent Hill (Pyramid Head), Terminator, Jeepers Creepers, The Brood, The Thing, Candyman, Texas Chainsaw Massacre, Hatchet, The Omen, Audition, and Trick 'R Treat.

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JohnHawkins wrote:

Out of curiosity what have other people done with Squire Timeon. One of my players had made a project of converting him and will probably succeed.

Has anyone put any thought as to where he comes form near Ballantyne as I expect my players will want to look into it and it may be useful to get anyone elses ideas

We had an antipaladin in our group, and they broke his mind. Eventually he gained levels in herald squire.

As for where he came from, I just had him come from Balentyne in general. He gave up the secrets quite quickly just to be left alone, but they wanted him to be theirs. I had his parents, and most of the servants, away on business. There was just a skeleton group left to maintain the manor, and welcome everyone for dinner. I looked up the noble NPCs to see what treasure might be laying around the manor house for the group to take, but there wasn't enough important stuff for them to bother with.

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Secane wrote:

My local community center's tabletop gaming group is planning to celebrate Free RPG Day with a full day event. Would We Be Goblins Free! only be available as part of the Free RPG Day kits for retailers?

Or is there a another way we could access and run it before July 1st?

We're also hoping to run this during the FreeRPGDay all-day event at our local gaming store. We're just not sure he was able to get his store registered in time or not. Regardless, we're stocked.

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Had to do some searching, but I did eventually find the product page.

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It's likely he won't be due to the timing of each book compared to their release.

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I'm hoping that this will add some more options for the Advanced Race Guide builds.

Grand Lodge

Apocryphile wrote:
Your bard can already get Animal Companions using the feats in Faiths and Philosophies.

Sorry, let me be more specific. I need access to a bear animal companion for a bard. F&P doesn't give that with Animal Ally.

Grand Lodge

Now that the subscription has been released, can someone who gets it PM me if bards get an animal companion. If it does, I'm totally buying it

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