Goblin

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Organized Play Member. 149 posts. 1 review. No lists. 1 wishlist. 3 Organized Play characters.


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Thanks for all the comments, I think ill try the champion multiclass and see if I like it, I was going for a full spellcaster back row kind of character but my AC is indeed too low.

Any equipment suggestion?


Hi I recently started playing Pathfinder 2e, long time 1e GM.
When the pandemic started my group disbanded and now we are trying online play.
I played a few scenarios and now we are playing age of ashes, tried playing an alchemist but it wasn't fun so I'm going back to my favorite class, cleric, I've seen some posts about builds and have come up with this character, we are 3rd level now, I have no idea what items to equip him with, the GM has given me 1 2nd level item, 1 1st level item and 25gp to equip my character.

This is my selection of feats skills and spells, any changes suggestions and equipment options are appreciated.

Stats

Str and Int +0

Dex and Con +1

Cha +3

Wis +4

Background Dragon Scholar

Human, Versatile

Level 1

Battle Medicine, Adapted cantrip (electric Arc), Domain Sun, Healing font

Level 2

Reach spell, Assurance (medicine)

Level 3

Risky surgery

Skills

Trained

Acrobatics, Intimidation, Religion, Diplomacy, Lore Dragons

Expert

Medicine

Spells prepared

Cantrips
Electric Arc, Shield, Stabilize, Disrupt undead, Light

1st

Magic Weapon, Sanctuary, Disrupting weapons

2nd

Burning hands H1, Spiritual weapon


Sounds great, thanks for the help on making this decision ill be buying it.

I bought a Dunjinni license a long time ago, is that mapper still around? have to check that out


2 people marked this as a favorite.

I've been using Roll20 for years now, we used to play at my house with some laptops for map and combat but with the pandemic we started using it for video and audio too, I always felt it was a little clunky and somewhat complicated to use and GM with, and I don't like the subscription model, I found Foundry and its a one time purchase, has anyone tried it? does it have audio a video communication too?

In general is it good, would you recommend it for pathfinder 2ed?

Thanks.


So I'm still reading the rules and a friend offered to GM a society scenario, it had one encounter, and I raise my shield and block with it, it got immediately broken and the question arose, can I raise it an keep the AC and block again and risk getting it destroyed or not? he rules that I could because it was armor, now I see that shields have their own section in equipment, in the broken rules it says that armor continuous to give AC but I think shields are not armor, what do you think?

And is it worth it? having a shield I mean, I could be using a 2h weapon and dealing more damage instead of having a 5DR for one round, maybe I'm missing something? probably.

Thanks.


Paradozen wrote:
Alagard wrote:
Thanks but what Im looking for is an encounter with some thugs on the street or some bandits, like the warrior or commoner classes of old, or how to use a Figther or a Rogue human group to challenge a 1st level party
Pages 19 and 20 are about creating NPCs with the monster building rules. Including level 0 or -1 NPCs.

Oh! Thanks, I thought that it was only to build... well.. monsters :D Ill check it out


Thanks but what Im looking for is an encounter with some thugs on the street or some bandits, like the warrior or commoner classes of old, or how to use a Figther or a Rogue human group to challenge a 1st level party


Hi I'm confused, how can I build an encounter with human enemies?, I want to build an adventure for a 1st level group based on a city but a 1st lvl enemy say a group of bandits is not a possible encounter since 1 enemy of the party level is a moderate encounter suitable for a mid boss. Am I missing something? Is the weak template my only other option here?

Thanks.


where can I download the play test? can't find it


Hi, my group has just finished the first book of hell's vengeance and I was thinking of converting the rest of the AP to second edition but I have two players with classes not covered in the current rules (as far as I know) one is the mentioned anti paladin with the tyrant archetype and the other is a witch, the witch I know is coming in a future book and maybe the player could use other class for now but I cant find information on the anti paladin, any help is appreciated.

BTW I just got the books don't know all the rules yet I'm on my first reading of the core rule book on the game mastering chapter, haven't got to read the bestiary yet.


I just finished the first book and been readin the core rulebook of 2nd ed, will it be hard to convert the rest of the AP? HAs anyone tried? I have a witch and an antipaladin pcs in my group that could be a problem...


The antipaladin in my group smote him with his great sword and killed it single handedly in 2 turns :(


Warped Savant wrote:

The three modules Crypt of the Everflame, Masks of the Living God, and City of Golden Death are a nice, little trilogy that goes from 1-6 (possibly 7... it's been a few years since I ran it).

Not quite as long as you're looking for but I'd suggest you take a look through them.

Thanks thats what Im looking for, any suggestion for another module to keep it going to level 10?


1 person marked this as a favorite.

Im not looking for a one shot adventure


1 person marked this as a favorite.

Hi, Im looking for and Adventure path (or something like that) that ends by level 10-12, Ive GM some AP and we never finish them, by the time we hit the 4th book I get bored by all the book keeping with so many enemy abilities and the PCs are way overpowered, basically I don't like high level play :D

Any suggestions?


I made this for my tonight's session , I expect my players to battle the chimera and since is their first mythic encounter I wanted it to be something special with music and sound effects, so I downloaded some dragon, leopard and ram sounds and mixed them with some background battle music and thought to share, tell me what you think and I hope you find it useful!

https://www.dropbox.com/s/7rwcyjwj563zip6/Mythic%20Chimera%20loop.mp3


I want to make a file with sound effects and music for the first encounter of the adventure to start with a bang, my plan is to start with a thunder sound and begin speaking as Zanthus and while I'm doing his speech the file will last half a minute in silence and then a woman will scream, I will act surprised and look around as if searching for her amongst the players then the other scream will be heard and some goblin screams, the crowd will run in panic while the goblins start to sing and some epic battle music start, and the whole battle will be with music and the sound of the crowd in panic with some goblin screams and evil laughs here and there.

But Im missing some goblin sounds I've tried looking for goblin or gremlin screams and laughter but I can't find anything, I remember someone uploading a file with the goblin song years ago but cant find it either.

So I come to you looking for this missing sound effects do you know where I can download something like this to complete the file?, I'll happily upload the file for everyone to use once is finished, Im also open to suggestions for the music.

Thanks.


Hi everybody probably a long post.

I have this adventure idea and I need some help developing it and
populating it with enemies.

First the basics I have a group of 5 players, some are 6th level and some are 7th level we have just finished the adventure Tower of the last Baron and I think they will take the bait for Treasure of Chimera Cove, we are also using the PFRPG rules with all the supplement books from paizo (actually the fighter is a little bit overpowered because of that doing 2d6+20dmg with overhand shop).

I haven’t wrote and adventure in a long time instead playing premade adventures like this ones and Rise of the runlords and crimson throne that’s why I need help I’m a little rusty and the system has changed a lot.

The idea is simple at first, the group is heading to the next adventure and they stop to spend the night in a little town, the town features are: it has only one street, a tavern, blacksmith, grocery store, cemetery, small shrine to a god (don’t know which jet), a well and a wild sunflower “garden”

The plan is that they are arriving at the town when the sun is setting, the few people that they see on their way to the tavern look at them scared and then they sigh of relief before heading to their house in a hurry, when they arrive at the tavern the last patrons are leaving. The bartender/owner, a human probably on his fifties, welcomes them and start to do some small talk while he offers them something to drink and tells them they can sleep on the floor by the fire because the tavern don’t have any rooms being in the middle of nowhere he doesn’t have many travelers coming by, when asked about the town people and the tavern being empty he tells them a story:

A couple of weeks ago weird things started happening in town, a soon as is dark weird noises could be heard and then ghostly figures appeared flying by the town, this ghosts look like demons or monsters and the people stopped going out at night, but it didn’t end there some of the kids in town couldn’t be woken up, they went to sleep and the next morning they didn’t wake up they kept sleeping nothing the people do could wake them even his younger son is sleeping right now, they sent word to the next town for help but haven’t heard from the messenger in days.

At this point I expect the players to investigate and maybe go out to see this monsters, the clues will eventually led them to a little girl who was the first to fall asleep, when they come (hopefully at night) the mother will plead they don’t hurt the little girl that she doesn’t know what she is doing, if they go to her room they will see that her window is open (the only open window at night in town) and that the girl is sleeping on her bed, there is also a night table beside the bed and a big wardrobe (like the one in Narnia) if they stay there for a while at the door they will see one of the creatures come out near the wardrobe and get out of the house through the window, if they get in the room, suddenly the bed looks like it’s far away and no matter how much they walk they can reach it and that their feet are stuck to the ground like if they were walking on mud, when they are finally about to reach the girl a strong wind start blowing in the room (imagine being in the eye of a tornado) but the only thing that is moving is the wardrobe (its shaking) the closer they get the harder it shakes.

Here they have a choice they can kill the little girl and everything stops or if they can deduce that the walking on mud and that the not being able to reach the bed are common nightmares and a few other clues dropped by the mom about the girl being scared at night, they can open the wardrobe (I’m going for the monster in the closet thing) there they will find a portal that takes them inside the girl mind, to her nightmare.

You see the girl has power, she is a sorcerer in the making, she was born with this power that she can’t control and it draw the attention of something, this thing feeds on nightmares, the “ghosts” are this girl nightmares they are bleeding into the real world and their mission is to give nightmares to others and draw them into their world, that’s why the kids are asleep they were the first to be attacked, if left unchecked the monster (Don’t know if there is something with this powers, any suggestion would help) I’ll call him Lord of Nightmares (sounds cool and cliched :P) will enter the real world.

Once inside they have to rescue the kids and finally the little girl, I don’t have a lot developed here but what I got is this, they will “wake up” in the field of sunflowers (this is where the girl used to play and thus is a “safe” place, a place where she felt secure) everything is dark, pitch black, they can’t see anything, when they try to light a torch or use a light spell, the light will immediately dim down to the illumination level of a candle, it doesn’t matter how powerful the spell in here light is weak, when they look around they see the sunflowers but they are huge, that’s because they see things from the perspective of the girl, since they are inside her mind everything looks to them like it looks to her, the nightmare is a representation of the town where the kids are trapped.

I imagine the kids trapped inside monsters and when the monsters are defeated the kid has to wake up in order to escape, the only way I can think of is pretending to fall, you always wake up when you fall in a dream, once the kid starts to fall he wakes and disappears, they will hear the screams or something of the kids to guide them through town, one idea I had was that since the girl has never set foot in the tavern when they go to rescue the bartender kid it will be filled with voices and blurring images, glimpses of what the girl could see and hear when she walked down the street and in front of the tavern.

The first thing they will see after leaving the garden is the well and they will hear a girl crying form inside the well, inside the well is the girl alter ego, when she played she was this heroic adventurer a sorcerer warrior that defeated demons and monsters, this “hero” is trying to rescue her but was captured and thrown in the well, the scariest place in town for the girl, the PCs have to climb down and pull her out but inside the lights won’t work and they will have an inexplicable fear, the emotions of the girl are mixing with theirs because of the significance of this place (remember they are in her mind) once they pull her out, the girl transforms into a woman and explains who she is, but she doesn’t know that she is not real she believes she has slay demos and dragons, and she points at the girl window explaining were she needs to go, and the window will illuminate like a beacon, this is the girl calling for help to her alter ego.

When they finally reach the girl room they will be confronted by the lord of nightmares who has trapped the girl and he will tell to the “hero” that she is not real that if the girl wakes up she will disappear essentially die and that she should help him, the party needs to convince her not to and defeat the monster once the monster is defeated the girl will ask what is going on and the hero will ask a moment with her, the girl will be excited to meet her hero and she will tell her she needs to wake up, the hero will linger in this words and with sudden realization will fall disappearing, everything will start to collapse and the PCs need to escape the dream as it crumbles around them, parts of the room will disappear in the blink of an eye, the girl scared will start crying and then she will disappear too, they need to reach the wardrobe before it disappears to exit the dream.

What happened is that the hero realized that she was as much the little girl as she was herself and woke up, leaving the girl trapped in the dream, she took possession of her body, and when you wake up you can remember your dream for a few minutes before it disappears of your memory, this is the time the PCs have to escape.

After that I plan that she will maintain the girl persona for as long the PCs are in town, and will become a recurring villain or something.

So what do you think? Opinions and criticism are welcome.
I need help expanding the encounters in the dream world and populating the adventure with monsters and NPCs but any help is welcomed.
Sources of inspiration:

A weird dream I had about a journalist who had been building a city inside her head since she was a child and one day one of her character possessed her body and was trying to bring her lover into the real world as well. (As I said weird dream)

The movie insidious (that’s how I imagine the dark dream world like the astral plane)

And of course Inception.


I read there is a FAQ for Pathfinder but I cant find it anywhere, can someone provide a link?

Thanks.


Hi my order hasn't arrived, it was supposed to be here by the 24, it has been 14 business day by now.


I was looking for this line of products but could only find the color Cooper, and was wondering if you carry them or I could special order them.

here is a link to the vallejo page with the range Im talking about.

http://www.acrylicosvallejo.com/gb/liquid-gold-gb.html


Hi Im the DM of a group of 4 players that dont have a healer, we are playing council of thieves, originaly there were 5 players and one was the cleric of the group but he is not a reliable player and only showed the day we made characters and the first session, so my players are wondering what to do without a cleric and I need to come with a solution.

THe party consists of 1 fighter 2 rouges and 1 summoner

The obvious solution could be adding potions to the loot and wands but is difficult to drink a potion in combat and costs your whole action and a potion can get "old" a caster level 1 potion of CLW at level 5 is just useless, the problem i see for the wands is that none of the rogues have ranks in use magic device and maybe they didnt planed to but Ill have to ask them to invest skill points there if I were to add wands.

Any ideas?


the problem has been fixed please try to charge me again and send my items.

thanks


I had them suspended because I thought I could fix some problems Im having but its gonna take more time than I expected, therfore I have to cancel for now, I hope to subscribe again in the near future but right now its not possible.

Thanks.


Hello Im having some problems with my credit card provider is it possible to suspend my suscriptions untill next month while I fix the problem or change credit cards?

Thanks.


The problem with the credit card should be fixed now, please try again sending my order.

Thank you.


I like what you did there, my players too figure it out the moment he asked they escort that blond girl (I cant remember her name), actualy it is now a running joke on the table to ask "are you blackjack"


Im about to start runing this adventure tonight I am going to use the new rakshasas because Ive seen what the players are capable to do, we are using PFRPG character and Ive been converting the NPCs, and they have been capable of dealing with them very easily, Adaisin and her undead version (the BBEG of the las adventure) was killed in a few rounds the only problem was the Leukadaemon and that was the strategy the PC choose.

They will be dealing with the rakshasas in a couple of weeks Ill let you know how it went.


Thats it for Seven Days to the Grave, I see that someone already did Escape from old Korvosa that'll save me alot of time. I didnt did Arkimos because I wasnt planing on using him to fight my pcs we roleplayed that encounter.


LADY ANDAISIN CR 9
Male Human Cleric 10
NE Medium Humanoid
Init -1; Perception +5
Languages Common
---------------------
AC 16, touch 9, flat-footed 16
(-1 Dex, +7 armor)
hp 102 (10d8+40)
Fort +13, Ref +4, Will +13
---------------------
Speed 20ft.
Melee weapon +1 Vicious Scythe +10/+5 (2d4+2) and
Unarmed Strike +8/+3 (1d3+1)
Space 5 ft.; Reach 5 ft.
Base Atk +7/+2; CMB +8; CMD 17
Atk Options Battle Rage (Sp), Bleeding Touch 5 rounds, 7/day (Sp)
Combat Gear Unarmed Strike, +1 Vicious Scythe, +1 Breastplate
Cleric Spells Prepared (CL 10, +8 melee touch, +6 ranged touch):
5 (DC 19, 2/day) - Command Greater, Flame Strike, Slay Living*
4 (DC 18, 4/day) - Air Walk, Cure Critical Wounds, Divine Power*, Magic Weapon Greater, Summon Monster IV
3 (DC 17, 4/day) - Status (Extend), Blindness/Deafness, Contagion, Dispel Magic, Magic Vestment*
2 (DC 16, 5/day) - Shield of Faith (Extend), Aid, Bear's Endurance, Cure Moderate Wounds, Cure Moderate Wounds, Spiritual Weapon*
1 (DC 15, 5/day) - Cause Fear*, Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Sanctuary
0 (DC 14, 4/day) - Detect Magic, Guidance, Light, Read Magic
* Domain Spell
---------------------
Abilities Str 12 Dex 8 Con 18 Int 10 Wis 19 Cha 13
SQ Aura (Ex), Channel Negative Energy 5d6 (DC 16) (Su), Cleric Domain: Death, Cleric Domain: War, Combat Casting, Extend Spell, Spell Focus: Necromancy, Spontaneous Casting, Weapon Master (Su)
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, Martial Weapon Proficiency - All, Shield Proficiency, Simple Weapon Proficiency - All, Spell Focus: Necromancy, Weapon Focus: Scythe
Skills Acrobatics -4, Climb -2, Escape Artist -4, Fly -4, Knowledge: Religion +13, Perception +5, Spellcraft +13, Stealth -4, Swim -2
Possessions combat gear plus Artisan's Outfit (Free), Cloak of Resistance, +2, Headband of Inspired Wisdom, +2
---------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch 5 rounds, 7/day (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 5d6 (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Death's Embrace (Ex) Heal damage from channeled negative energy,
Extend Spell Spell duration lasts twice as normal. +1 Level.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon Master (Su) Gain the temporary use of a combat feat.


ROLTH CR 8
Male Human Wizard Necromancer 9
CE Medium Humanoid
Init +2; Perception +4
Languages Common, Undercommon
---------------------
AC 13, touch 13, flat-footed 11
(+2 Dex, +1 deflection)
hp 74 (9d6+18)
Fort +8, Ref +6, Will +7
---------------------
Speed 30ft.
Melee weapon Masterwork Dagger +4 (1d4-1) and
Unarmed Strike -1 (1d3-1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; CMB +3; CMD 16

Combat Gear Unarmed Strike, Masterwork Dagger
Wizard Spells Prepared (CL 9, +3 melee touch, +6 ranged touch):
5 (DC 20, 2/day) - Cone of Cold, Feeblemind, Waves of Fatigue
4 (DC 19, 3/day) - Animate Dead, Dimension Door, Enervation, Ice Storm
3 (DC 18, 4/day) - Dispel Magic, Hold Person, Lightning Bolt, Ray of Exhaustion, Vampiric Touch
2 (DC 17, 5/day) - Detect Thoughts, False Life, Ghoul Touch, Scorching Ray, Spectral Hand, Spectral Hand
1 (DC 16, 6/day) - Charm Person, Chill Touch, Grease, Mage Armor, Ray of Enfeeblement, Ray of Enfeeblement, Shield
0 (DC 15, 4/day) - Acid Splash, Light, Ray of Frost, Touch of Fatigue
---------------------
Abilities Str 8 Dex 14 Con 14 Int 20 Wis 10 Cha 12
SQ +2 to Fortitude saves, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Grave Touch (8/day) (Sp), Greater Spell Focus: Necromancy, Illusion, Life Sight (9 rounds/day) (Su), Necromancy, Power Over Undead (8/day) (Su), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Spell Focus: Necromancy, Transmutation
Feats Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Greater Spell Focus: Necromancy, Scribe Scroll (Scribe Scroll (bonus feat)), Spell Focus: Necromancy, Toughness +9, Wizard Weapon Proficiencies
Skills Perception +4, Sense Motive +2
Possessions combat gear plus 6 black onyxes, Cloak of Resistance, +1, Headband of Vast Intelligence, +2, Money, Mortician's Tools, Ring of Protection, +1, Scholar's Outfit (Free), Unguent of Timelessness, Wand of Magic Missile
---------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Grave Touch (8/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus: Necromancy +1 to the Save DC of spells from one school.
Illusion You may not cast spells from the Illusion school.
Life Sight (9 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power Over Undead (8/day) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Transmutation You may not cast spells from the Transmutation school.


PRIEST OF URGATHOA CR 2
Male Human Cleric 3
NE Medium Humanoid
Init +0; Perception +3
Languages Common, Varisian
---------------------
AC 17, touch 10, flat-footed 17
(+7 armor)
hp 27 (3d8+6)
Fort +7, Ref +1, Will +6
---------------------
Speed 20ft.
Melee weapon Masterwork Scythe +5 (2d4+1) and
Unarmed Strike +3 (1d3+1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; CMB +3; CMD 13
Atk Options Battle Rage (Sp), Bleeding Touch 1 rounds, 6/day (Sp)
Combat Gear Unarmed Strike, Masterwork Scythe, +1 Breastplate
Cleric Spells Prepared (CL 3, +3 melee touch, +2 ranged touch):
2 (DC 15, 2/day) - Cure Moderate Wounds, Spiritual Weapon*, Summon Monster II
1 (DC 14, 3/day) - Cure Light Wounds, Divine Favor, Magic Weapon*, Shield of Faith
0 (DC 13, 4/day) - Bleed, Detect Magic, Guidance, Resistance
* Domain Spell
---------------------
Abilities Str 13 Dex 10 Con 14 Int 12 Wis 17 Cha 8
SQ Aura (Ex), Channel Negative Energy 2d6 (DC 10) (Su), Cleric Domain: Death, Cleric Domain: War, Combat Casting, Spontaneous Casting
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Great Fortitude, Shield Proficiency, Simple Weapon Proficiency - All, Weapon Focus: Scythe
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Heal +9, Knowledge: Religion +7, Sense Motive +9, Spellcraft +7, Stealth -3, Swim -2
Possessions combat gear plus Potion of Cure Moderate Wounds, Scholar's Outfit (Free)
---------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch 1 rounds, 6/day (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 2d6 (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


DR. DAVALUS CR 9
Male Human Bard 5 Expert 3 Rogue 3
NE Medium Humanoid
Init +2; Perception +8
Languages Common, Elven, Halfling, Mwangi
---------------------
AC 19, touch 13, flat-footed 16
(+2 Dex, +5 armor, +1 dodge)
hp 63 (11d8)
Fort +3, Ref +10, Will +9
---------------------
Speed 30ft.
Melee weapon +1 Humane Bane Rapier +11/+6 (1d6) and
Unarmed Strike +9/+4 (1d3-1)
Space 5 ft.; Reach 5 ft.
Base Atk +7/+2; CMB +6; CMD 19
Atk Options Sneak Attack +2d6
Combat Gear Unarmed Strike, +1 Mithral Chain Shirt, +1 Humane Bane Rapier
Bard Spells Known (CL 5, +6 melee touch, +9 ranged touch):
2 (DC 14, 3/day) - Invisibility, Mirror Image, Misdirection
1 (DC 13, 5/day) - Charm Person, Disguise Self, Expeditious Retreat, Hideous Laughter
0 (DC 12, 99/day) - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation
---------------------
Abilities Str 8 Dex 14 Con 10 Int 16 Wis 12 Cha 14
SQ Bardic Knowledge +2 (Ex), Bardic Performance (standard action) (14 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 14) (Su), Bardic Performance: Inspire Competence +2 (Su), Bardic Performance: Inspire Courage +2 (Su), Class Skill Selection: -Choose-, Combat Expertise +/-2, Combat Reflexes, Dodge, Fast Stealth (Ex), Improved Feint, Lore Master 1/day (Ex), Quick Draw, Trapfinding +1, Versatile Acting +0 (Ex), Well Versed (Ex)
Feats Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Light), Bard Weapon Proficiencies, Combat Expertise +/-2, Combat Reflexes, Dodge, Improved Feint, Quick Draw, Rogue Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Finesse, Weapon Focus: Rapier
Skills Appraise +7, Bluff +16, Diplomacy +16, Disable Device +7, Heal +10, Intimidate +6, Knowledge: Arcana +9, Knowledge: Local +10, Knowledge: Nature +9, Knowledge: Religion +12, Perception +8, Perform: Oratory +13, Profession: Clerk +9, Sense Motive +6, Stealth +12
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Money, Potion of Remove Disease
---------------------
Bardic Knowledge +2 (Ex) You add half your bard level to all knowledge skill checks.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Class Skill Selection: -Choose- The Expert must select 10 skills to be designated as class skills.
Combat Expertise +/-2 You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes You can make extra attacks of opportunity.
Dodge +1 to AC vs attacks from one opponent.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Lore Master 1/day (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +2d6 to your Sneak Attack damage.
Trap Sense +1 (Ex) Bonus on reflex saves and AC against traps improves by +1.
Trapfinding +1 Bonus to find or disable traps, including magical ones.
Versatile Acting +0 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.


I rememberd reading in this forum that this rule was gone, but its still there in the book, is this a left over from the 3.5 SRD or the rule still stands?


JOLISTINA SUSPERIO CR 8
Male Elf Rogue 6 Sorcerer 3
CE Medium Humanoid
Init +9; Senses Low-Light Vision; Perception +1
Languages Common, Elven
---------------------
AC 19, touch 15, flat-footed 14
(+5 Dex, +4 armor)
hp 69 (6d8+3d6+18)
Elven Immunities - Sleep
Fort +5, Ref +11, Will +4
---------------------
Speed 30ft.
Melee weapon Masterwork Dagger +7 (1d4+1) and
Unarmed Strike +6 (1d3+1)
Ranged weapon +1 Crossbow, Light +10 (1d8+1)
Space 5 ft.; Reach 5 ft.
Base Atk +5; CMB +6; CMD 21
Atk Options Bleeding Attack (Ex), Sneak Attack +3d6
Combat Gear +1 Crossbow, Light, Screaming Bolt (3), +1 Studded Leather glamered, Masterwork Dagger, Bolts 20,
Sorcerer Spells Known (CL 3, +6 melee touch, +10 ranged touch):
1 (DC 13, 6/day) - Identify, Ray of Enfeeblement, Shield, Ventriloquism
0 (DC 12, 99/day) - Acid Splash, Dancing Lights, Ghost Sound, Mage Hand, Open/Close
---------------------
Abilities Str 12 Dex 20 Con 14 Int 10 Wis 8 Cha 14
SQ +2 to Fortitude saves, Arcane, Deliver Touch Spells Through Familiar (Su), Elven Immunities, Elven Magic, Empathic Link with Familiar (Su), Eschew Materials (Eschew Materials (bonus feat)), Fast Stealth (Ex), Metamagic Adept (1/day) (Ex), Point Blank Shot, Precise Shot, Resiliency (Ex), Share Spells with Familiar, Trapfinding +3
Feats Armor Proficiency (Light), Elven Weapon Proficiencies, Eschew Materials (Eschew Materials (bonus feat)), Improved Initiative, Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Focus: Crossbow, Light
Skills Acrobatics +13, Bluff +8, Climb +5, Disable Device +9, Disguise +8, Escape Artist +9, Knowledge: Local +7, Perception +1, Perform: Comedy +7, Sleight of Hand +11, Stealth +13
Possessions combat gear plus Alchemist's fire (flask) (2), Artisan's Outfit (Free), Flint and steel, Manacles, Potion of Invisibility (3), Potion of Remove Disease (2), Sealing wax, Sewing needle (20), Wand of Cat's Grace 11 carges left
---------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bleeding Attack (Ex) Sneak attack causes extra damage over time.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials (Eschew Materials (bonus feat)) Cast without materials, if material cost is <= 1gp.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Resiliency (Ex) 1/day gain temporary HP = your rogue level when brought to 0 HP.
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +3d6 to your Sneak Attack damage.
Trap Sense +2 (Ex) Bonus on reflex saves and AC against traps improves by +1.
Trapfinding +3 Bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


QUEEN PHYSICIAN CR 2
Male Human Rogue 3
NE Medium Humanoid
Init +7; Perception +6
Languages Common, Varisian
---------------------
AC 15, touch 13, flat-footed 12
(+3 Dex, +2 armor)
hp 21 (3d8+3)
Fort +2, Ref +6, Will +1
---------------------
Speed 30ft.
Melee weapon Masterwork Club +6 (1d6+2) and
Unarmed Strike +4 (1d3+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; CMB +5; CMD 17
Atk Options Sneak Attack +2d6
Combat Gear Unarmed Strike, Masterwork Club, Leather
---------------------
Abilities Str 14 Dex 17 Con 12 Int 13 Wis 10 Cha 8
SQ Agile Maneuvers, Combat Reflexes, Trapfinding +1
Feats Agile Maneuvers, Armor Proficiency (Light), Combat Reflexes, Improved Initiative, Rogue Weapon Proficiencies, Simple Weapon Proficiency - All, Weapon Focus: Club
Skills Acrobatics +7, Bluff +5, Diplomacy +5, Disguise +4, Heal +3, Intimidate +3, Knowledge: History +4, Knowledge: Local +7, Perception +6, Sense Motive +6, Stealth +8
Possessions combat gear plus Healer's kit, Plaguebringer's Mask, Traveller's Outfit (Free)
---------------------
Agile Maneuvers You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Combat Reflexes You can make extra attacks of opportunity.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +2d6 +1d6 to your Sneak Attack damage.
Trap Sense +1 (Ex) Bonus on reflex saves and AC against traps improves by +1.
Trapfinding +1 Bonus to find or disable traps, including magical ones.


GREY MAIDEN CR 2
Female Human Fighter 3
LE Medium Humanoid
Init +1; Perception -1
Languages Common
---------------------
AC 22, touch 11, flat-footed 21
(+1 Dex, +9 armor, +2 shield)
hp 32 (3d10+9)
Fort +6, Ref +2, Will +2
---------------------
Speed 20ft.
Melee weapon Masterwork Longsword +7 (1d8+2) and
Unarmed Strike +5 (1d3+2)
Ranged weapon Longbow, Comp. (Str +0) +4 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +3; CMB +5; CMD 16

Combat Gear Unarmed Strike, Gauntlet (from Armor), Masterwork Longsword, Longbow, Comp. (Str +0), Arrows, Masterwork Full Plate, Shield, Heavy Steel
---------------------
Abilities Str 14 Dex 12 Con 17 Int 10 Wis 8 Cha 13
SQ Armor Training 1 (Ex), Bravery +1 (Ex), Point Blank Shot, Precise Shot, Quick Draw
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Iron Will, Martial Weapon Proficiency - All, Point Blank Shot, Precise Shot, Quick Draw, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency, Weapon Focus: Longsword
Skills Acrobatics -2, Escape Artist -5, Fly -5, Intimidate +7, Stealth -5, Swim -4
Possessions combat gear plus Traveller's Outfit (Free)
---------------------
Armor Training 1 (Ex) Reduce armor check penalty and increase max DEX of armor.
Bravery +1 (Ex) +1 Will save vs. Fear
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.


Correct, just remember, aditional dice are never multyplied


It would be C: 2d8+8+1d6

Yo multiply all modifiers, in this case strength and magic, except extra dice, in this case the 1d6 of fire.


Are this items waiting for seekers or something? because they have been pending for a long time now.


Yvicca

CE Medium monstrous humanoid (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +11
Aura horrific appearance (60 ft.)
Defense
AC 20, touch 13, flat-footed 13 (+4 armor,+3 Dex, +3 natural)
hp 78 (4d10+5d8+36)
Fort +11, Ref +8, Will +9
SR 15
Offense
Speed 30 ft., swim 40 ft.
Melee +1 short spear +14/+9 (1d6+7) and claw +11 (1d6+5)
Special Attacks evil eye DC 14 Horrific Appearance DC 14
Spells Known (CL 5 th)
3 rd—cure moderate wounds, grater magic fang
2 nd—barkskin, bull’s strength, resist energy
1 st—charm animal(DC 15) cure light wounds, faerie fire, speak with animals
0—detect magic, detect posison, flare, read magic
Statistics
Str 24, Dex 16, Con 18, Int 8, Wis 18, Cha 14
Base Atk +7; CMB +8; CMD 21
Feats Skill Focus (Bluff, Perception), Alertness, Greater Fortitude, Improved Initiative
Skills Bluff +9, Knowledge (any one) +5,
Perception +11, Stealth +10, Swim +19
Languages Common, Giant
SQ amphibious, nature bond, nature sense, wild empathy,
Woodland stride, trackless step, resist nature lure, wild shape (1/day)
Ecolo gy
Special Abilities
Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mindaffecting fear effect. The save DCs are Charisma-based. Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the effects of the evil eye).
Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. This is a mindaffecting effect. The save DC is Charisma-based.
Combat gear +1 short spear, bracer of armor +2
Other gear death’s head coffer (50 pp, dead rat inside)

Shark
Statistics: Size Medium; Speed swim 60 ft.; AC 18 (+6
natural armor +2 Dex); HP 40 (5d8+20) Init +6 Attack bite +9 (1d6); Ability Scores Str 18, Dex 14,
Con 18, Int 1, Wis 12, Cha 2; Special Qualities scent. blindsense.
Saves Fort +7 Ref +5 Will +2
Feats Weapon focus (bite), Improved initiative, Improved Natural armor
SQ Link, Share spells, Evasion


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I finaly got the Bestiary pdf so Im converting some of the classed monsters in this adventure and the npcs, I will be posting conversions as I need them, for example today I will be converting two monsters because we run them tonight.

I post them here for anyone that needs them and to proofread them, so if you see an error please let me know.

thanks.

Girrigz (Hybrid Form)

LE Medium humanoid (human, shapechanger)
Init +9; Senses low-light vision, scent; Perception +9
Defense
AC 26, touch 19, flat-footed 20 (+5 armor, +5 Dex, +1
dodge, +2 natural, +3 deflection)
hp 60 (2d8+5d10+23)
Fort +7, Ref 11, Will +6
Defensive Abilities evasion, blur 20% miss chance;
DR 10/silver
Offense
Speed 30 ft.
Melee +1 silver rapier +14/+9 (1d6+4/18–20), bite +6
(1d4+1 plus disease and curse of lycanthropy; DC 15)
Special Attacks sneak attack +1d6
Statistics
Str 15, Dex 20, Con 16, Int 10, Wis 16, Cha 6
Base Atk +6; CMB +8; CMD 23
Feats Dodge, Weapon Finesse, Weapon Focus (rapier),
Weapon Specialization (rapier), Improved Initiative,
Iron Will, Lighting Reflexes, Mobility.
Skills Acrobatics +8, Bluff +6, Climb +6, Intimidate +6,
Knowledge (local) +5, Perception +8, Sense Motive +9,
Stealth +8, Swim +7
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph),
rogue talents (fast stealth), lycanthropic empathy (rats and
dire rats), trapfinding, Weapon Training +1 (Blades, light),
Armor Training +1, Bravery +1
Special Abilities
Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3
Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
Curse of Lycanthropy (Su) A natural lycanthrope’s bite
attack in animal or hybrid form infects a humanoid target
with lycanthropy (Fortitude DC 15 negates). If the victim’s
size is not within one size category of the lycanthrope,
this ability has no effect.
Combat Gear potion of blur, potion of shield of faith +3 (already factored)
Other Gear +1 chain shirt, +1 silver rapier, 30 gp

Next Yvicca as soon as I finish her.


If you keep bumping up the post it will never get answered, cosmo starts checking for older threads first and go up from there.

Also if you sbscribe to the line your preorder would be changed to a subscription copy.


Still pending, I thought the subscribers and preorders were to ship by wendsday, is something wrong with my order?


Will it be aviable here at paizo?


I suggest you place this topic in the customer service board where is more likely to get the attention it needs.


After reading this:

Vic Wertz wrote:

Also, note that Pathfinder RPG subscribers who have Pathfinder Chronicles, Planet Stories, or GameMastery Maps subscriptions—*and* have chosen to hold their products for monthly shipment—will be waiting another week or two until those products arrive.

Those who have Pathfinder Adventure Path subscriptions and have chosen to hold for that will be waiting until the next AP arrives, probably in early November.

If you're in one of those groups and you don't want to wait, now would be a good time to set your RPG subscription to ship as soon as products arrive.

Is it posible to move the product that will hold this order to november to the next month so the order ships when the Bestiary arrives?

Thanks.


Can you also delay the AP book of september to next month? Im not runing that path rigth now and would help me to save on shipping, you can charge me the book this moth and ship it with everything else in octuber if that helps.


Me too order #1248875


Hi my order is only showing one item the AP but in my subscriptions this other two are showing for this month also,

1x Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society (PFRPG)
1x Pathfinder Chronicles: Princes of Darkness—Book of the Damned Volume 1 (PFRPG)

Werent they supoused to ship thogether?

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