Judge Trabe

Alexander MacLeod's page

RPG Superstar 2008 Top 16, 2010 Top 4. Goblin Squad Member. ** Pathfinder Society GM. 124 posts (374 including aliases). 3 reviews. No lists. 1 wishlist. 11 Organized Play characters. 3 aliases.


Dataphiles 2/5

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"Oh, boy..." — Dr. Sam Beckett

Grand Archive

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Three cheers for Geb!

Grand Archive

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Ambiguous halfling rogue. Dilettante thanatologist, amateur courtesan, and baking aficionado.


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For years I've thought of multiclass Necromancer/Druids as the overseers of Geb's luxury crop plantations. Now I'm thinking that they are a corrupted offshoot of the Magaambya...


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"It does not, however, seem impossible that by an attention to breed, a certain degree of improvement, similar to that among animals, might take place among humans. Whether intellect could be communicated may be a matter of doubt: but size, strength, beauty, complexion, and perhaps even longevity are in a degree transmissible... As the human race could not be improved in this way, without condemning all the bad specimens to celibacy, it is not probable, that an attention to breed should ever become general." — Mengkare of Hermea, 4593 AR


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Damn, but I do look fine!

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Definitely interested in the Psychopomp Ushers.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Joe Mucchiello wrote:
And where is the general feat that allows you to take another heretage feat at first level.

Page 163:

ANCESTRAL PARAGON FEAT 1
Whether instinctively, through study, or through a mystic sense, you feel a deeper connection to your ancestry than most of those who share that ancestry. You gain a level-1 ancestry feat.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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CorvusMask wrote:
I myself just like the idea that undead just spontaneously speak this horrifying sounding language that most people don't understand :D

Just such a scene occurs in the BBC's Jonathan Strange & Mr Norrell when Strange animates the corpses of several Italian mercenaries to gain information about Napoleon's army...

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Top five archetypes that would help me 'port my homebrew campaign to PF2 would be:

Vivisectionist (alchemist) for medicinal perposes.

Evangelist (cleric) for preaching to folk.

Corsair (fighter) for being a Sea Dog.

Rake (rogue) for the ladies.

The fifth is for my wife:

Mad Dog (barbarian) for the animal companion.

Dataphiles

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The dragon thinks of the player races as pets, and though it never directly says so, it shows this by calling them by race ("Seoni-human" or "Harsky-dwarf") and asking them things like, "Who's a good adventuring party?" before rewarding them for a task.

Sovereign Court

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Butch Arthur wrote:
I'm just picturing a kid jumping into a pile of leaves and disappearing, leaving only bloody bones behind after the wind scatters the "pile."

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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At first appearing to be a pile of flame-colored leaves, this thousands-strong cloud of nut brown fey takes to the air on wings of oak and maple.

Leaf-Fall Host CR 5
XP 1,600
CN Diminutive fey (swarm)
Init +4; Senses low-light vision; Perception +12
----- Defense -----
AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
hp 52 (8d6+24)
Fort +4, Ref +9, Will +7
Defensive Abilities negative energy affinity, swarm traits; Immune weapon damage
----- Offense -----
Speed 10 ft., fly 30 ft. (good)
Melee swarm (2d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14), frost on the pumpkin
----- Statistics -----
Str 1, Dex 16, Con 15, Int 13, Wis 12, Cha 14
Base Atk +4; CMB —; CMD
Feats Deceitful, Dodge, Taunt (APG), Toughness
Skills Bluff +15, Disguise +15, Fly +13, Knowledge (nature) +12, Perception +12, Sense Motive +12, Sleight of Hand +14, Stealth +15 (+19 in leafy areas), Survival +9; Racial Modifiers +4 Stealth in leafy environs
Languages Common, Sylvan
SQ freeze
----- Ecology -----
Environment temperate forests
Organization solitary, pair, or flurry (3-5 swarms)
Treasure standard
----- Special Abilities -----
Freeze (Ex) A leaf-fall host can hold itself so still it appears to be a pile of fallen leaves. A leaf-fall host that uses freeze can take 20 on its Stealth check to hide in plain sight as a pile of oak and maple leaves.
Frost on the Pumpkin (Su) At will, a leaf-fall host can choose to have all damage done by its swarm attack in a round be delivered as cold damage.

The embodiment of the Autumnal Equinox, the elusive fey known as leaf-fall hosts are only encountered between the end of summer and the first day of winter. Their wings look like large oak and maple leaves in colors ranging from gold to orange to crimson, with tips the same deep brown as the leaf-fall’s skin. These fey rarely wear anything more modest than an acorn cap, and while fair to look upon, their tiny teeth and claws become truly dangerous weapons when brought to bear in a swarm.

Despite appearing to be a pile of fallen leaves when at rest, those who have survived an encounter with a leaf-fall host swear they have a distinct smell cinnamon, nutmeg, and clove. While these swarms can be bribed to leave crops and farm animals alone with offerings of pies, crumbles, and other sweet baked goods, they are otherwise known to be particularly tricky, even going so far as to use their Disguise skill to take on the rough appearance of a stag or traveler to lure unsuspecting folk into the misty woods.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Anyone else hoping for Occult Anthology in a few months?


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djones wrote:
Grandpa?!

Or, perhaps, you mean "Gramma"?

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Righteous Mite wrote:
How about some love for the evil healer?

I had thought of doing up Damiel the Alchemist as a vivisectionist... Though I'm sure this surprises none who've gamed with me.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Kess the Bull:
She was raised to be Lady Kessilandrie Anicia Vlastos, but the thousands of jeering spectators that fill the mind when she fights taunt her with another name—Kess the Bull.

When her brother revealed her secret pit fighting, the shame practically broke Kess. Her pride and self-worth collapsed, crushed under the mockery she suffered, and Kess fled her family with no plan but to end it all. In dark tomes read through burning tears, the disgraced noblewoman discovered instead the demon lord of hopeless despair, Sifkesh.

Kess now has three simple goals in life: hurt others as she hurts, bring shame to House Vlastos and all its allies, and to die in the most spectacular way possible.

Mirror Universe Kess CR 4
XP 1,200
Human brawler 4
CE Medium humanoid (human)
Init +4; Senses Perception +8

----- Defense -----
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +1 dodge)
hp 36 (4d10+8)
Fort +5, Ref +6, Will +2; +4 profane bonus on saving throws against mind-affecting effects

----- Offense -----
Speed 30 ft.
Melee unarmed strike +10 (1d8+5) or
unarmed strike brawler’s flurry +8/+8 (1d8+5)
Ranged javelin +6 (1d6+5)
Special Attacks martial flexibility 5/day, traits (erratic malefactor, killer)

----- Tactics -----
Before Combat Due to her withdrawn nature, Kess tries not to draw attention to herself. She keeps an eye on nobles and other foes who try to do the same, and prepares alchemist’s fire or javelins for the opening of hostilites.
During Combat Kess is unusually reckless in combat, taunting (with her Dazzling Display feat) and attacking as many opponents as possible. She figures the more people she hurts, the less she will feel herself, and her death will only serve to further the desires of the Sacred Whore, Sifkesh.
Morale If she thinks there is a chance for an opponent to kill her, Kess will fight to the death. If her foes are so weak as to show mercy, Kess will retreat from a losing battle (with or without her allies).

----- Statistics -----
Str 20, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +9 (+10 grapple); CMD 21 (22 vs. grapple)
Feats Dazzling Display, Demonic Obedience (Sifkesh)(from Book of the Damned: Lords of Chaos), Improved Unarmed Strike, Intimidating Prowess, Weapon Focus (unarmed strike)
Skills Acrobatics +7, Intimidate +11, Knowledge (nobility) +1, Knowledge (planes) +3, Perception +8, Ride +7, Sense Motive +8
Languages Common
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, maneuver training (grapple +1), martial training, unarmed strike
Combat Gear alchemist’s fire, brooch of shielding (101 charges), potions of cure light wounds (3); Other Gear cold iron javelins (5), +1 mithril chain shirt, ring of protection +1, brawler’s kit (from Advanced Class Guide), everburning torch, 101 gp

----- Special Abilities -----
Brawler’s Cunning (Ex) Kess counts as having 13 Intelligence for the purpose of qualifying for combat feats.

Brawler’s Flurry (Ex) When Kess makes a full-attack, she has the Two-Weapon Fighting feat as long as she uses unarmed strikes, close weapons, and monk weapons, and she adds her full Strength modifier to all attacks.

Erratic Malefactor (Ex) Kess’s unpredictability and volatile temperament gives her an advantage over her foes. She gains a +2 trait bonus on initiative checks. In addition, she is willing to work with others, and has learned to use her allies’ strengths to reinforce her own skills and abilities. Once per day, as long as an ally is within 10 feet of her, Kess can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.

Killer (Ex) Kess deals additional damage equal to her weapon's critical hit modifier when she scores a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Martial Flexibility (Ex) Kess can spend a move action to gain any combat feat she doesn’t possess for 1 minute, as long as she meets the prerequisites. If she uses the ability again before that time, she loses all the feats from the previous use. If the feat has a daily limit and she picks it more than once, it doesn’t reset the limit. Power Attack is a pretty good choice if you’re fighting something you’d rather punch than grapple.

Martial Training (Ex) Kess counts her brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Mom, Dad, don't touch it... It's Evil!:
Explosive Runes!

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Zhangar wrote:
Note that the Rajah himself really didn't want her around after he learned about the mind-reading. The Rajah doesn't want his secrets being discovered either.

If you have nothing to hide, citizen, then you have nothing to fear.

Sovereign Court

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My Taldane shadow bloodline sorcerer, Weasel, wields a gold-plated cold iron and darkwood longspear named "Schmetterlingsschnauze." Literally "butterfly jaws," this is the Ulfen word for the toughness of the dandy.

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The image I used for my home games is this.

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Up Taldor!

By the grace of Her Serene Highness, Princess Eutropia, and His Imperial and Royal Majesty, Grand Prince Stavian III, and in honor of Her Royal Majesty, Arazni the Red Crusader, I am pleased to announce the formation of the Taldan–Gebite Joint Expeditionary Regiment to assist the much-battered forces of the Fifth Mendevian Crusade!

Born in reaction to partisan attacks in Geb first thought to be the harassing work of Knights of Ozem or misguided Pharasmites, but later proven without a doubt to have been caused by demoniac agents provocateur, the Regiment was at first scoffed at by nearly all who heard of it. (You Only Die Twice)

It was, in fact, only through the wise and generous Pathfinder Venture Captain Drandle Dreng that I learned of this unconventional fighting force's existance and desire to assist us all in the containment of the fiends of the Worldwound. I immediately set out to bend all of my resources to ensuring its success. (Shadows Fall on Absalom)

After many letters back and forth between Bordell-on-Jalrune and The Guilded City, I was given command of an elite force of mixed raiders to test the effectiveness of the military venture I was staking my reputation on. Under the banner of Geb, my troops and I showed that not only could the forces of Garund and Avistan work together, but they could do so even with the traditional Crusader soldiers too busy to join us for our delicious victory waffles! (The Wardstone Patrol)

With numerous affidavits of the regiment's prowess in hand, the time was upon me to ensure proper outfitting and unimpeded transport of the Taldan–Gebite Joint Expeditionary Regiment to the battlefront. The standard troops of His Imperial and Royal Majesty continue to guard the borders of the Empire, as the lands of the allied Jalrune estates have begun collecting volunteers from the unbearded masses of thier rural holdings.

Full of forethought and mercantile cunning, the servants of the Red Crusader, myself, and even Scion Lord Kerkis of House Damaq have all ensured that the Mechitar-Absalom-Golsifar trade routes created to smooth the way for the Regiment will not only pay for transport, but leave plenty left over to reward all those who do their part to ensure our success! (The Hellknight's Feast)

So, join me in a cheer and a toast to the success of the newly formed Taldan–Gebite Joint Expeditionary Regiment, and remember: “Sick the wolf on the tiger and the hunter’s work is done!”

The Right Honorable Lady Lillebryst MacFaileas, Visbaronetess of Bordell-on-Jalrune, Corvette Captain of His Majesty's Zimar Corsairs, Colonel of the Taldan–Gebite Joint Expeditionary Regiment, Gythia of the Sacred Sting, Dragonslayer, Husmær of the Ulfen Guard, Member of the Lion Blades, Companion of House Avenstar

Sovereign Court

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Why is everyone so upset about dead peasants? It's not like actual people got hurt! :P

Up Taldor!

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The House of Stolen Kisses in Quent, Isles of The Shackles (Pathfinder #57: Tempest Rising)

Thanks, Michael Eshleman!

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⋄ Drey Yarnes watches over Calistria's Cathedral in Pitax in the River Kingdoms. (Pathfinder #35: War of the River Kings)

⋄ In the south of Woodsedge, Galt is the Temple of Calistria, famous for its 20 foot tall statue of an enthroned Calistria portrayed as an elf stroking a giant wasp. (Plague of Shadows)

The Pleasure Salon of Calistria in the Ascendant Court district of Absalom is managed by the ranking sacred prostitute, Dyrianna of House Avenstar. (Guide to Absalom)

Sovereign Court

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Do the ballot counters in Andoran ever have to put up with people writing in powerful villains or dark gods (such as the Whispering Tyrant or Great Cthulhu)? Do the honest ones actually count such votes?


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Alexander Augunas wrote:
18) Are there youth organizations of any kind on Golarion? For some reason, the idea of a Boy Scouts-esque Ranger Corps amuses me to no end. Then again, I'm an Eagle Scout.
James Jacobs wrote:
18) Yes.

Do green-clad attic whisperers sell cookies door-to-door in Geb?


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You must remember, my dear magus, that pure number of Hit Dice isn't really a good determining factor when looking at what is a threat... Twenty 1-HD skeletons is in no way as dangerous as one 20-HD skeleton.

And, even if a necromancer has a 20-HD skeleton under her control, that monster is only a CR 8... a reasonable encounter for a group of PCs who are not yet considered powerful enough to register on a legend lore spell.

Really, mindless, feeble skeletons and zombies are no more dangerous than a bunch of living bakers and butlers to the high level characters of the world.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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New outfits of clothing, as well as either materials or styles that can be added to outfits to enhance their value and/or usefulness (in the manner of the tear-away outfit from Adventurer's Armory).

Materials could range from buskin traveler's outfits to gold-embroidered entertainer's outfits, while styles could include form-fitting courtier's outfits and mourning cleric's vestments.

This should give those who want more detailed forms of clothing for their characters useful and exciting options without having to resort to huge lists of individual garments.

Sovereign Court

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Lavode de'Morcaine wrote:
DR #/evil stuff...

Those of angelic bloodlines are immune to mundane nicks by human knives and goblin horse-choppers, but their skin can be pierced by the most wicked and befouled armaments of the legions of darkness. It takes real evil to actually harm them.

Sovereign Court

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TheFace wrote:
Now, I COULD just add the skeleton template to the dinosaurs from the Bestiary, but there is one glaring issue: These bones are 65 million years old. Presumably, that would effect their utility as fighting creatures. Should they get an AC penalty due to age? Hit point penalty? Be left alone? Furthermore, they are underground, encased in earth. Can such a skeleton be animated, and if so can it dig itself to the surface if so commanded? Can it even hear the command to do so?

WotC's revived fossil template, which was the "official" 3.5 take on this subject, can be found here (it's at the bottom of the page).


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Pharier wrote:
I was wondering as Golarion is a magic heavy world, with near infinate possibilites is it possible for humanoid races to bypass the physical limits of their bodies and possess physical powers beyond those we could never realistically achieve in the modern world from physical training alone?

Bypassing the weaknesses of a petty mortal body is one of the primary goals of those who follow the Whispering Way, after all.

Sovereign Court

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Yeah, I'm old enough to have gotten the, "Is that the game where you kill yourself?" question back when I was somewhere around 12 to 15.

And after 26 years of trying, I still don't know what I'm doing wrong when I play... no suicide, no summoned demons, no throngs of mind-controlled chickies. Maybe I should get a refund on my old Red box set?


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James Jacobs wrote:
Arazni never took the test of the Starstone. She probably WOULD have, had she survived the crusade against Tar-Baphon. She never got the chance, though.

Would it not make for an interesting story if I got the idea to take the test now?

Sovereign Court

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roguerouge wrote:
Remember that Hermione knocks down Draco with one blow. Either Draco should have a terrible Con or she should have surprising strength.

But, she's not smashing in doors and wrestling giant three-headed dogs. This is probably just a natural 20 and a confirmed critical roll.

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Here is a picture of the Stag Lord's buckle I made for our Kingmaker game.

I don't suppose anyone's found a picture of an actual sculpture of entwined succubi that could be used for player hand out?

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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OK, my next question is, how much does it cost to build a Pathfinder Lodge in one of your cities, and what would such a building's effects be for Economy, Loyalty, Stability, and Unrest?

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Has the idea of Shrines, Temples, and Cathedrals providing a +1, +2, and +4 bonus based on the alignment of the deity worshiped there (as per the Alignment section on page 55 of Rivers Run Red) come up yet?

This would differentiate a temple of Calistria (+2 loyalty, +2 stability) from a temple to Erastil (+2 economy, +2 loyalty) or a temple to Asmodeus (+4 economy).

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Light Dragon wrote:
I am not too certain that making a bear trap takes more time or skill than perfectly balancing a blade or forging a proper sword...

But, a perfectly balanced, finely honed blade would be masterwork, and cost an extra 300 gp.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4 aka Alexander MacLeod

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Cloister of Saint Bethaene
Fifteen years before Cayden Cailean was rebuffed by Calistria and stumbled drunkenly into the Starstone Cathedral to end it all, a reclusive order of druids began construction of a hill fort in the northern reaches of the Verduran Forest. Who they were and what they needed this structure for have been lost to the ages, as they were slain by the green dragon Vaxthelian within weeks of their fort’s completion. For hundreds of years since then, the hill fort served as home to bandits, goblins, and other such rough company.

In 4665 AR, a band of adventurers in league with the church of Calistria in Woodsedge cleared the hill fort of its unwanted denizens and rededicated it as the Cloister of Saint Bethaene the Double-Jointed in honor of their temple’s head hetaera. When Bethaene died in the Red Revolution two years later, her body was interred in the Cloister. And, while the mortal servants of the Sacred Sting died or moved on, Saint Bethaene’s final resting place was watched over by the goddess’s more otherworldly servitors—vicious ardorwesps and hedonistic fey.

Now, after years of peace, the Cloister is once more beset by troublesome and prying foes. While the aristocratic treasure seekers of Taldor have begun covertly sending parties of adventurers across the Galtan border to “rescue” relics of old, an even more sinister threat looms over the Cloister of Saint Bethaene. Members of a Nocticulan Slayer’s Guild in Woodsedge discovered the location of the Cloister, and have sent agents to claim the fort to further their machinations and holdings upon Golarion. Subtlety and seduction being key, the cult has sent a succubus assassin to pervert the current guardians and gather a following whose guile can reach into decadent Taldor.

The Cloister of Saint Bethaene is a cluster of nine underground chambers buried within a manmade hill. The steep, crescent-shaped slope rises to about 20 feet above the level of the surrounding forested plain. The walls within are all magically treated superior masonry (hardness 16, hp 180, break DC 55), beyond which is the hard packed earth of the hill. Unless otherwise noted, ceilings are 8 feet high in the hallways and 10 feet high in the Cloister’s rooms. Surprisingly dry and comfortable for such an old structure, the temperature is moderate and the air is fresh.

1. Meditation Garden
A massive oak dominates the center of this small courtyard, its dusky branches covered in deep foliage that mottles the area below in shade. A dark hollow, perhaps a foot wide, can just be seen at the tree’s base. Several stone benches sit beneath the mighty oak’s branches, and gardens off to the side fill the air with a not-unpleasant herbaceous scent. Set into the inner slope of the hill that makes up the Cloister are three pale stone doors with intricately carved lintels.

Even steeper than the slope of the outer hill, the 20 foot high sides of the courtyard here act as a cliff, and can be scaled with a DC 15 Climb check. The oak (see massive trees under Forest Terrain, Pathfinder Core Rulebook 425) has been branded with a well-hidden symbol of the demon lord Nocticula, which can be discovered with a DC 25 Perception check. The gardens act as light undergrowth, though some of the plants are slightly more hazardous (see below).

The stone benches can provide cover for Small creatures and high ground for attackers that stand upon them. They, like the posts and lintels of the doors are adorned with symbols of Calistria and carved with scenes of scantily clad maidens frolicking with satyrs. Closer inspection, and a DC 20 Perception check, reveals that the maidens all have cruel visages, the satyrs are fiends, and the religious iconography has all been slightly cracked.

The eastern door (leading to area 2) is jammed, requiring a DC 28 Strength check to open. The Cloister’s current inhabitants do not use the rooms beyond this door, and the lack of tracks to or from this area is readily apparent to anyone making a DC 15 Survival check.

Creatures: The oak is the bonded tree of a dryad, now twisted by the foul seductions of Nocticula’s servants. She serves as the first line of defense for the Cloister’s current master, though can often be found shirking such duty in favor of dalliances with one or more of the satyr guards from area 5. When present, the fiendish dryad is likely to surprise intruders, thanks to her tree meld ability. Upon noticing the PCs will she will step out of her tree on the far side from the party, using it as cover to hide, and use entangle to make the most out of the area’s hazard.

The ardorwesps that nest beneath the oak attack immediately upon spotting intruders, though PCs with visible symbols of Calistria will be treated with indifference rather than hostility. Loosely allied with the dryad, they will defer to her commands in battle. These creatures will readily follow PCs who flee, returning to this area only after having successfully used their implant ability. If any ardorwesp is killed here, the remaining creatures use their telepathy the next round to alert the entire complex to the intruders’ presence.

Ardorwesp (4) CR 3
XP 800 each
hp 22 each (RPG Superstar Round 3)

Fiendish Dryad CR 4
XP 1,200
hp 27 (Pathfinder Bestiary 116)
DR 5/cold iron and good; Resist cold 10, fire 10; SR 9
Special Attacks smite good 1/day as a swift action (+4 to attack rolls and +6 to damage against good foe; smite persists until target is dead or the fiendish dryad rests)

Hazard: Mixed in with the more common herbs and flowering plants of the gardens here are several tangles of pale nettleweed (Pathfinder Chronicles: Campaign Setting 216). A PC can identify these plants before stumbling into them with a DC 10 Knowledge (nature) check, but this will not help those who are bull rushed into these areas.

Development: Should a PC notice the symbol of Nocticula burned into the dryad’s tree, a DC 20 Knowledge (religion) or Knowledge (planes) check will confirm that this is some sort of demonic binding, and the cause of the dryad's fiendish powers. If the tree is splashed with six flasks of holy water (one for each HD of the dryad) or targeted with a consecrate or dispel evil spell, the dryad will lose the fiendish template and be freed of Nocticula’s influence. If this occurs, she likely uses tree stride to flee deep into the forest and lament what she had become unless a PC can quickly adjust her attitude to friendly. If they free the dryad from damnation, award the party XP as if they defeated her in regular combat.

If the ardorwesps send out their telepathic alarm, the entire Cloister goes on alert. This causes the satyr guards (from area 5) to arm themselves and move to the library (area 6). Should the fiendish dryad have been with them, she immediately returns to the garden to ensure the safety of her tree. All of the Cloister’s other inhabitants ready themselves to greet the PCs as described in their encounter areas.

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Gray Maidens CR 2

Spoiler:
Female human cavalier 3
LE Medium humanoid (Chelaxian)
Init +1; Senses Perception -1
defense
AC 21, touch 11, flat-footed 20; (+8 armor, +1 Dex, +2 shield)
hp 25 (3d10+9)
Fort +5, Ref +2, Will +2
offense
Spd 20 ft. (base 30 ft.)
Melee mwk longsword +7 (1d8+2)
Ranged mwk composite longbow +5 (1d8+2/x3)
Special Attacks cavalier’s charge, challenge 1/day (+3 damage, +1 dodge bonus to AC), lion’s call (+2 on saves vs. fear, +1 on attacks)
statistics
Str 14, Dex 12, Con 15, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +5, CMD 16
Feats Dazzling Display, Iron WillB, Quick Draw, Weapon Focus (longsword)B
Skills Acrobatics -3, Climb +1, Intimidate +8, Knowledge (local) +4, Knowledge (nobility) +6 (+1 involving Queen Ileosa), Ride +6
Languages Taldane
SQ mount, order of the lion, tactician 1/day
Gear mwk half-plate, mwk heavy steel shield, mwk longsword, mwk composite longbow [Str +2], arrows (20)

Gray Maiden’s Steeds CR —

Spoiler:
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
defense
AC 15, touch 9, flat-footed 15; (+6 natural, -1 size)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +4
Defensive Abilities evasion
offense
Spd 50 ft.
Melee bite +5 (1d4+3), 2 hooves +0 (1d6+1)
Space 10 ft.; Reach 5 ft.
statistics
Str 16, Dex 13, Con 15, Int 2, Wis12, Cha 6
Base Atk +2; CMB +5, CMD 16
Feats Intimidating Prowess, Iron Will, Light Armor Proficiency
Skills Intimidate +3, Perception +5
SQ link

Queen’s Physicians CR 2

Spoiler:
Male human alchemist 3
NE Medium humanoid (Chelaxian)
Init +6; Senses Perception +6
defense
AC 12, touch 12, flat-footed 10; (+2 Dex)
hp 16 (3d8+3)
Fort +4 (+2 against poison), Ref +5, Will +1
offense
Spd 30 ft.
Melee mwk wand of misery +5 (1d6+2)
Special Attacks bomb 5/day (+4 ranged touch, 2d6+2 fire, DC 13)
Extracts Prepared (CL 3rd)
1st—cure light wounds, expeditious retreat, shield, true strike
statistics
Str 14, Dex 15, Con 12, Int 15, Wis 10, Cha 8
Base Atk +2; CMB +4, CMD 16
Feats Brew PotionB, Combat Reflexes, Improved Initiative, Throw AnythingB
Skills Bluff +2, Diplomacy +2, Heal +6, Intimidate +2, Knowledge (arcana) +8, Perception +6, Sense Motive +3, Stealth +5
Languages Infernal, Taldane, Varisian
SQ discovery (precise bomb), mutagen, poison use, swift alchemy
Gear leather armor, mwk wand of misery, plaguebringer’s mask, doctor’s outfit, healer’s kit, surgeon’s tools
Formula Extracts prepared, plus detect undead and disguise self


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James Jacobs wrote:
Geb is barely mentioned at all in Legacy of Fire.

Not nearly enough mention of Geb through this whole "Pathfinder" drek, you ask me. And I ought to know, having been here through quite a bit of it, sonny!

@Iomedae: Don't think I've forgotten about you, little sister of the faith. But to call a girl "degraded" just because you don't like some of the things her boyfriends have been doing is just rude.


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Pookachan wrote:
What book disappointed you the most?

1862 by Robert Conroy is the only book in the past 20 years that I've actually been so disgusted with when I finished it, that I threw it away. Didn't give it away, didn't sell it off -- threw it away so that no one would ever read that copy again.

The book is supposed to be an alternate histroy of what would happen if Great Britain sided with the Confederacy during the War of Damnyankee Agression. Only, with the addition of the world's most powerful empire to its foes, apparently the Union whips 'em both -- and faster!

Blech.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4 aka Alexander MacLeod

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Malleus Maleficarum
Aura faint divination; CL 5th
Slot —; Price 10,400 gp

DESCRIPTION
Also known as the Hammer of Witches, these heavy books are always bound with cold iron, often embossed with the symbol of a lawful deity. The parchment pages within are filled with cramped and ancient writing pertaining to every aspect of discovering and defeating the magics of those who traffic with fey, demons, and other dark forces.

A Malleus Maleficarum grants anyone who can spend 1d4 rounds purusing its pages a +2 circumstance bonus on Knowledge (arcana) checks, and the book itself can be wielded in combat as if it were a cold iron +1 warhammer.

Finally, three times per day, anyone who understands Infernal can command a Malleus Maleficarum to reveal nearby witches. This causes chaotic or evil spellcasters within 30 ft. to glow (as if affected by faerie fire) in the eyes of the book’s wielder. The language requirement of this last power has gaven rise to the rumor that it was Asmodeus himself who penned the first copy of the Hammer of Witches.

CONSTRUCTION
Requirements Craft Wondrous Item, detect chaos, detect evil, detect magic; Cost 6,200 gp, 336 XP