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Kobold

uriel222's page

Pathfinder Society Member. 551 posts (575 including aliases). 3 reviews. 1 list. 3 wishlists. 5 Pathfinder Society characters. 2 aliases.



Frequently Unknown Rules (through post 400)
Frequently unknown rules

including summary from:

Things you might have missed

Format is a bit messy...running against the clock or resort. Will repair on next iteration. Now in order by Type of Change (new to PF, always like this, etc.) and then by CRB chapter.

Change from SRD/D&D to Pathfinder (includes brand new to PF)
Races
1. Elves sleep, but are still immune to magical sleep.

Classes
1. Class HD changes in many areas.
2. Barbarians rage x rounds/day instead of x times/day
3. Bardic performances no longer based on Perform skill (other than Countersong and Distraction) and the bard can do other things while performing without interrupting a performance, such as cast spells. In SRD/3.5, a verbal performance would be interrupted by spellcasting.
4. Bardic Knowledge is changed. Bards get bonus to knowledge checks and can use untrained.
5. Clerics don’t get heavy armor proficiency, get proficiency with deities favored weapon, and need a feat to turn undead.
6. Fighters can retrain bonus feats.
7. Monk flurry of blows different.
8. Paladin double of smite against some creatures is on first attack only.
9. Caster level for ranger and paladins is class level –3 instead of class level/2.
10. Ranger favored enemy bonus applies to attack rolls as well as damage.
11. Cantrips and orisons are at-will
12. Uncanny Dodge changed: character with uncanny dodge is not flat-footed.
13. Wizard specialists can now take spells from their opposed schools, but such spells cost two slots to prepare. All wizards, whether specialist or not, gain abilities at levels based upon their specialty.
14. Wizards can opt to have a bonded object instead of a familiar. A bonded object provides various benefits for use and penalties if unavailable.

Skills
1. Concentration is no longer a skill. New mechanic makes it tougher for multi-classed characters.
2. Stealth/Perception changed in multiple ways from multiple skill set in SRD.
3. Alchemical items no longer require CL1 for some items.
4. Blind creatures use Acrobatics check to move faster than half speed else prone. Cannot run or charge.
5. Animals do not gain armor proficiency via any form of trick training. The animal type description text regarding trained for war leaves the discussion as well. Armor proficiency for animals is obtained through feats.

Feats
1. Many Shot and Rapid Shot can now be used together.
2. Dodge applies to all opponents, not just one specified opponent.
3. Improved Trip and Improved Disarm split into a feat tree (Improved and Greater)
4. Grapple works differently. Some highlights: grapplers no longer share space. Ranged attacks into a grapple no longer risk hitting the wrong target. Grappled creatures threaten surrounding squares and can attack into them (at –2 to hit). Effects on AC and sneak attack are debated (see below). Effectively, while changed, grapple is still problematic.
5. Power Attack, Cleave, Greater Cleave, and Combat Expertise all different.
6. Track is no longer a feat
7. Far Shot halves range penalty instead of increasing range.
8. Mounted Combat now uses immediate action rather than 1/round language.
9. Animals do not gain armor proficiency via any form of trick training. The animal type description text regarding trained for war leaves the discussion as well. Armor proficiency for animals is obtained through feats.
10. Vital Strike feat is a standard action. It cannot be used as part of a full attack, charge, or spring attack.

Equipment
1. Spiked chain no longer has reach.
2. Weapon enhancement bonus (the plus portion, not the cost equivalent) overcomes various DR at different DR than just magic.
3. Mithral weapons count as silver for overcoming DR/silver.
4. Mithral armor now requires proficiency in original type of armor, not just resulting armor.
5. Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

Additional Rules

Combat
1. Anything that improves attack rolls improves CMB, including weapon feats if using weapon for the special attack.
2. Sneak attack and critical damage applies to many additional creatures, including undead and constructs.
3. Characters can draw a weapon during a charge, but can only charge a single move distance and must have a BAB of +1. If charging a single move distance due to being restricted to a single action (surprise, slow, etc.), charging character must have Quickdraw to draw a weapon in the same round as a charge.
4. Stabilization and death changed.
5. Blind creatures use Acrobatics check to move faster than half speed else prone. Cannot run or charge.
6. Initiative is rolled prior to the start of surprise round for all combatants. In SRD/D&D, surprised characters do not roll initiative until after the surprise round is over.
7. If damage is less due to strength penalties such that damage would be less than 1, the damage in PF is 1 point of non-lethal. In SRD/D&D, the damage is reduced to 1 point of lethal.
8. Sunder can be used as a tactic that is not self-defeating for loot-loving PCs. Minor repair magic, such as mending and make whole, are more useful as a result.
9. Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

Magic
1. Concentration is no longer a skill. New mechanic makes it tougher for multi-classed characters.
2. Polymorph school spells have changed. See polymorph spells and specific spells, such as alter self.

Spells
1. Many save-or-die and save-or-suck spells have re-saves or more limited effects.
2. Cantrips and orisons are at-will
3. Gate spell changed from 2x level to 1x CL in terms of HD called/controlled.
4. Detect (alignment) spells work differently. They do not detect alignment auras at low hit dice, and can register based upon intentions rather than actual alignment or deeds.
5. Harm spell explicitly cannot reduce hit points below 1, whether the save is made or not.
6. Celestial and Fiendish templates, such as used with summon spells, do not advance Intelligence to 3. This reduces communication options related to language.
7. Summoned creatures cannot use spells or spell-like abilities that require expensive material components. Expensive material components are typically those that would need to be tracked with a cost of 1gp or more.
8. Protection from evil grants a resave at +2 and does not automatically suppress ongoing effects.

Prestige Classes

Gamemastering

Environment

NPCs

Magic Items
1. Magic item creation vastly changed. Note that there are various disagreements about exactly how it works, particularly with reference to prerequisites; those discussions are outside the scope of this document.
2. Magic item creation no longer uses XP.
3. Market Value of Magic Items (Language Pending)
4. Indentification of magic items changed significantly (see detect magic, identify, Spellcraft, and Perception)
5. Scrolls take a standard action, but longer if the spell contained has a longer casting time. (This may have been added in D&D add-on material as well, such as Rules Compendium).
6. A character can make a magic item without being a spell caster through the Master Crafsman feat.
7. Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

Appendices and Monster Rules
1. Poison rules incorporated into affliction and changed significatly; poison tougher all around.
2. Natural attacks changed. Creature can have multiple primary attacks.
3. Regeneration is simpler. See universal monster rule for regeneration.
4. Templates changed in many ways.
5. Incorporeal creatures take 50% of damage of effective attacks instead of only being affected for the full amount 50% of the time.
6. Ability damage results in a penalty for every full –2 damage. The result of such penalties are limited in scope depending on the ability. Contrast with ability drain.
7. Ability drain is required before losing benefits from skill points and ability prerequisites required to qualify for feats and prestige classes. Contrast with ability damage.
8. Animals do not gain armor proficiency via any form of trick training. The animal type description text regarding trained for war leaves the discussion as well. Armor proficiency for animals is obtained through feats.
9. Celestial and Fiendish templates, such as used with summon spells, do not advance Intelligence to 3. This reduces communication options related to language.

Always like this, but frequently misplayed or not known previously

Races

Classes
1. Inspire courage is free action to continue once having started.
2. Animal companions can be dismissed at will and replaced with 24 hours; note that new companion requires training other than bonus feats.
3. Animal companions gain feats as they gain hit dice.
4. Animals do not have to be proficient in armor to wear barding, but may have penalties depending on what barding they wear.
5. Sneak attack and other precision damage applies to every attack in a round, not just once per round.
6. Familiars and animal companions can be the target of spells that they can not normally be the target of, such as enlarge person.

Skills
1. Rules for tying up a character are in Grapple section.
2. Auto-success on a 20 and Auto Fail on a 1 are not universal to all rolls. They apply only when called out. Typical examples are attack rolls and saving throws. The following are not subject to auto-success/failure: Skill checks, caster level checks, concentration checks.
3. Take 10 on skill check can be used when not in immediate danger or distracted. Do not confuse with Take 20’s restriction from use if there is a negative consequence.
4. Take 20 cannot be used if there is a negative result for failure. Do not over-generalize to apply this to Take 10.

Feats
1. Ride-by Attack is still a mess.
2. Empower spell only applies to the rolled portion of the effect.
3. Metamagic applied to spontaneous casting (bards, sorcerers, etc.) and to class-based spontaneous casting (cleric’s spontaneous cure or druid’s spontaneous summon) take longer to cast. Such spells take a full round action (different than 1 round casting time) to cast if originally a standard action; spells with a casting time originally longer than a standard action take an additional full round action. A sorcerer’s empowered magic missile would take a full round action to cast, and would come into effect at the end of his turn; in contrast, a wizard’s enlarge person (with no metamagic), has a 1 round casting time and comes into effect at the start of the wizard’s next turn.

Equipment
1. Reach weapons can be used to attack opponents 10 feet away, but cannot be used against adjacent foes. Various feats and class abilities can make it possible to do so.
2. Animals do not have to be proficient in armor to wear barding, but may have penalties depending on what barding they wear.

Additional Rules
1. Darkvision is not spoiled by other light sources. (Different in comparison to some pre 3e versions of D&D)
2. Rolling a natural 1 on a saving throw can damage a randomly determined worn magic item.

Combat
1. Ranged attacks suffer from cover from objects, enemies, or allies. Allies often overlooked. Applies to reach weapons, ranged touch attacks, and melee touch attacks that have reach as well. (Last portion of this is subject to review).
2. Readying an action is a standard action. One can move first, and then ready. The readied action itself can be a standard, move, free, or swift action. (Note: could not explicitly be swift in SRD 3.5; swift was not in the SRD.) Can include 5’ step as part of the readied action if no other movement in either the readied action or prior to the readied action during regular turn.
3. Characters who use the run action lose Dex bonus to AC, and thus are subject to sneak attack.
4. Spells can crit if they have an attack roll.
5. Characters and creatures can charge a single move distance as a standard action if limited to a single action, such as during a surprise round. This doesn’t mean you can opt to only charge as a standard action if you have a full round of actions available.
6. Coup de grace can be performed against a creature with total concealment, such as invisibility, by using two full round actions.
7. Rules for tying up a character are in Grapple section.
8. Withdraw action can be double move. AoO only prevented from first square left.
9. You cannot take AoOs when flat-footed (usually in surprise round or before you have acted in first round) unless you have Combat Reflexes or a similar ability.
10. Ranged touch attacks (rays) and touch attacks can be the object of weapon improvement feats such as Weapon Focus, Weapon Specialization, Improved Critical, etc., and also benefit from feats such as Weapon Finesse.
11. A character can take only one immediate or swift action per round. Note: Swift and Immediate actions not part of the SRD, but commonly in use. (When does it reset language)
12. Reach weapons can be used to attack opponents 10 feet away, but cannot be used against adjacent foes. Various feats and class abilities can make it possible to do so.
13. Initiative is a Dexterity check, which is influenced by rules that modify ability checks.
14. When using manufactured and natural weaponry, all natural weapon attacks become secondary.
15. Difficult terrain and poor visibility hamper movement. You cannot take a 5-foot step nor charge in hampered movement.
16. The delay and ready special actions may be taken in initiative. When initiative starts is generally at the determination of the GM/DM. The ability to delay or ready an action outside of initiative should not be assumed and is subject to the individual table or playing group culture.

Magic
1. Spells can crit if they have an attack roll.
2. Empower spell only applies to the rolled portion of the effect.
3. Mutliple magical effcts that increase size do not stack.
4. Wizards learning new spells require time and a Spellcraft check. If the spellcraft check fails, it cannot be tried again until the wizard gains a rank in Spellcraft. The wizard may Take 10 on the Spellcraft check.

Spells
1. Lesser Restoration is a three round casting time. Usually, this means it isn’t used during combat. Potion of lesser restoration is good for in combat, though.
2. Enlarge person has a 1 round casting time.
3. Dimensional anchor has no saving throw, just spell resistance.
4. Harm (moved to item 50 of things that have changed)
5. Summon spells have 1 round casting times, even from wands.
6. Grease can be used to disarm.
7. A number of spell effects (remove disease, remove curse, knock, etc.) require a caster level check to be successful instead of automatically; this is not universal to all similar spells
8. Summoned creatures attack enemies without additional communication. Communication is required for other tasks or more specific instructions. Different groups may handle specific instructions differently.

Presige Classes

Gamemastering

Environment

NPCs

Magic Items
1. Weapons and armor must have +1 enhancement prior to gaining additional enchantments.
2. Summon spells have 1 round casting times, even from wands.
3. Using a wand with a casting time longer than a standard action takes that long to activate. A wand of summon monster I takes 1 round and a wand of lesser restoration takes 3 rounds. But, you have to know to look under the activation section at the start of the wand section to know this.
4. A character can use a wand with a spell on his class list, even if he can’t cast spells yet. For example, a 3rd level paladin can use a wand of cure light wounds.
5. Spells with range of personal cannot be made into potions.

Appendices and Monster Rules
1. Immunity to cold/fire gives vulnerability to opposite. (Developers have indicated future change for this)
2. Elementals are immune to flanking and critical hits.
3. Creatures can often overcome the DR that is needed to hit them (magic, epic, etc.)
4. Fear effects stack or escalate; characters can become more fearful.
5. When using manufactured and natural weaponry, all natural weapon attacks become secondary.

It’s the same between SRD and PF, but PF makes it confused

1. Reach weapons for small and medium creatures have a reach of 10 feet. Despite a diagram that says otherwise, they can still attack two squares on a diagonal.
2. Double weapons are two-handed weapons with special properties regarding two-handed fighting. If a double weapon is used in one hand, only one end can be used. The missing text that clarifies things is that using a two-handed weapon with one hand only happens if it is sized smaller than you or you have an additional rules resource to permit it.

It’s the same between SRD and PF, but PF makes it clear

1. Wizards with prestige classes only get 2 free spells when gaining a level of wizard, not when gaining a level of the prestige class.
2. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. (In 3.5, this was subject to variance.)

Pending Resolution or More Complex than Can Be Dealt With Here
1. Quickened Spell on spells with casting time of 1 round. (see discussion in rules section of forum, here.
2. What is the interaction between grapple, pin, AC, Dex Bonus to AC, sneak attack? Contradictory rules (particularly when inclusive of condition table footnotes) are contradictory or ambiguous. discussion thread.
3. Defending Weapons discussion thread.
4. The arcane topic of dragon skin armor.
5. The role of Wealth by Level and interaction with crafting, consumables, wizard spell book, etc.

Paizo Employee (Assistant Software Developer)

I like to treat the detect magic as interacting for disbelief.


Someone described it once like this:

Intelligence means you know a tomato is a fruit
Wisdom means you know not to put it in a fruit salad

I kinda liked that one :)

Grand Lodge aka JaceDK (RPG Superstar 2012 Top 16)

Huri, treacherous ex-familiar

The deformed, disembodied head of a raven hovers before you, pointed claws protruding straight from the neck. It regards you with empty eye-sockets and begins to whisper advice that holds the promise of power, at the price of your sanity.

Huri CR 7
XP 3,200
NE Tiny aberration
Init +9; Senses blindsight 60 ft; Perception +18
----- Defense -----
AC 23, touch 17, flat-footed 18 (+5 Dex, +6 natural, +2 size)
hp 75 (10d8+30)
Fort +7, Ref +8, Will +10
Defensive Abilities improved evasion; Immune gaze attacks, vision-based effects; SR 18
----- Offense -----
Speed 10 ft., fly 40 ft. (perfect)
Melee bite +14/+9 (1d3-4)
Space 1-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 10th; concentration +14)
At will — detect thoughts (DC 17), ear-piercing scream (DC 16), invisibility, mage hand, share language, speak with animals
3/day — chill touch (DC 16), minor image (DC 17)
----- Statistics -----
Str 3, Dex 20, Con 14, Int 20, Wis 12, Cha 14
Base Atk +7/+2; CMB +10; CMD 16 (can't be tripped)
Feats Alertness(B), Great Fortitude, Improved Initiative, Iron Will, Toughness, Weapon Finesse
Skills Bluff +12, Diplomacy +7, Fly +22, Knowledge (Arcana) +18, Knowledge (History) +15, Knowledge (Planes) +15, Perception +18, Sense Motive +8, Spellcraft +18, Stealth +26; Racial Modifiers +8 Fly, +8 Stealth
Languages Aklo, Auran, Common, Draconic, Undercommon
SQ corrupt familiar, unsettling advice
----- Ecology -----
Environment any
Organization solitary or pair
Treasure standard
----- Special Abilities -----
Unsettling Advice (Su) As a full-round action, a huri may whisper disturbing but useful advice to an adjacent intelligent creature. The advice causes 1d3 wisdom damage and makes the target friendly towards the huri as per charm monster (CL10). A DC 18 Will save negates both damage and charm effect, and makes the target immune to both effects for 24 hours. Whether the save is successful or not, the target gains a +4 competence bonus to Intelligence-based skills and intelligence-based spellcasters treat their caster level as being two higher for all level-variable spell effects, for 10 minuts. A creature may only gain the benefits from one instance of this ability at a time. This is a mind affecting, language dependent ability. The DC is Intelligence based.

Corrupt Familiar (ex) If a spellcaster's familiar takes Wisdom damage equal to or exceeding it’s Wisdom score from a huri’s Unsettling Advice ability, the huri can attempt to break the bond between familiar and master. The huri performs a 1 hour long ritual over the unconscious familiar, at the end of which it makes an opposed caster level check vs the familiar’s master. If the check succeeds, the familiar transforms into a new huri, and the master suffers 1d6 Wisdom drain. If the ritual is interrupted at any time, it fails.

Once the faithful companions of spellcasters, hurin (HEW-rin) are manipulative and cunning beings that covert power and secret knowledge as fiercely as their former masters. They gain a perverse pleasure from corrupting other familiars into more of their kind, relishing in the agony it causes the familiar's master.

Throughout Golarion, hurin enter alliances with ambitious individuals who are easily tempted by the power they provide. Thanks to their keen intellects and deceptive abilities, hurin make immensely valuable allies and advisors. Such partnerships are always perilous, however, as only the most strong-willed can avoid falling victim to the huri's devious manipulations. A huri is always looking for a way to gain the upper hand in the relationship and turn their partners into pawns in their own intricate schemes, which often involve the pursuit of forgotten lore or ancient artifacts.

aka Tom Qadim (RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4)

This hairless pony-sized quadruped is covered with an immaculate pelt of glossy black flesh. Its vaguely canine head is dominated by a pair of shimmering blue eyes and an over-sized mouth with three rows of jagged silvery teeth.
Slaughterhound CR 7
XP 3,200
CE Large magical beast
Init +7; Senses arcane sight, darkvision 120 ft., scent; Perception +15
----- Defense -----
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 86 (9d10+36)
Fort +10, Ref +8, Will +6
Defensive Abilities ferocity; DR 10/magic; Resist cold and fire 10; SR 18
----- Offense -----
Speed 50 ft.
Melee bite +15 (2d6+5 plus trip)
Space 10 ft.; Reach 5 ft.
Special Attacks maw of the void
Spell-Like Abilities (CL 10th; concentration +14)
Constant—arcane sight
At Will—entropic shield, feather fall, invisibility, mage hand, spider climb
3/day—dimension door (self only), dispel magic, slow (DC 17)
1/day—teleport (self only)
----- Statistics -----
Str 20, Dex 16, Con 18, Int 14, Wis 14, Cha 18
Base Atk +9; CMB +15; CMD 28 (32 vs. Trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (bite)
Skills Acrobatics +12 (+16 jump), Climb +9, Intimidate +12, Perception +15, Spellcraft +10, Stealth +10 (+18 underground), Survival +6 (+10 scent tracking); Racial Modifiers +4 Intimidate and Perception, +8 Stealth when underground
Languages Aklo, Thassilonian, Undercommon
SQ spell distortion
----- Ecology -----
Environment any underground
Organization solitary, pair, or pack (3-12)
Treasure standard
----- Special Abilities -----
Maw of the Void (Su) A slaughterhound’s bite is infused with the obliterating power of the void, and is considered adamantine for the purpose of damaging objects and overcoming damage resistance. Additionally, if a slaughterhound confirms a critical hit with its bite the victim suffers an additional 6d6 points of damage. A successful DC 19 Fortitude save reduces this damage to 3d6. Creatures reduced to 0 or fewer hit points by this damage are disintegrated. The save DC is Charisma-based.
Spell Distortion (Su) A slaughterhound’s hide contains particles of reality-warping material that react violently when targeted by magic. When a spell directly targets a slaughterhound and fails to overcome the slaughterhound’s spell resistance, the spell-caster must make a DC 19 Fortitude save or become stunned for 1d4 rounds due to the magical backlash. The save DC is Charisma-based.

Slaughterhounds were created in ancient Bakrakhan, the Thassilonian realm of wrath, by a combination of potent rune magic and breeding techniques and bio-technology obtained from the alien mi-go. Sometimes called wrathhounds, they were one of Bakrakhan’s earliest attempts to harness the power of a runewell to engineer a race of warrior-thralls -- a practice that culminated centuries later with the creation of the sinspawn. Used in Bakrakhan’s wars with neighboring Shalast, slaughterhounds are highly intelligent and possess an array of abilities designed to help them hunt down and kill enemy spell-casters. Slaughterhounds do not eat or drink, but instead derive sustenance from the energy released when they destroy organic material with their disintegrating bite. Slaughterhounds are nine feet long, stand five feet tall at the shoulder, and weigh 500 pounds.

Millennia after Thassilon’s fall, slaughterhounds have evolved into nomadic pack hunters who roam the caverns, vaults, and passageways of the Darklands below Avistan and Garund in constant pursuit of sentient quarry. Though most slaughterhounds regard all intelligent life as prey, a few ambitious slaughterhound packs are employed as mercenaries for various evil Darklands races. Slaughterhounds are mainly found in the Darklands layer of Nar-Voth, though rumors persist of a great nomadic slaughterhound nation that wanders the lightless plains of one of the deepest vaults of Orv.

aka MillerHero (RPG Superstar 2012 Top 4)

Reeking of death and decay, this monstrosity lumbers forward flailing its skeletal appendages. Thousands of tiny tentacles protract from the plant-like mass, groping for prey.

Necrotic Reef CR 7
XP 3,200
NE Huge undead (water)
Init -2; Senses blindsight 60 ft., detect magic; Perception +14

----- Defense -----
AC 20, touch 6, flat-footed 20 (-2 Dex, +14 natural, -2 size)
hp 85 (9d8+45)
Fort +7, Ref +1, Will +10
Defensive Abilities channel resistance +4; DR 5/bludgeoning or slashing; Immune undead traits; Resist fire 10
Weaknesses susceptible to shatter, vulnerable to sonic

----- Offense -----
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee 2 slams +12 (1d8+8 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy (4d6, DC 17, 7/day)
Spell-Like Abilities (CL 9th; concentration +13)
Constant—detect magic

----- Statistics -----
Str 27, Dex 6, Con —, Int 2, Wis 14, Cha 19
Base Atk +6; CMB +16 (+20 grapple); CMD 27 (can't be tripped)
Feats Channel Smite, Defensive Combat Training, Iron Will, Toughness, Vital Strike
Skills Climb +16, Perception +14, Swim +16
SQ antimagic grapple, piercing coral, sightless

----- Ecology -----
Environment any aquatic or coastal
Organization solitary, cluster (1 plus draugr crew), tangle (1 plus wight gang), or colony (1 plus lacedon pack)
Treasure double

----- Special Abilities -----
Antimagic Grapple (Ex) When a necrotic reef grapples a creature, polyps extend from the skeletal mass and continually feed upon the creature’s magic auras, negating them. The victim is effectively in an antimagic field (CL 9th). The necrotic reef itself can be affected by spells and supernatural abilities as normal.

Piercing Coral A necrotic reef’s slam attack is treated as piercing in addition to bludgeoning for the purposes of overcoming damage reduction.

Sightless (Ex) A necrotic reef is blind and is not affected by any effect that relies on sight.

Susceptible to Shatter (Ex) A shatter spell damages a necrotic reef as if it were a crystalline creature.

Violent storms, passing ships, and careless spells can severely damage coral reefs upon which so much marine life depends; however, a more dire ruination is inflicted upon coastal regions when a necrotic reef rises to unlife. A mass of undead flesh within a skeletal shell, this undead abomination animates when latent necromantic effects permeate clumps of recently dead coral. Hundreds of polyps that once fed on minuscule plants and animals now feed on dweomers and possess an insatiable hunger for these magical auras. Ceaselessly searching, this creature grabs and crushes any creature it finds radiating magic. Though magical items cease to function while in the creature's grasp, no permanent damage is done. Treasures from its previous victims can be found within the hulking mass and quickly return to full strength once the creature is destroyed.
When attacked, a necrotic reef lashes out with a wave of negative energy attempting to damage living creatures. It also can use this ability to heal undead creatures, which attracts all manner of marine undead. Particularly intelligent ones intentionally attack a necrotic reef, prompting it to eventually heal itself and the undead assailant.
An average necrotic reef is 18 feet long and weighs 4,000 pounds.

Creation
While many necrotic reefs originate along the Gebbite or Nidalese coast, they can also be created with create greater undead. The caster must be at least 15th level and the creator or an assistant must be able to cast antimagic field (or provide this magic from a scroll or other source).

(RPG Superstar 2012 Top 16)

This tiny knight spurs his raven mount to charge, crystal lance in hand, trailing a comet-tail of light.
Sidhe Lord CR 7
XP 3,200
CN Diminutive fey
Init +7; Senses low-light vision; Perception +12

----- Defense -----
AC 26, touch 21, flat-footed 18 (+7 Dex, +1 dodge, +4 natural, +4 size)
hp 54 (12d6+12); fast healing 5
Fort +5, Ref +13, Will +7
DR 5/cold iron; SR 18
Weaknesses vulnerability to sonic

----- Offense -----
Speed 20 ft., fly 40 ft. (average)
Melee longsword +7/+2 (1d4-3/19-20) or lance +7/+2 (1d4-3/x3)
Ranged bow +17/+12 (1d3 plus poison)
Space 1 ft.; Reach 0 ft.
Special Attacks poison, powerful charge (lance +17, 3d4+21)
Spell-Like Abilities (CL 12th; concentration +15)
At will—charm person, dancing lights, ghost sound, hideous laughter, reckless infatuation, silent image, unadulterated loathing
1/day—dimension door, glitterdust, shocking image, wandering star motes

----- Statistics -----
Str 4, Dex 24, Con 12, Int 10, Wis 8, Cha 16
Base Atk +6; CMB -1; CMD 23
Feats Defensive Combat Training, Dodge, Mobility, Mounted Combat, Taunt, Wingover
Skills Acrobatics +18, Bluff +18, Fly +28, Knowledge (nature) +11, Perception +12, Perform (any) +18, Stealth +32
Languages Common, Sylvan

----- Ecology -----
Environment any forest
Organization knight errant (1), quest (2-4), or hunt (4-8 plus 2-12 lesser fey)
Treasure standard (gem dust and crystal-shard lances)

----- Special Abilities -----
Conjure mount (Su) As a move action a Sidhe Lord can summon and mount a Tiny phantasmal bird (spectral ravens and glittering swallows are common choices). The bird has fly 100 ft. using the Sidhe Lord’s fly skill, AC 22 (+4 Dex, +4 natural, +4 size), 19 hit points.
Gallant charge (Ex) When mounted and using the charge action, a Sidhe Lord may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). When charging with a lance, a Sidhe Lord uses its Dexterity modifier on attack and damage rolls.
Glowing beauty (Su) A Sidhe Lord sheds light as a torch. This light is not affected by darkness or deeper darkness.
Intoxicating arrows (Ex) Arrows the size of thorns induce gleeful euphoria. Bow—injury; save Fort DC 19, frequency 1/round for 6 rounds, effect 1d4 Wis, cure 2 consecutive saves.

Primal magic flares constantly from these minute humanoids, and the whispered pulse of their music drives mortals to acts of passionate madness. Courtiers in the First World’s Hanging Bower, Sidhe Lords are otherworldly poet-knights, armored in iridescent dragonfly-scale, skilled with lance and lute and illusion.

Adventurous Sidhe Lords often venture through breaches into the Material Plane, driven by curiosity and the unrequited love they bear for the Green Mother. They guard sacred groves in the Lands of the Linnorm Kings, or protect those druids powerful enough to summon them. Sidhe Lords are prideful as oak and impetuous as fire; the slightest perceived insult is swiftly answered by deadly charges on conjured phantasmal steeds. In more playful moods they shoot intoxicating thorns and use spell-like abilities to mock those they see as unworthy of real combat.

When questing in the Material Plane, accompanied by enslaved pixies or other lesser fey, Sidhe Lords seek diversion from their immortal life. Beings of primal emotion, lust and anger burn hot in their mercurial hearts. Toying effortlessly with mortal minds, they drive simple folk to dramatic arguments and ardent trysts. They orchestrate cruel betrayals acted out by charmed victims, with no regard for the mortal lives they ruin. Violent passions rule where a Sidhe Lord walks, bright and beautiful and deadly in their careless power.

Sczarni (RPG Superstar 2012 Top 8)

This enormous globular plant seeps sparkling resin as it trundles across the forest floor on a dozen root-like tendrils, its two thorn-filled mouths darting about on thick, flexible stalks to snap up any creature that strays within reach.

Ravenous Gorgewort CR 7
XP 3,200
N Huge plant
Init +4; Senses low-light vision, Perception +15

----- Defense -----
AC 21, touch 9, flat-footed 20 (+1 dex, +12 natural, -2 size)
hp 85 (10d8+40)
Fort +10, Ref +5, Will +6
Defensive Abilities resinous sap; Immune plant traits

----- Offense -----
Speed 20 ft., Climb 10 ft.
Melee 2 bites +14 (2d6+6 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks disgorge, swallow whole (4d6 acid, AC 16, 8 hp), vacuum swallow

----- Statistics -----
Str 23, Dex 12, Con 19, Int 3, Wis 10, Cha 7
Base Atk +7; CMB +14 (+18 on grapple); CMD 24 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Armor, Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +15, Stealth -7; Racial Modifiers +16 Stealth in thick vegetation
Languages Sylvan (cannot speak)
SQ arcane digestion, engorge

----- Ecology -----
Environment any forest
Organization solitary
Treasure standard

----- Special Abilities -----
Arcane Digestion (Su) When a gorgewort begins its turn containing another creature, the gorgewort can attempt to strip away one spell affecting that creature and apply it to itself, as if using the spell arcana theft. The caster level for this effect is equal to the gorgewort’s hit dice. Regardless of how many creatures a gorgewort contains, it can only digest one spell per round.

Disgorge (Ex) A gorgewort can rapidly compress its digestive cavity to forcefully expel up to two swallowed creatures as a standard action. The gorgewort can deposit these creatures on any surface within its reach. Disgorged creatures take 1d6 damage and land prone.

Engorge (Ex) A gorgewort can expand its body to accommodate up to four swallowed creatures. For every creature it contains beyond the first, its movement decreases by 5 ft. and it takes a -2 cumulative penalty to AC.

Resinous Sap (Ex) A gorgewort’s body constantly seeps a viscous, adhesive sap. Any weapon that strikes the gorgewort becomes stuck unless its wielder succeeds at a DC 17 Reflex saving throw. Such a stuck weapon can be wrenched free with a successful DC 15 Strength check. A weapon coated in universal solvent or alchemical solvent does not risk becoming stuck in this manner.

Vacuum Swallow (Ex) A gorgewort’s body acts as a massive bellows, contracting and expanding to vacuum prey into its digestive sack in the blink of an eye. This ability works like fast swallow, but the gorgewort can only use it once every 1d4 rounds.

A ravenous gorgewort is composed of a mottled green, globular body topped by two thick, flexible stalks ending in gaping, thorn-filled mouths. When fully grown it can reach twelve feet in diameter, though its size varies depending on its current state of engorgement. The plant is completely carnivorous and drags itself along the forest floor on a dozen root-like tendrils in search of prey. Ravenous gorgeworts are opportunistic feeders and will inflate their bodies with a horrible gasp to inhale almost anything, disgorging it later if it turns out to be indigestible. Aside from the alchemical reagents that can be derived from a gorgewort, older individuals may have valuable weapons lodged in their congealed sap. Though possessing little more than animal intelligence, they understand sylvan and are sometimes kept as pets by powerful fey, leading scholars to believe the species originated in the first world.

Sczarni (RPG Superstar 2012 Top 8)

Riders of the Black Steppe
Alignment: LE
Headquarters: Nomadic
Leader: Medekgu Khan
Structure: Tribal hierarchy
Scope: National
Resources: disciplined cavalry, pact with Leng, seven spellcasters with shantak mounts

As the empire of Lung Wa collapsed, a small army of outlaws and exiles led by a cabal of spellcasters seeking forbidden power scaled the dizzying heights of the Wall of Heaven and forged a pact with the Denizens of Leng. The pact allows the Riders right of passage through the Black Steppe, otherwise known as the dread plateau of Leng. The Riders use this boon to launch surprise raids against foreign traders anywhere between Goka and the Spirit Road, after which they melt away across the planar boundary with plunder and prisoners. By the terms of the pact, the wealth is theirs to keep but the prisoners belong to the Denizens of Leng.

Structure and Leadership

Medekgu Khan is a shrewd commander but shares his power with his stern Elder Oracle Odtsetseg and her circle of spellcasters, each of whom earns his or her place by taming a shantak as their mount. Beneath them are four baga bhod who each command a company of about fifty mounted fighters. Most are Tian-Las, but exceptional prisoners are sometimes offered membership. To reinforce their membership in the group and confuse divination attempts, newly recruited Riders choose new names, often with meanings like “Nobody” or “Not this one.”

Goals

The original Riders’ plan was to seize control of trade between Tian Xia and the western continents and become extravagantly wealthy, but as the years went by the Denizens of Leng demanded an ever higher price for their privilege. The current generation of Riders have had to capture more prisoners than ever before to satisfy their alien creditors. Some individuals are troubled but as a group they remain fiercely nationalistic and convinced their efforts benefit the horse lords and herders they claim to represent.

Public Perception

The Riders of the Black Steppe are cruel to outsiders, but often stop to share their spoils with Tian-La tribes. Although the Riders are welcomed when they bring gifts, the order to “go ride the black steppe” from your tribal elders is considered a severe punishment. Kiriltai Khan sees them as a growing threat to his authority, but they are notoriously elusive and the Khan is reluctant to invest the resources needed to track them down.

Cheliax aka FaxCelestis (RPG Superstar 2012 Top 16)

Besmara’s Chosen
Alignment: CN
Headquarters: Starfall, under the Inner Sea
Leader: Malcolm the Quick
Structure: Loose naval hierarchy
Scope: Regional
Resources: The paikea (pie-keyah) named Starfall, a dozen paikea/whale half-breeds, and plunder worth millions of gold.

More than a pirate fleet of moderate size, Besmara’s Chosen has something different: their home is an airtight fortress built on the back of a dominated paikea named Starfall, a giant whale over a half mile in length native to the Plane of Water. A dozen similarly-dominated paikea/whale half-breeds sport extradimensional spaces built into harnesses in which small crews and raiding parties travel silently underwater. Besmara’s Chosen terrorizes the coastal cities and merchant ships of the Inner Sea, safe from retribution thanks to their unique fleet.
Structure and Leadership
Starfall is ship, home, and war-machine: nearly all of the pirates of Besmara’s Chosen have quarters on Starfall, and when assaulting a land-based target Starfall surfaces to use ballistae and spell turrets to support raiding parties. Combat prowess is prized over any other skill, with animal handling skills playing a close second. As such, the crew has a diverse racial breakdown: all major races are represented as well as several exotic ones. Spellcasters, while uncommon, tend towards leadership roles.
Goals
In grand pirate tradition, Besmara’s Chosen's primary motivations are power and wealth. They have plans to bring more paikea to the Prime Material and to find a type of half-paikea that breeds true. So far, they have been unsuccessful in both tasks despite all efforts: due to the paikea’s immense size, a gate spell will not suffice, and finding suitable mates for the paikea is nigh impossible. Being successful in either of these goals would allow Besmara’s Chosen to vastly expand their territorial control and begin raiding areas outside the Inner Sea. Malcolm is personally driven by the goddess of pirates, Besmara, who has given him the paikea and chosen him as her emissary, giving him orders to find the starstone buried at the bottom of the Inner Sea.
Public Perception
Besmara’s Chosen are instantly recognizable by most sailors of the Inner Sea: whale-borne pirates are memorable and their swift smash-and-grab tactics inspire dread and terror. Malcolm himself is a well-known name in the region: merchants and pirates alike know him as “Besmara's Proxy” and have seen him use powers that are beyond the ken of most pirates.

aka Hodge Podge (RPG Superstar 2012 Top 16)

The Pure Line
Alignment: LE
Headquarters: Cheliax
Leader: Duke Aliomar of Westcrown
Structure: Circle of noble peers
Scope: Regional
Resources: Holdings of numerous southern Avistani nobles, several hidden breeding facilities, and a small fleet of slave transports and other ships

Within the crumbling walls of timeworn keeps and mansions throughout southern Avistan, the once potent blood of the Azlanti grows ever thinner. Worried of what the future holds for their houses, many nobles of Cheliax and Taldor are on constant watch for the seeds of rebellion, lest the fate that befell the highborn of Andoran be cast upon them as well. The Pure Line is a group comprised of power hungry gentry who can trace their lineage back to the ancient Azlanti. They dedicate themselves to maintaining the strength of their bloodlines through careful interbreeding, and are not above kidnapping commoners who show obvious Azlanti heritage for this purpose.

Structure and Leadership
Dubiously claiming to be directly descended from Aroden, living god and last of the true Azlanti, Duke Aliomar of Westcrown and his cousin, Lord Estarus of Oppara, have spent nearly five decades quietly expanding their network among the upper crust of society. The Line boasts scores of members who, while nominally peers, squabble and self-segregate into nuanced tiers of influence based on their ancestry and social standing. The group employs a small army of slave traders to scour the region for individuals with Azlanti traits, such as purple eyes.

Goals
Rumored goals of the organization are furtively whispered among noble circles. Some say that through a combination of painstaking selective breeding and dangerously experimental magic, Pure Line sorcerers hope to one day sire a new Azlanti race which will rule the Inner Sea region unquestioned. It is also said that the group despises the traditional enemies of the Azlant, and seek to stamp out the likes of the Coils of Ydersius, the Mordant Spire elves, and ultimately, the aboleths themselves. They are known to hire adventurers to search ancient ruins in Varisia and Azlant for relics, or to raid gillmen and morlock populations for valuable test subjects.

Public Perception
The slave trade is rampant in the Inner Sea, and it is unlikely that anyone has noticed the pattern of targeted kidnappings sweeping the region. Members keep a low profile, possibly fearful of retribution from the Eagle Knights, or simply ashamed of consorting with nobles of enemy states.

aka Ottovar (RPG Superstar 2012 Top 8)

The Foulgrip Rangers
Alignment: CE
Headquarters: Ndele Gap, Nex
Leader: Bebtu Gig
Structure Frontier Outlaw Band
Scope: National
Resources: Small keep in nortwest hills and livestock

The Foulgrip Rangers wander the western wastes of Nex, hunting the strange creatures that roam the area and the occasional caravan as well. The Foulgrip Rangers, now composed of around fifty gnoll rangers and gunslingers, are led by Bebtu Gig and her pack of leucrotta. Nothing survives once the Foulgrip Rangers track it down. A fusillade of bullets, the yipping charge of a score of gnolls and the powerful bites of the pack of leucrotta make short work of their prey.

Structure and Leadership
The Foulgrip Gnoll Tribe was slowly dying away, eaten piece by piece from starvation and the strange and horrible abominations that wander the wasted land. At the behest of their last dying shaman, the tribe sacrificed the last of their captured food to Lamashtu and awaited death. Two days later Bebtu Gig and her three consorts arrived at their small border keep. Bebtu taught the remaining warriors how to lure and track monsters for food. Under her iron grip the tribe has flourished, hunting prey for gold and charging a protection fee to any travelers through the Ndele Gap.

Goals
Although unknown to the gnolls in the tribe, Bebtu was not sent by Lamashtu to save them. Bebtu is convinced that the secret of the power behind the fleshforges of Nex is the missing fourth Hide of Lawm, an ancient and terrible rite that harnesses the power and fertility of Lamashtu. Her plan is to plumb the secrets at the Well of Lies, a powerful scrying pool. At the moment she and her Rangers are too weak to assault the powerful guardians of the well. But one day the rangers will make their move.

Public Perception
All that travel through the wastelands of Nex are warned of the Foulgrip Rangers. Many who had thought to purchase their protection have never been heard from again. Although the council in Quantium is concerned, they do have to acknowledge that the Rangers help keep the population of the wasteland monsters down.

Andoran aka taig (RPG Superstar 2012)

Monster Reformation Alliance
Alignment: CN
Headquarters: Kaer Maga
Leader: Cornelius Flynn
Structure: Widespread crusaders for monstrous humanoid rights
Scope: Global
Resources: Individual assets plus access to various monster lairs (ranging from 1,000 to 1,000,000 gp per individual/lair)

When a doppelganger killed and replaced gnome adventurer Cornelius Flynn, it set upon a scheme to convince the world at large that monstrous humanoids deserved inclusion in society. Flynn searched out other doppelgangers and recruited well-meaning, former adventurers grown weary of their lives of slaughter. The Monster Reformation Alliance spread from Flynn’s home in Kaer Maga to other cosmopolitan cities where citizens would be more receptive to their message of coexistence. Monsters have also joined the Alliance to make a show of their worth to society.

Structure and Leadership
Cornelius Flynn heads the Alliance, but he gives his lieutenants plenty of autonomy to handle missions as they see fit. He asks that they set aside 20 percent of any treasure they obtain, which he uses to pay for the services of arcane spellcasters who provide teleportation or divination-baffling spells. In larger cities plagued by monsters, such as Absalom, trusted Alliance veterans have opened small chapters with Flynn's blessing. Even far off Kasai boasts a chapter house operated by a pair of tanuki. Finally, various monsters cooperate with the organization to put on an air of civility.

Goals
Flynn and his inner circle simultaneously seek to gain easy access to hoards of treasure accumulated by their monstrous charges and pull off the most dangerous con game on the population of Golarion. By convincing people that adventurers only have their own agendas in mind when they needlessly slay intelligent creatures, the Alliance hopes to engender sympathy for beings society would normally regard as monsters. At the same time, the organization convinces these creatures to curb their typical activities to gain the public’s trust. Where enough Alliance members gather, they orchestrate events in order to grant one of their monstrous members a heroic reputation.

Public Perception
Most people who have any awareness of the Alliance consider the group a bunch of lunatics who will bring about their own doom through good-intentioned but unwise meddling with deadly creatures. However, some people express sympathy for the organization’s mission. For appearance’s sake, the organization turns away creatures with low intelligence, overly monstrous creatures that cannot alter their appearance, and the utterly insane.

aka motteditor (RPG Superstar 2012 Top 16)

The Unfettered
Alignment: CE
Headquarters: Western Ravage, Mana Wastes
Leader: Sidrena
Structure: Semi-autonomous cells
Scope: Regional
Resources: A trove of spellbooks, magic items and other riches taken from slain victims

Made up of unfettered eidolons, the Unfettered strive to end what they see as the tyranny of those who summon others to do their bidding.

Founded by the rogue eidolon Sidrena, who was driven insane when the bond with her own master was severed during an expedition to the Mana Wastes, the Unfettered target all arcane and divine casters who use summoning spells, but hold a special loathing for summoners.

Cells of up to a half-dozen eidolons lurk around centers of arcane or divine power, ambushing casters when the opportunity presents itself and moving on when the risk of discovery grows too great. (While the Unfettered only care about those who use summoning spells, members rarely worry about that distinction when they spot a potential target.)
Structure and Leadership
Sidrena -- a massive, winged, four-armed serpentine eidolon with sickly white, and in places transparent, scales -- directs the Unfettered cells from her lair in the Western Ravage. Small winged eidolons serve as her couriers and scouts, traveling the Inner Sea region to bring directions to far-flung cells and return with news and treasure. Sidrena's closest lieutenants, an elite squad of advanced eidolons, operate out of her lair, from where they strike out when scouts bring back information or even rumors of powerful potential targets.
Goals
The Unfettered wish to slay all casters who use summoning spells, but reserve their greatest hatred for those with bonded eidolons. While members will slay an eidolon if they must to kill its summoner, their true desire is to create more unfettered eidolons, who they then hope to recruit. Sidrena longs to find a spell that will sever the eidolon-summoner bond and has begun having cells kidnap casters and force them to research a way to do so.
Public Perception
Few people have ever heard of the Unfettered and even fewer believe that they are more than the paranoid fears of disturbed casters. Those who know the truth, however, keep a wary eye out for eidolons with blackened scars where their master's rune used to glow.

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules Subscriber)

I think any player, outside of playtests, who sets out to "break the game" is probably being a total douchebag. Be prepared to boot him. He sounds like trouble.

(Pathfinder Battles Case Subscriber)

I totally hear what you're saying! I'm also planning on putting together an "ultimate, deluxe AP," so in that same vein, here's what I've put together:

GameMastery Flip-Mat: Town Square
GameMastery Flip-Mat: Pathfinder Lodge (this one is because I plan on putting a lodge in Magnimar)
GameMastery Flip-Mat: Forest
GameMastery Flip-Mat: City Streets
GameMastery Flip-Mat: Urban Tavern
GameMastery Flip-Mat: Village Square
GameMastery Flip-Mat: Mountain Pass
GameMastery Flip-Mat: Darklands

I hope this helps, I plan on revisiting this thread often!


Not that I know of, but for what it's worth, here's one anonymous person on the internet's guide to the post-3.5 classes:

Magus
The "gish" class. While in theory a class power-gamers would love, in practise it takes quite a bit of skill to avoid being out-classed by the full-BAB melee classes on the one hand, and the pure spell-casters on the other. Very MAD, but a good switch hitter at early levels on a 20 or 25 point buy (or good rolls), able to cover off the arcane slot in a party, but able to fall back on steel when the spells run dry (a perennial problem for low-level casters).

Gunslinger
A great alternative to the fighter in firearm-friendly games, but almost impossible to play in a "baseline" Golarion. At 11gp a shot, a low-level Gunslinger isn't going to be blasting away much. Your mileage may vary, but in most cases it's better for a gun-happy player to take another class with either a gun-friendly archetype, or the Amateur Gunslinger feat.

Ninja
An Eastern-themed Rogue, they essentially give up Trapfinding for a ki pool. Other than the Oriental flavour, a good choice for a high Charisma Rogue who doesn't like any of the Rogue archetypes.

Samurai
The Oriental Cavalier. A great choice if you want to play a Cavalier, but don't want to have to worry about a mount (while the Samurai does get a starting mount, his class abilities aren't as focused on horseback as the Cavalier's).

Alchemist
Either a great class, or a very boring one, depending on the player. A player who focuses on preparing various alchemical items in advance, and thus always has a surprise up his sleeve is practically Batman (able to beat anyone with enough preparation time). An Alchemist who focuses on bombs, though, while very deadly, is also somewhat dull. Beware the Gnome pyromaniac Alchemist! With this class in the party, GMs need to be especially careful with the numbers of encounters per day, as a high Intelligence, bomb focused Alchemist can make mincemeat out of encounters unless his resources are drained first.

Cavalier
In some ways, the Paladin for the non-Lawful Good, the Cavalier is a good choice for the "knight in shining armour" or "noble-born warrior". Unfortunately, the class has few if any non-mounted options, which makes several of it's class features unusable in certain common adventuring environments (e.g. underground, urban, dense forests, sea). Not to say the Cavalier is helpless without his mount, but it does make him less powerful than the equivalent Paladin or Fighter in those environments. Also, the Cavalier "Orders" haven't been deeply embedded in the Golarion setting yet, so it's up to the GM to flesh out the details.

Inquisitor
The OTHER non-LG Paladin, the Inquisitor is a great choice for a religious character who is more concerned with melee than spell-casting, they get access to some cool spells, their "judgement" ability is very versatile, and "solo tactics" means teamwork feats become a much better choice. The only knock against them is that there is a lot going on with this class, so new players may overlook or forget about some of their abilities.

Oracle
Want to play a cleric, but can't find a god you like? Don't want to prepare divine spells in advance? Then Oracle is a great choice. It's effectiveness (or "tier" if you must) is heavily dependent on the build, with different curse abilities and revelations more powerful than others. Still, a great way to build a divine caster around a theme.

Summoner
Possibly the most powerful class in the game, but for the love of all you hold dear do not use this class unless your GM is totally comfortable with the eidolon-building rules. It is very, very easy to make a mistake, and end up with an eidolon who can wipe out the entire dungeon by itself. This class can also cause option paralysis in neophyte players, both in designing the eidolon and choosing creature for summoning. That said, this is also the best class to choose for solo games, especially with the Master Summoner archetype.
***WARNING***
Avoid the Synthesist Summoner like the plague. There are just too much rules errata and corner cases to make it fun to play.

Witch
A neat alternative to the Wizard, especially for players who really like roleplaying their familiar, the Witch also makes a great "de-buffer", though, like the Oracle, the variety of Hexes means some care must be taken as some are more powerful than others (compare evil eye and cauldron for example), or are better suited to NPCs (e.g. coven). A poor hex choice can be crippling at low levels, making the class less than fun to play. The Witch has a good spell selection, with some otherwise divine spells mixed in, but is more limited overall than the Wizard.

(RPG Superstar 2009, Contributor)

Kevin Mickelson wrote:

I am a shameless Sean Reynolds fan, but I also really did want to thank Neil for going to all the trouble he did. It was an extra step he didn't have to take, and I plan to buy him a beer at Paizocon.

(Then corner him and explain why he was mistaken)

That'll be difficult to do for a couple of reasons. First and foremost, I won't be at PaizoCon this year. Secondly, I don't drink. And thirdly, I realized my mistake as soon as I went back and reviewed the comments on your item. For some reason I got ghoul touch crossed up in my head when I was trying to describe it as the ghost touch weapon property.

::facepalm::

Of course, your item had other issues aside from that, and the ghost touch property wouldn't really be seen as Superstar innovative either.

I don't want to be the guy explaining that to Hitler, though.

Next year, you've got to do another of these. Hopefully, not for yourself. I'd like to see your wit carried through an actual competition as one of the Top 32. But even so, you could go back and do another one of these for someone else's item even if you do make the cut next year.

(Publisher, Legendary Games & Necromancer Games)

Guys

This is the official "Critique My Item" Placeholder thread.

But Clark, why are you doing this now and why is it locked?

Excellent questions my young padawan. Let me explain, no there is too much, let me sum up.

First, I want there to be an official thread and this is how we have done it in the past.

Second, I want it to be locked until at least Wednesday. Today is the day to celebrate those who made the cut. Starting tomorrow, or whenever Gary and Vic think it is wise, we can open up this thread to discuss the items that didn't make it. It's how we've done it in the past and it has worked well.

So for today, if you didn't make the cut, turn your attention to those who did. Discuss their items. Then, when this thread opens, submit yours for discussion and feedback.

Please don't post in this thread between now and when Vic/Gary lock it.

Thanks everyone! Congrats for entering and good luck! If you don't make the cut, I look forward to discussing your item in this thread. This community has always been really great and the discussion of non-advancing items has been civil and professional and excellent.


Judy Bauer wrote:
...This was the storm that trapped Wes in the office last Thanksgiving...

Was that when we were privileged to witness firsthand Wes' slow descent into madness as isolation and the triops chipped away at his sanity?

That was fun!

(Publisher, Legendary Games & Necromancer Games)

Here is the link to the So You Want to be a Superstar panel discussion at PaizoCon 2011. Link is in the first post.

Link

It was run by Neil. It included me, Sean and Ryan. Hey, look at that! Those are the exact same 4 people who are the judges this year's contest! Wow, maybe this might be a good recording to listen to, this year's actual judges discussing directly what to do to win.

The panel was led with audience participation by Neil, using the exact approach that worked for him to design and item. And since he won the freaking thing, you might want to listen to this.

Really, don't you think you should listen to this? It is truly all of us thinking through the process that Neil used to create an item. You can't go wrong going through this same process.

Silver Crusade (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

The mythical, immortal beast that slays gods and kings, known as "Katana" to mortals, clearly does not live up to its' legend... ;-)

Paizo Employee (Creative Director)

Make sure your cohorts are all summoners, and that their eidolons also take Leadership to gain summoner cohorts as well.


Fredrik wrote:
Thing is, sometimes when I'm doing something else -- perhaps in a lull at work -- I will stop, remember, and grimace, "Oh gods why did they do that."

Don't take this as me jumping on ya, as I totally understand where you're coming from. If I didn't have the vantage I do, I'd probably wonder the exact same thing. But let me explain with a holiday themed analogy.

You're getting ready for the holidays and you're having a huge get together - all your friends, family, neighbors, co-workers, everyone's going to be there, dozens and dozens of people. You want to make it the best holiday party ever, and you've got it in your mind exactly how you want everything to be and you plan out everything just right.

You've been talking it up for weeks and weeks and tons of people have told you how much they're looking forward to it, have brought dishes and gifts to share, and finally the day of the party comes around. And things are fantastic! You've got the catering done, the house prepared just so, the bodies well hidden, and the decorating is per- wait a second... the tree isn't here yet. So you get on the line with the tree people, figure out what the deal is, and it turns out you were overlooked. BUT! There one's tree left on the lot and they're bringing it right over.

Then, as promised, the tree shows up, gorgeous, just in time... but, uh wait, what? This entire side is dead, it's all dried and brown, and there's a crow's nest in it. And guests are going to be here in 15 minu- Oh frack! They're here now!

So, you can either A) call the whole thing off, turn away your enthusiastic guests, disappointing everyone, and making you "THAT GUY" for the next year, B) throw the so-so tree out the window, leaving a stand surrounded by wrapped gifts but conspicuously missing something in the center of the room, or C) dress the tree up as pretty as you can, spin the dead side around toward the corner, and grin and bear it when someone informs you "Hey. The tree looks great, but you know they make ones that aren't half dead" - and, short of that, otherwise having a great time with all the people you invited.

It's like that in publishing ALL THE @#$% TIME.

Happy upcoming holidays everybody. I hope all your decorating comes out just right. ;)

Silver Crusade (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Looks like whatever deal PA had with WotC has expired. ;-)

Silver Crusade (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I believe we should begin with establishing Batman's alignment.


If the South Park kids were to sit down and play a roleplaying game Cartman would invariably be a munchkin. When called out on it, he'd likewise complain that the accuser was in fact the munchkin.

(RPG Superstar 2009, Contributor)

Trygvy wrote:
I just received my box set in the mail today and had a chance to look over it. While I do like it, I am a bit disappointed....while this box set is nice and has loads of good information for the new player (not me) I feel like I just wasted $$ getting this.

You could also turn it into a Christmas or birthday gift for some kids that you know. Or, even donate it to the local library. Granted, you paid for it as a subscriber, but even if you don't want it, look at it more as your contribution in giving back to the hobby by passing the boxed set on to others who might discover RPGs for their very first time.

Just my two cents,
--Neil

(Pathfinder Roleplaying Game Subscriber)

39 people marked this as FAQ candidate. Staff response: no reply required. 353 people marked this as a favorite.

I would like to request a sticky thread be created (not this one because I can't edit it after an hour), that would, in the first post, give a list of guides in this sub-forum.

In the thread we'll discuss which guides to include and which category they should be in - it would be a community project.

This is my no means a complete list...its just a start.

Also, if you are going to post a guide for this list, please have a discussion thread for said guide in the Advice forum so we can link to it. The guide can be off-site, but we need a discussion thread for it, please. Also somewhere in your guide please reference which books you use (Core, APG, UM, UC, etc...).

Guides in Alphabetical Order by Class Name

Alchemist

Antipaladin

Barbarian

Bard

Cavalier

Cleric

Druid

Fighter

Gunslinger

Inquisitor

Magus

Monk

Ninja

Oracle

Paladin

Ranger

Rogue

Samurai

  • //TODO: Need reference

Sorcerer

Summoner

Witch

Wizard

--

Guides in Alphabetical Order by Core Prestige Class Name

Arcane Archer

  • //TODO: Need content

Arcane Trickster

Assassin

  • //TODO: Need content

Dragon Disciple

Duelist

  • //TODO: Need content

Eldritch Knight

Loremaster

  • //TODO: Need content

Mystic Theurge

  • //TODO: Need content

Pathfinder Chronicler

Shadowdancer

  • //TODO: Need content

--

Other Useful Guides in Alphabetical Order

This guide is also mirrored at:


Felorn,

First, off, welcome! Super cool of you to post on here as ask what folks think. Turns out you won't find a savvier bunch of Pathfinder players around.

Secondly, it's all about finding a game that creates an experience that's right for you and your friends. If you guys are having a blast with another system, you might want to keep right on truckin' - if it ain't broke, don't fix it! That said, we're kind of fond of the versatility of the Pathfinder RPG around these parts. But we also understand that if you've never played 3.5 the learning curve can be kind of steep.

If you just want a peak at those rules, you can check out the contents of all of our hardcover rulebooks online, for free, right now - NO sign-up or charges apply - at the Pathfinder Roleplaying Game Reference Document.

As you'll probably notice, that's a TON of stuff, but that's not everything you need to play, that's like all the hardcore rules and expanded options and extra material we've put out in our Pathfinder RPG line of rulebooks, the Core Rulebook section of that document has the majority of the reference material you'd need to create characters and prepare a game.

Again, though, we know that's a lot. So, in just a few weeks here we're releasing our Pathfinder RPG Beginner Box. This is the perfect starting place for players interested in learning how to play the Pathfinder RPG without slogging through a whole tome of rules. It's got everything you need to ease you into the game without overwhelming readers with ever possible option or possibility. Folks should think of this as just a starter kit for new roleplayers or youngsters, it's really built to welcome anyone interested in Pathfinder to the game without it feeling like a college course.

The other thing I'd point you at is the TON of free stuff we have on the site. In fact, check out the blog post right here titled Free Stuff on our Website! There you'll find lots of resources and more than a little taste of what Paizo and Pathfinder are all about.

And if/once you're ready to get rolling, let me suggest a few awesome things. First, we've got Pathfinder Module: Crypt of the Everflame, and adventure built for players and GMs just starting off with the Pathfinder RPG and a really exciting start to any new campaign. Then there's also both Master of the Fallen Fortress and We Be Goblins two adventures you can download free PDFs of right now, that start at first level, include pregenerated characters, and are also just blasts to play (in the latter you get to play Goblins!!!). So totally snag those if you get a chance.

Aside from all that, just check out our blog for additional tastes of the rules and the newest from our campaign setting and feel free to ask around here with any questions you might have or advice you might need. Again, aside from having tons of super fans on these boards everyday, the Paizo staff is constantly on here, so you might get one of us answering your questions as often as not.

Thanks for posting, I hope this helps a little bit, and good gaming, whatever system you choose!


Ravingdork wrote:
If I can build an effective blaster with with an intense amount of investment...and can build a summoning, save or die, buffing/debuffing, battlefield controlling, god-wizard with little to no investment...than it stands to reason that I should be able to do both at once with the same character, shouldn't it?

Your argument has a gap in the logic. Let's see if I can make that gap clear with an analogy.

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Bob decides to make a fighter. He talks to his GM and says that he wants to fight with a sword that is clenched between the cheeks of his posterior, then he will turn around and swing his rear end around cutting up everything with his "butt-blade".

The GM points out that if we stick to the rules, swinging around your bottom as an attack would be "secondary" giving a number of penalties, and the GM says that if Bob swings his butt-blade, he won't be doing any other attacks that round. Bob's not worried, if he takes enough of the right feats (weapon specializations, focuses, etc) he can make the butt blade a poor, but ultimately viable weapon.

Bob goes on the message boards with the topic, "Why all fighters should attack with a sword clenched in their butt cheeks."

Posters on the message boards point out (rightly) that weapons that fighters use in their hands are mechanically better than swinging a sword that is clenched between your fighter's rear cheeks.

Bob points out that his fighter could still carry a weapon in his hands, and use it instead of using his butt-blade whenever he wanted! He points out that as a fighter who specializes in blades, his fighter will be just as effective using the sword in his hands as other fighters who use weapons in their hands all the time.

Bob proudly proclaims "CHECKMATE MESSAGEBOARDS!"

yeah...Bob's fighter may be able to use the sword in his hands, but he continually chooses to use the one clenched in his posterior instead. THAT is the real problem.
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The problem with Blaster wizards isn't that they can't use better spells. As you point out, they can.

The problem with Blaster wizards is that they don't use better spells. 80-90% of the time they blast, there is something better they could have done, but they didn't, because they blasted instead.

If you are going to specialize in something, it better be something you do most of the time. If you specialize in blasting, then you are probably blasting a lot. That's why the blasting wizard falls behind the wizard who doesn't blast. The feats are an additional problem, not the original big problem.
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The OTHER problem with your logic (which I have no analogy for), is your assumption that because the feat requirements for a versatile wizard are few, that a Wizard who takes a bunch of blasting feats is just as good as any other wizard when not blasting.

This is an error. Just because "god" wizards aren't feat starved, doesn't mean they aren't getting anything out of those feats. Improved Initiative, Toughness, Improved Fortitude, Improved Familiar...etc. These feats are providing value and power for the non blast-centered wizard. There is a lot of flexibility true, but a wizard who throws all his feats into blasting will be worse than other wizards when blasting isn't occurring, no matter what choices they made.

(Publisher, Legendary Games & Necromancer Games)

That's right, I am starting a Jade Regent AP campaign and I am starting it TONIGHT! Woo hoo! (Aug 16, 2011).

I've got 5 players each running a PC. I'll detail those for you later. All official rules and rule books are in play, no house rules. PCs created using 20 point buy. Traits to be selected using the Jade Regent Player's Guide. Players have been told their PCs have recently been working for their friend Ameiko escorting supply wagons that supply the Rusty Dragon from the recent goblin attacks, so the PCs start with an extra 50 gp above their average class starting gold.

My players have crafted their PCs. But what they don't know is that they aren't going to be using those PCs tonight. Instead, after we start and introduce characters for about 10 minutes I am going to tell them: "Put those characters away, tonight you are playing goblins."

And then we are going to run We Be Goblins. I've made an extra 5th goblin (a goblin cavalier with a strange mount).

We are going to play out We Be Goblins and I presume they will be successful in recovering more fireworks and other things. As a result, they will become goblin heroes to the Licktoad tribe. One goblin player will get to marry Gupy Wartbits (the ferciously corpulent and lusty daughter of Chief Gutwad), they will likely all get "fancy" goblin titles. Then after playing out teh adventure, we'll just do a narrative of how the next additional weeks they are more successful, following the fan map to a second ship wreck and to caves, where they eventually recover more stuff (including a shiny tube).

Then, just as they are reveling in their goblin success, I am going to attack the entire village with the skeletons from Brinewall Legacy and wipe them all out :) Maybe a few will escape, we will see...

That should make a fun prologue for Brinewall Legacy. And should give the real PCs some more subliminal motivation to go to the swamp :)

Oh, and I am working up a fun "start up" encounter to begin Brinewall Legacy proper.

I notice, unlike all other APs, Jade Regent does not begin with a "set up" encounter--no mugging in an alley, no caravans in the desert, no carriage rides and funeral processions. I actually talked with James Jacobs a bit about that. I'm going to work up something fun to get the AP started.

I'll let you know how tonight goes. I'll keep a running log for you. And I may even give you all access to the group page where we post stuff.

of course, my players will also get to playtest some of the support materials that the various Legendary Games Design Team authors are writing for the Jade Regent AP, so you might get some glimpses of that stuff, too! One of which is a specially created goblin PC. Yes, you read that right. I am going to give the PCs (and you guys) the chance to run a goblin PC who will actually start a level ahead of the other players. (A goblin wizard 3, I'll let you figure out who that might be, and yes that does require me revising someone's fate from We Be Goblins).

I can't wait!

(RPG Superstar 2009 Top 16, 2012 Top 32)

The farcical morality question joke was funny the first time someone made a thread for it. Not so much the fifth or sixth time. Seriously, people, the horse is dead. Beating it some more won't make it any deader or any funnier.

So before starting yet another stupid morality question thread, repeat after me: "Yes, it's evil." There, can we stop now?


Okay, I was trying to build a Synthesist Summoner for a PFS game that's (finally) getting started near me, and I ran into a few questions. Trolling through the message boards turned up multiple threads on different topics, but I thought I'd put all my questions into one thread in the hopes of getting some clarification. I'm more interested in "official" interpretations of the rules than crowd-sourced ones, but since the Paizo crew don't seem to chime in on Summoner questions, I'll take whatever consensus I can get ;)

Here we go:

Weapons and Equipment

Fused Eidolon wrote:
While fused with his eidolon, the synthesist can use all of his own abilities and gear.

1a) While fused, does the synthesist keep any armour bonuses from armour he is wearing? Does this stack with the Eidolon's armor bonus?

1b) While fused, can the summoner use any weapons he is holding, in place of, or in combination with, the Eidolon's natural attacks? What about other items (like wands)? What if the Eidolon doesn't have hands?

Hitpoints

Fused Eidolon wrote:
The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane...While fused, the synthesist counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist.

2a) Is there any way of healing the Eidolon (i.e. replacing the temporary hitpoints)? What happens when the synthesist/eidolon is targeted with cure light wounds? What about rejuvenate eidolon? Channeled positive energy? Negative?

Ability Drain/Damage

3a) Assuming the summoner is attacked by a shadow while fused, and his strength is drained, what happens? What about when the Eidolon is dismissed?

3b) If the fused Summoner/Eidolon takes ability damage or drain, can this be healed while remaining fused? Does it persist after the Eidolon is resummoned?

Feel free to add to this list, hopefully in the same format for clarity (e.g "1c" for another Weapon and Equipment question, "2b" for another hitpoint one, "4a" for a new topic, etc).

Thanks in advanced for any clarity the boards can provide.

Cheliax (Owner - Enchanted Grounds)

I hate to be a downer, but as a game store owner I cannot agree with this. Well, partially (I'd love to see redemption codes for PDFs, but understand that that is not feasible).

I use Paizo's PDF price on their core books ($10) as a way to sell my books. I offer a $10 discount so that my customer can "get the PDF for free." Try it; it works every time. I also offer a 20% discount on all preorders of published RPG product. This keeps my price near what Paizo is offering (and other online retailers) and gives customers a chance to shop with me.

Pathfinder RPG products are by far and away the number one selling RPG product in my store. Sales in those products, and the player base those sales create, are largely responsible for the large amount of side line sales that my store has (maps, dice, minis, etc.).

In no way is Paizo competition. The person who goes to their site to buy the "cheaper" products from them will end up shopping with Amazon if Paizo enacts policies that even their pricing model out with brick and mortar stores.

I say this to store owners everywhere: showcase your store and offer different reasons besides product sales to turn your customers into a loyal purchasing base. You exist to serve them. They do not exist to shop with you. You need to provide a reason for them to shop with you. Find that reason (and more like them), and you will gain customers who will support you.


*puts on his flame-retardent underpants and reclines to watch the ensuing calamity.*

(Publisher, Legendary Games & Necromancer Games)

Back in the day, here were my votes as a member of the "panel" to evaluate the top 30 adventures of all time. It was cool of Erik to include me. We each sent in our top 10. Here are mine, with comments. Note G3's prominence.

TOP 10 MODULES OF ALL TIME

1. Tomb of Horrors. This is the definitive module. It is not the best from a playability standpoint, but for sheer Gygaxian genius, which is what D&D is all about, it has no peer. This module has "total party kill" written all over it. Not just in one spot, but in practically every room, trap or encounter. The false lich. The introduction of the demi-lich. Plus, it is a high level adventure and those are so hard to write. The one knock on Tomb of Horrors is that it is so evil, so fully trapped and the PCs are so aware that a wrong turn means death that it can slow play to a crawl. But for pure inspired genius it is unmatched. Plus, to top off what is already perfection, two words: "player handouts." And with Trampier art I might add!

2. Tie: Hall of the Fire Giant King and Glacial Rift of the Frost Giant Jarl. I might have to give it to Fire Giant by a nose, mostly for sheer size and scope and because it provides the first real taste of the then mysterious (now ubiquitous) drow. From the Trampier art to the great encounters, these babies have it all. The physical setting of Frost Giant is better. The rift is just such a cool setting for an adventure. It was probably the first module to be something more than a building, dungeon or caves. The rift itself was very unique. If Frost Giant had a third level, it might edge Fire Giant. For some reason, Frost Giant always plays the best of the Giant series. And for some reason the battles are always epic. It is just balanced perfectly to AD&D, in an old school way. No goofy ELs here.

3. Judges Guild’s Caverns of Thracia. Bill likes Thieves' Fortress, but I like Thracia. This module to me is what Judges Guild is all about. Great writing and design by Paul Jaquays. Great ideas, but plenty of room for you to flesh out in the way that classic products let you but that is for some reason seen as a bad thing these days.

4. Keep on the Borderlands. More players probably started their campaigns with this module than any other module in the history of gaming. And that right there qualifies it as being in the top 10. You have to put Village of Homlet in this category too, but I like the Caves of Chaos from Borderlands way better than the ruined keep from Homlet. Plus, Homlet doesn’t stand on its own and Borderlands does.

5. Vault of the Drow. Wow. Nothing like this had been done before (or, frankly, since). Sure, Judges Guild had done the City State of the Invincible Overlord, but this was an underground city of evil monsters—the drow, who, then, were new and mysterious as opposed to tired and overused as they are today. The Fane. Lolth. The Vampire/Succubus encounter before you even get to the city. More Gygaxian genius.

6. Palace of the Vampire Queen by Wee Warriors. What is a top 10 list without this one—the very first module ever produced, even before TSR. Just like “Video Killed the Radio Star” makes video top 10 lists because it was the first video ever played on MTV, Vampire Queen will forever go down in history as the first module ever made (even though they called it a “DM Kit”), and it was done by a tiny little independent company called Wee Warriors run by Pat and Judy Kerestan. Sure, Temple of the Frog appeared in the Blackmoor supplement as an adventure, but Vampire Queen was the first module published just as a module.

7. White Plume Mountain. The three artifacts, Wave, Whelm and Blackrazor. Heck, you could chuck out the first two and just have Blackrazor and this thing is a classic. I can't tell you how many players have wanted to take on WPM just to try to get Blackrazor. Because what kid playing D&D in the early 80s like me didn’t want to have Elric's sword? Everyone, duh! And the design—the cheesy puzzles, one-off rooms clearly designed to challenge adventurers and not for any practical purpose. I love it! That is D&D to me. I know that to many people, these things I am calling strengths are what they consider its problems. To those people I say "get a life, its a game." The only black mark on the module is the lack of detail on the wizard rooms above and the efreets that intervene in the end. I wanted that stuff detailed out, which is saying alot for me since I normally love a little room for expansion. But in this case, it hurt the module.

8. Greyhawk Ruins. I know there are Greyhawk pursits who will kill me for this, since this module wasn’t written by Gygax, but it was amazing to finally have the ruins of Greyhawk detailed, particularly after the embarrassing garbage that was the Castle Greyhawk module. This module is gi-normous, far surpassing anything else in size and scope. Even the love-it-or-hate-it Undermountain doesn’t come close to this many rooms and this much detail.

9. The Desert of Desolation series (Pharoah, Oasis of the White Palm and the Lost Tomb of Martek). I didn’t want to put a series of modules as a winner, since Giants and Drow could so easily have made the top 10, but I thought that this series was so good and so tight that it needed to be included as a series.

10. The original Ravenloft. This module spawned a setting. It had amazing maps, a great NPC antagonist—perhaps one of the best villains of all time behind Acererak the demi-lich and Eclavdra from the G-D Series. You could arguably put the first few Dragonlance modules here, but no single one of them is better than Ravenloft and the series as a whole is weak except for the first few. So Ravenloft takes it.
I have to admit, I really wanted to put one of my own modules in the top 10, but the ones above are just better.

Runners Up:
These ones were really hard to leave out of the top 10.

11. Judges Guild’s Dark Tower. A total dungeon classic that embodies the coolness that is Judges Guild.

12. Village of Homlet. More Gygaxian flavor and a total classic campaign starter.

13. Lost Caverns of Tsojcanth. A hugely overlooked module. The second module ever written (behind Wee Warriors’ Palace of the Vampire Queen) and its original form is one of the most collectable modules ever.

14. The Dragonlance series (the first few). The first ones were good. Great story. Interesting setting. Great NPCs and adventure locations. And more awesome maps like Ravenloft. Maybe some of the only Second Edition stuff that I can tolerate.

15. Necromancer Games’ Rappan Athuk series. I thought we hit a First Edition home run with these three modules. Tomb of Abysthor (which was inspired in part by the Lost Caverns of Tsojcanth and the Temple of the Frog) is a better individual module, but the RA series just rules.

HONORABLE MENTION

1. Masks of Nyarlathotep for Call of Cthulhu. This is the best designed adventures of all times for any game system, period. It is that good. Certianly in scope and depth, this thing is unmatched. And on top of that it is for Call of Cthulhu, which may be one of the hardest games to design for both from a playability standpoint and from a literary one. It is nearly impossible to have a good extended CoC campaign because of the high rate of character death, but this thing pulls it off. Plus, the story is so Lovecraftian. You really feel the mythos. It is so true to the subject matter. If this were a D&D module it would be on the top of my list right there with Tomb of Horrors.

2. Gygax's Necropolis for Lejendary Adventures. This module just blew me away when I got the original. Necromancer Games redid it for d20, and I am tempted to put Necro’s conversion in the main list as a d20 module, but I don’t think that is right since it was just a conversion. Necropolis is a LA module, not a D&D module, despite the fact I think Necro’s conversion rules. This is right up there with Masks.

3. Twilight's Peak for Traveller. This is an amazing adventure. It took the dungeon concept and ported it to a future setting. With a great story, a great build up, and a challenging and significant conclusion that impacts any campaign that includes it. Very well done. And Traveller had some excellent “double adventures,” like Chamax Plague/Horde, Shadows/Annic Nova, and Argon Gambit/Death Station. Classic Traveller is one of the best game series that has ever been created in my opinion and deserves far more credit and recognition than it gets. If it were a D&D module it would easily be in my top 10.

(Pathfinder Adventure Path, Tales, Battles Case Subscriber)

Two character elucidations are so telling. Here is one that is more so:

BS



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