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.
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...
"Each day, you can channel your magic into two abilities chosen from familiar abilities, which affect your familiar, and master abilities, which affect you."
Is that two abilities from each list or two abilities in total between the two lists?
This may be my answer. If I use the organizational influence system from Ultimate Intrigue, and give the PCs 1 point of influence for every hex they explore, that should be a good way to represent the rewards they gain from expanding their settlements knowledge of the campaign area.
My group is only able to get together once a month for 4-6 hours of gaming, so as GM I've decided to go with the PFS style of giving out experience points: 1 game = 1 experience point; every 3 experience points = 1 level.
Now comes my question; what do I do to reward my group for exploring wilderness hexes as per Ultimate Campaign? I don't want to say they get nothing, but I'm also not sure about a straight number of hexes explored giving the PCs a level.
The Bloodcove Disguise has an excellent mechanic for parties attempting to move between several points in an Aspis-held city while trying to keep a low profile. It gives PCs a number of options for how to accomplish this, and gives several levels of response from the city depending on the PCs' level of success.
I'm just starting to put together just such a campaign that will take place in the Roanoke Colony (rather than London). Here's a few campaign traits I've thought up:
Shakespearean Comedian: As a member of the Lord Chamberlain’s Men, you trod the boards at the Globe theater in London and mastered the comedies of William Shakespeare, becoming an unrivaled expert in the arts of wit, satire, and scathing insult. You gain a +1 trait bonus on Perform (comedy) checks and can use Perform (comedy) instead of Intimidate when attempting to demoralize an opponent.
Shakespearean Historian: As a member of the Lord Chamberlain’s Men, you trod the boards at the Globe theater in London and mastered the histories of William Shakespeare, becoming an unrivaled expert in the history of the world as known to the folk outside the ivory towers of academia. You gain a +1 trait bonus on Perform (oratory) checks and can make untrained Knowledge (history) checks with a DC of up to 15.
Shakespearean Tragedian: As a member of the Lord Chamberlain’s Men, you trod the boards at the Globe theater in London and mastered the tragedies of William Shakespeare, becoming an unrivaled expert in the understanding of human motivations and foibles. You gain a +1 trait bonus on Perform (act) checks and a +1 trait bonus on Sense Motive checks made to get a hunch about someone. Sense Motive is always a class skill for you.
I'd love to get a copy. I loved the book on cooking magic, and am looking forward to using it (and maybe the expanded book) in my next home-brew.
This should be very exciting for my wife, as she loves circuses, Americana, carnival, and the like, while I'm reminded so much of Ravenloft's carrionettes and the module The Created.
So, I've written up the stats of the main antagonist for a 1st-level Winter Solstice/Yule-themed adventure. I could use a little help with his personality. I'm thinking it will take place in Sandpoint, probably at the Rusty Dragon or the Pixie's Kitten...
From a table filled with holiday food—sausages, pies, ham, tarts, roast fowl, and golden cakes bejeweled with candied fruit—an ominous voice calls out a warning.
----- Defense ----- AC 25, touch 19, flat-footed 20 (+5 Dex, +6 natural, +4 size)
hp 19 (1d10+13); fast healing 5
Fort +5, Ref +7, Will +5
Defensive Abilities hardness 5; Immune construct traits, petrification, polymorph; Resist acid 10, electricity 10, fire 10
Weaknesses delicious
----- Offense ----- Speed 30 ft.
Melee 2 slams +5 (1d3-3)
Space 1 ft.; Reach 0 ft.
----- Statistics ----- Str 8, Dex 20, Con 17, Int 15, Wis 17, Cha 14
Base Atk +1; CMB -4; CMD 11
Feats Great Fortitude
Skills Bluff +6, Knowledge (history) +6, Knowledge (local) +3, Perception +7, Perform (oratory) +6, Profession (cook) +4, Sense Motive +7, Stealth +26
Languages Common, Halfling, Skald; telepathy 100 ft.
SQ construction points, merge with ward, ward (100-year-old fruitcake)
----- Special Abilities ----- Construction PointsTsukumogami Toughness (Ex, 1 CP): Gains 10 bonus hit points.
Delicious (Ex) Julekage takes a –2 penalty on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability.
Freeze (Ex) Julekage can hold itself so still it appears to be a fruitcake. When Julekage uses freeze, it can take 20 on its Stealth check to hide in plain sight as a fruitcake.
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.
Anyone else want to know what happened to the moon and all its succubi? Does Absalom Station orbit the moon? Does it orbit the station? Did the gods steal the moon when they stole Golarion?
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
----- 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.
As a player, I must ask: Is this adventure really supposed to start with an totally unavoidable explosion that killed me graveyard dead before I even rolled for initiative in the first encounter? I mean, I placed my figure on the map at the GM's command, and then failed my Reflex save and died. End of game.
We've got a REALLY cool picture of Seoni dressed as Valeros coming in a few months.
For the love of Cayden; tell me you're not planning to do the reverse of this! There are some things man was not meant to know and how Valeros would look in a skimpy red dress is one of those things!
We'll see.
Does this mean you're changing your "who would you cast as" vote for Valeros to Eddie Izzard now?
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.
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?
Interesting idea. The specific effects of temples of different deities is the sort of thing I think would be good to see in a down-the-road expanded version of kingdom/city rules.
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).
Certainly didn't expect to be called out by name so soon, but thanks all the same. I shall endeavor to do my best, and hope not to let you or any of my fans down.
Hmm, the poster who gave us the ardorwesp in Round 2 picks the other wasp entry available to stat up for Round 3...
Heh.
"Thank you all for your support and please vote for my entry! If you have questions, I'll be happy to answer them once voting for this round is closed."
I do have a question though. The type of energy, is denoted by the deity, but you also say that the type of energy the scapular protects is chosen during the item's creation. Is the act of attaching a symbol of one's deity part of its creation?
The type of energy (acid, cold, electricity, fire) is chosen by the creator of the item, and has nothing to do with the deity who's symbol is attached to the scapular. The deity only determines what type of energy (negative or positive) the user channels.
So, a scapular of true devotion (fire) would grant fire resistance if a paladin of Shelyn healed her friends with it, and deal fire damage when a cleric of Zon-Kuthon used the same scapular to blast his enemies with the channeled hate of his god.
And, thanks for your (and everyone's) congratulations and good wishes!
Congratulations on making it through to (at least) a top 32 again, and maybe with inquisitors soon to be seeing print we will also see your item from 2008 in print too... :D
Ardorwesp Description: An ardorwesp is a peculiar amalgam of hornet and dragonfly approximately the size of a house cat. Its sleek, segmented body is flecked with copper, iron, gold, and—especially along its mandibles and six sawtoothed legs—adamantine. The drone of its gossamer wings grows softer the faster the creature flies.
Violent and territorial in the wild, ardorwesps are also surprisingly intelligent, and have been known to make alliances with humanoids devoted to vengeance, passion, or craftiness. Ardorwesps cannot speak, though they can communicate with each other, and usually understand one locally-spoken language.
Found primarily in temperate forests and plains, ardorwesps nest by burrowing into trees or hillsides. The creatures feed on the nectar of giant flowers, treants, and other fantastic flora. They also prey upon magical beasts, particularly stirges and wizards’ familiars, using such creatures as hosts for their young (though any creature, from halfling to hill giant, will do in a pinch).
Powers and Abilities: In battle, an ardorwesp can fly with amazing speed and agility. It lashes about with serrated legs hard and powerful enough to shred cloth and leather, and even sunder steel armor. The creature’s touch, whether claw or bite, magically paralyzes living creatures. Once a foe is rendered helpless in this manner, the ardorwesp can implant a pupa within the host.
The pupa grows quickly, hatching into a fully formed ardorwesp in 24 hours. This birth deals a great amount of physical trauma, more than likely killing a smaller host. A creature implanted with a young ardorwesp is best aided by mundane surgery, as almost any magical healing kills the pupa, but causes it to burst into a swarm of flesh-eating wasps.
Alexander, I disappeared from your game quite be accident. I now have my schedule back in order.
If you don't mind my re-entry in the campaign is the group still meeting same time, same place? Making the next session July 9th?
Andrew,
Good to see you back! We are still meeting at the same time, and July 9th is the next game, but Tim has offered to let us play at his house now that BAM closes at 9:00 PM. I'll be happy to meet you at the bookstore and then lead you to his place (only some 4-5 blocks away).
For those who love Holmes and Lovecraft (as so many here at Paizo seem to), you must check out the book Shadows Over Baker Street! A wonderful collection of short stories that cross the streams.
I'd just say if you're gonna have Gorum turn from his cleric (and I'm not saying that's a bad choice) and shift his alignment to evil, you should have a more suitable god there to pick up the pieces... for a price.
Norgorber imediately springs to mind as an appropriate god of murder in the dark.