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A update on the lists I have thus far, any other ideas you guys might have cuz this is about all I can think of right now but then brains a little fried from doing this much lol. Thanks a lot to those who have already given ideas.

---------------Encounters---------------:

* Encounter - a encounter is a one time event within a hex, once overcome or resolved it will not be found within the same hex though the NPC or monsters might be found in other hexes or be encountered again later. Wondering monsters is a common encounter but other encounters like NPC or buried treasure might exist. The encounter chart also has a hazards and locations section, when these are rolled you roll on the proper chart instead of the encounters chart.

>Adventuring party - Friendly or hostile adventuring party, perhaps from a nearby tribe or perhaps from the players own kingdom. Could be a fight or good RP.

>Easy encounter - A encounter of even or lower Cr then the parties APL.

>Difficult encounter - A encounter above the parties APL

>Very difficult encounter - A encounter that's 3-5 CR above the parties APL

>Impossible encounter - A encounter more then 5 CR above the parties APL that the party is ment to run from. Possibly a chase scene as they run?

>Ambush Easy encounter - A encounter of even or lower Cr then the parties APL Ambushes the party.

>Ambush Difficult encounter - A encounter above the parties APL Ambushes the party.

>Ambush Very difficult encounter - A encounter that's 3-5 CR above the parties APL Ambushes the party.

> Warring Encounter - Roll twice both encounters happen at once and are apposed to each other. IF a Hazard or location is rolled the encounter is apposing the location or encounter perhaps sacking the location or destroying it or trying to survive the hazard. The encounter will half react half ignore the PC.

> Hazard -Roll once on the hazard chart

> Location - Roll once on the Location chart

> Encounter + Hazard -Roll once on the hazard chart and again on the encounter chart -Ignore this result if rolled again for this hex.

> Encounter + Location - Roll once on the Location chart and again on the encounter chart -Ignore this result if rolled again for this hex

>Extra encounter - Roll twice more on the encounter chart both encounters happen ether at the same time or during the travel threw this hex. This can be rolled multiple times allowing for a very eventful day.

> Bookworm - Perception check or else paper goods become damaged, 10% chance of having a spell in a book or scroll ruined and lost. Healing skill check will allow found worms to be used in a special healing poultice that doubles normal healing rates.

> Ear Seeker - Small insects that crawl into the parties ears while they sleep, Fort save or lose hearing, Save means you notice the insects and are able to remove them before any damage is done. Craft alchemy check can be made, success allows the character to turn the insects into a ingredient used in some poisons, reduces craft poison DC by 2 and can be sold for 5 GP +1 GP for each DC you exceed the check by

> Leeches - Leaches in this area manage to attach themselves to the PC as they travelers this land, each PC must roll a Fort check , Success means they not only resist the effects but notice the leaches and can remove them failure means they lose 2 con and must roll again. The leaches will drop away naturally after 10 damage has ben done.

> Ghost Leeches - These invisible leaches Lach onto the character and slowly sap there strength, each PC must make a Will save, Failure causes 2 Wis Damage And cause the PC to roll again. Success causes the leach to fall harmlessly away. The leaches will drop away naturally after 10 damage has ben done.

> Poison Oak - This seemingly harmless plant causes extreme itching and discomfort easily spreading all over the PC body and gear. The PC suffers -2 to all rolls until cured of the infliction which takes a week and cleaning of all gear and objects handled often while afflicted.

> Mercenary - Fight, converse or possibly hire - Diplomacy check to determine initial reaction.

> Merchant/Peddlers - May be dishonest but offers to sell goods to party, dishonest will steal or sell cursed/false goods to the party.

---------------Hazards---------------:

* Hazards - unlike encounters hazards are a recurring event within a hex, the hex they are in will always spawn a encounter related to the hazard until the hazard is taken care of further the these encounters will generate no experience instead only giving experience when the hazard is resolved.

> Bog fungus - This area has a unusually high number of fungus Many of which are harmful. If harmful fungus can be removed then the helpful ones can be harvested for various potions. Hazardous fungus cause disease and poison and may be fatal if ignored. Knowledge Nature Check to identify.

> Hazard Plant - The plants in this area pose a significant threat, some may just need destroyed while other might be monstrous.

>Elemental Connection - The land is connected to a particular element, spells of that element gain +1 DC to resist. Elementals May spawn here regularly. This might be used as a resources but is also a hazard, can't be claimed without dealing with the spawning elementals.

>Haunted - Site contains something causing undead to gather or spawn, the site must be cleared before undead will stop spawning and may not be claimed or safely traveled threw until it is cleared. Possible Quest lead.

>Hostile Tribe - A tribe that starts with hostile disposition to the party. Possibly allowing the party to improve the disposition with tasks and work if they try, perhaps combat, perhaps even requiring the party to flee for there lives.

> Gas Spore - Fungus in this area generate a toxic and acidic spore, All creatures traveling in this hex must make a Fort Save or suffer 1D4 con damage and 1d4 Str damage from the spores.

> Memory Moss - A rare moss grows here that saps the recent memories of those nearby. Only memories of the last 24 hours can be sapped but the most recent memories are lost first often causing the person to forget what was so dangerous about the moss. Creatures at times can get stuck for months in such areas and not even realize a day has past. Will Save to prevent memory loss and realise something isn’t right, Sense motive will allow a PC to know the moss is effecting the party by observing his fellow party members when they pass over the moss. Spell craft can be used to harvest this moss as a powerful spell component that grants +2 DC to charm effects or can be sold. Older moss is stronger and worth more base value off of proper loot for the CR.

> Russet Mold - A quick growing mold that grows particularly fast on metal objects, when removed it releases a spore that causes rust to the object. Fire causes the spore to release 3X as many spores as a defense mechanism. Cold kills the moss without causing it to release spores. Knowledge dungeoneering check will allow a character to reconise the mold and how to safely remove it. ((Deals 5D6 damage to metal objects. This damage ignores hardness.))

> Winter Bloom - This pleasant smelling flower produces a chilling effect on the air around it. This effects the hex to always be treated as artic conditions producing snow and cold winter winds. Fire started near one of these flowers causes such conditions to steadily worsen.

> Accursed Pool - This fresh clean looking pool has actualy ben cursed afflicting any who drink from it as if they had ben effected by a curse spell from a 20th lvl caster. DC 22.

> Mnemonic Crystals - These Light Blue crystals produce a large dispelling field around them, All creatures entering the area are effected as if dispel magic had ben cast on there space. The caster lv for this effect is equal to the Hexes CR. The party must make a Perception Check against a hard DC to notice the crystals effects. Once notices a Knowledge Arcane check can be made to find the source and a spell craft can be made to harvest or disable the crystals. If the spell craft check is sucesfull the Character can harvest Some arcane dust worth GP equal to appropriate loot for the Cr of the Hex. This dust can be used as a substitute to any spell component with a value equal or less then the Dusts own value. Once harvested the crystals become inert. Failure causes the crystals to explode doing 2 int, wis, and char damage to all creatures in the area.

> Blink Spores -- Randomly Teleports party around the Hex they may not leave unless they make a will save; Knowledge Nature to identify; Perception to find; Survival to safely remove without hard. May take 20 on perception with will save, May not re-roll Knowledge check and failed survival deals damage to the PC as it Explodes with magical energy. Dispelling the plants also kills them.

> Choke Spores -- Fort Save To safely traverse Failure Causes 2 Con Damage and a new save

> Fey Mist -- Non-fey Living creatures Roll Will save to avoid mental injuries, failure results in a mental damage decided by DM (possibly roll once on insanity chart or cause damage to a mental stat)

> Haunted Ground -- Will Save to enter the hex - May be cleansed Failure means you may not enter the hex. New save once per day.

---------------Location---------------:

* Location -Locations are events that are not in and of themselves dangerous, they might contain monsters or hazards within them but the location itself isn't harmful and in fact are often times helpful if used correctly. Like hazards locations remain in the hex even after resolved unless they are removed or destroyed. Locations are like ruins, or temples. Even a cave or friendly tribe can be a location though hostile tribes should be considered hazards.

>Ruins -A abandoned ruin, perhaps leading to clues as to what happened to the former inhabitants perhaps a short dungeon or some other encounter that takes place or revolves around the ruins. Could be used as a resource to a kingdom if rebuilt

>Forgotten shrine -possible guardian or NPC - knowledge religion check to know the god, Prey to obtain 24 hour Buff spell that fits the god.

>Ancient burial site - may hold clues to older civilizations, may represent a dungeon or lair

>Planar gate - some location/tool/object that serves as a connection to another plane or demiplane

>Friendly Tribe -A tribe of creatures that starts with friendly disposition to the party

>Helpful plant - A plant that helps the party, perhaps a friendly plant creature or healing berries. Should help the party in some way

>Resource -Some form of natural resource, will aid the kingdom or perhaps the characters directly. If don't own a kingdom could be sold to a close kingdom.

> Bad Air - The air in this area is unusually stagnant making natural flight impossible and breathing difficult. Further the semi magical effects dispel all wind based powers and effect and grant a +20 to save and SR against such abilities. Fatigued condition causes double the normal penalties.

> Burning Geyser - Random spaces threw out this hex burst with a hot liquid at random intervals, this makes navigating this hex very dangerous. Roll Reflex failure means the PC get hit with a hot blast suffering damage of a trap 2 CR higher then this hex. --Can be used as a heat source if hex is adjacent to a town.

> Dweomersink - The Rocks in this area slowly drain magic away from enchanted goods, Each character makes a hard will save every day they remain within this Hex. A failure causes 1 random magical item to be permanently disenchanted. (DM may rule that some items are not effected by this to prevent important gear from being disenchanted.)

> Mushrooms - Edible Mushrooms, Can be cooked to make a filling meal, they don’t keep well but no survival check needs to be made while in the hex and looking for food. Survival check to recognize the mushrooms as edible, Failure indicates the PC thinking these mushrooms are poisoned instead.

> Slippery Terrain -- Hex has slick Terrain - Reflex save or take 4X the time to travers or explore.

> Jagged Terrain - Hex has sharp dangerous terrain -Reflex Save to avoid injury while traversing, Failure causes Damage equal to a trap of the Hexes CR.

> Magnetic Earth - This Hex contains Magnetic Ores that Triples metallic weights, check carrying capacity for all characters traveling threw the area. Can be negated by dealing 100 Fire damage to a area or by digging them up and burning them, will take months to dig it all up.

> Hot springs -Rest may attract creatures -Full rest grants +2 moral rest bonus for next 24 hours & 3Xlv HP recovery

> Abandoned farmland overgrown with wrecked home in the middle -Some food can be gathered and makes a good rest spot, if claimed it can be converted to farmland with only a road needing to be built.

> Ancient, dried riverbed cuts a swath across an otherwise bleak landscape - Good rest spot, potentially loot found in the river bed

> Broken ground torn asunder by a recent earthquake or magical activity - Risk of falling in, Climb check needed to explore, possibly a cave within.


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now there is the problem that by pathfinder rules u literally can not kill it, you can down it but even a wish or miracle can no longer kill it. I plainly says that you can trap it or send it somewhere else but you can't kill it. throw it in that volcano and wait for that dumb adventurer to disrupt the flow with a careless spell and then it's his problem cuz he released it lol.

The older version of the creature could be downed then killed via wish/ miracle cast on it's body while it was at HP = to negative its normal max HP. But then it was assumed that as soon as you killed it a new one was spawned and took it's place at some random location in the realm.

- the tarrasque regeneration power very specifically says that no form of attack including disintegrating it stops it's regeneration and since specific beats out general as for rules that means that there is absolutely no RAW way to kill it

I mean if it comes back from being turned into a pile of dust then I am pretty sure suffocating or starving it isn't going to compare.


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House rules of note:

Gunslinger Pistolero class is
allowed to us crossbows instead of firearms.
Swaps out he deeds -Deadeye & Quick Clear for bonus Feats.

With Quick draw and crossbow mastery repeating crossbow is allowed to use the reloading lever with 1 hand and can swap cartridges as a swift action. ((fluff wise they put one crossbow away swap cartridges and then quick draws the crossbow at the start of there next round.))

Repeating crossbow holds 6 bolts instead of 5.

Fighter Feats are allowed for the gunslinger regarding his specialized ranged weapon (in this case repeating crossbows)

+1 weapon enchant - bonded weapons. up to +5 worth of enchantment bonuses placed on this weapon are also applied to the weapon bonded with it.

+2 Enchantment Greater Bonded weapon - up to +10 worth of enchantmens placed on this weapon are applied to the connected bonded weapon.

any effect that targets the magic of 1 bonded weapon targets the magic of both. -this is really just to make it less expensive to have duel weapons. weapon uses up 2 of it's max 10 enhancements to not have to purchase magic on both weapons.

That should be all the house rules that effect the character

Character stats are
Str 16
Dex 21
Con 18
Int 15
Wis 17
Cha 15

He rolled pretty decent and these are after lvl and race adjustments

LVL is 7 Gunslinger Pistolero

wearing +1 Leather armor

Wielding two +1 repeating light crossbows.

[spoiler=Feats=
LVL 1 - Point-Blank Shot
LVL bonus feat - quick Draw

LVL 3 - Rapid Reload
LV 4 bonus - Two weapon fighting
LV 5 - Rapid Shot

LVL 7 - Combat mastery

LVL 7 bonus - imp Two weapon fighting
LVL 8 - Weapon Focus
[/spoiler]

Attacks per round

BAB = +8
Two weapon fighting = -2
weapon focus = +1
Dex = +5
Magic +1

so attack bonus would be +13/+13/+8/+8

and damage would be 1D8
Dex +5
Magic +1
= +6 -+7 when within 30' and +1D6 when spending a grit
= potentialy 4d8 +24 at lvl 8.

Does that seam about right? is it high or low compared to a box at that lvl?


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I have read a few times that crossbows can be pretty strong and comparable to bows.

Assuming straight fighter with whatever potential archetype how do crossbows compare to normal bows.

Using light cross bow, possible duel wielding if it can be practical, can use repeating light crossbow.

Stats are

14 Str
20 Dex

Obviously rapid reload,Pointblank shot, Precise Shot, Point Blank Master and rapid shot.

probably parting shot and shot on the run.

Deadly aim (the ranged version of power attack)


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OK I admit I didn't read the 8 pages of txt here however I am really at a loss of how people think the rouge can't dish out massive damage at higher lvl.

At lvl 20 they are adding 10D6 damage to EVERY attack that qualifies for sneak attack. This was once only once per round but the way I read it on the SRD at least every attack where the target is flanked or denied his dex would qualify.

So a two weapon fighting rouge at lvl 20 should have 6 attacks +1 for speed weapon so 7 attacks. And flat footed AC gives pretty decent chance to hit.

If all attacks hit and they chose talents right this would deal 70D6 damage that are parented to do a minimal of 3 damage per dice.
so 1D2 (small dagger) + 10d6 (sneak attack) + 3 (reasonable str or int bonus depending on build) +1D6 (enchantment assuming your not loading up to much on acidic ect enchants) and we will just use this damage light calculation.

So thats effectively averaged at 1+ 50+ 3 +4 = 58 x7 = 406 average damage.

That's death to any character and that's only the average. if you get into tricks give up some damage then you can also toss in a few status effects and garentee the target is flat footed ect.

To me that's pretty damm good damage.