Yuan Ti

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I received my long-awaited copies of the Kingmaker Pawns and the 1e Bestiary in the mail today. All I can say is Wow! I've only had a chance to give them a quick once over, but they look fabulous. Kudos Paizo for these amazing products.


Has anyone created a cross-referenced list of pawns from across the Paizo catalog? By this I mean, for instance:

Hobgoblin - Bestiary Box 93; Ironfang Invasion 38; etc.

I ask as sometimes it's difficult to find multiples of some of the pawns needed for an encounter.

If anyone has a document such as this, I'd love to get a copy. And to extend 1000 blessings in your direction.


I've had this order showing as pending since I placed it back in late May. Today I noticed that the 1e Beginner Box was canceled on the 10th of June. Can I have you substitute a Non-Mint 1e Beginner Box on this order so it can get moivng?

Thanks in advance.


I'm sure some of you remember the classic Dragon magazine adventure "Chagmat" from issue 63. I"m looking to revisit it and was curious if anyone had created/updated the Chagmat using the rules from the Advanced Race Guide?

I was thinking of possibly using the Werespider (Bestiary 6) as an inspiration/template as well. If any of you ladies or gentlemen has some advice on creating with the ARG rules, I'd truly appreciate it.


When I click "Add PDF" to put it in my cart, I get a message that it "produced an error" and nothing goes into my cart. Help! I wanna buy something!


I inserted my two cents in a different thread (Jon Brazer looking at doing an NPC Codex II and/or Monster Codex II) that I'd like to possibly see these available in a Pocket Edition size or as a Pocket Edition Print-On-Demand option.

I'd like to take this request a bit further and ask the amazing 3PPs out there to look into making the Pocket Edition size an option for your larger products.

I'm looking directly at Dreamscarred Press (Ultimate Psionics) and Alluria Publishing (Cerulean Seas Campaign Setting and Beasts of the Boundless Blue).

I know formatting your existing product would probably be a pain in the neck, but I'd ask you to at least consider it. I would pick up Print-On-Demand Pocket Edition sized books. And I believe I'm not necessarily alone.

Anyway, I'm done rambling. I thank you for reading and I hope to see Pocket Edition as a possible choice. Thank you.


I am very intrigued with this new Adventure Path, and have wanted to run a circus-themed campaign since "The Jinglng Mordo Circus" from way back in the early years of Dungeon magazine.

While I have nothing against 2e, I am not currently looking to move on from 1e (yeah, I'm a grognard) as I have more 1e stuff than I'll ever be able to play. That being said, are there any "simple" guidelines for back converting an NPC to 1e? When I see a 2e stat block, I don't see a class or level listed. I suppose reading the 2e book would alleviate that issue, but hey, I'm being lazy.

So if any of you esteemed board members have any tips, tricks, ideas, or suggestions, I will wholeheartedly take them and thank you profusely.

(And, it should go without saying, this is NOT in any way a sneaky way to start any edition wars. Not my intention in the least. Thank you for your patronage.)


I'm just curious as to how you use the different colored pawn bases Paizo markets.

I personally use blue for the PCs, black for opponents, green for tiny creatures, and red for creatures with a rider.

For the (very awesome) scenery pawns, I use a black base if the item takes up space in a square (i.e., statue, pillar, etc.) or a clear one (purchased from Spiel Pro) if said item (i.e., a door) would not take up a whole square.

Anyway, that's how I do it. How do you use them?


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I’ve seen a lot of posts throughout the boards bemoaning the lack of availability of some of the Pathfinder Pawn sets. While I, too, would rather be able to simply pick one up at my FLGS, making one from the PDF is not a difficult task. Tedious maybe, but not difficult.

1) Print the PDF on 110 lb cardstock Printed Cardstock
2) Using spray adhesive, glue each printed page to two other pieces of cardstock. You’ll have stacks of blank cardstock-blank cardstock-printed cardstock. Let the adhesive cure under some weight for at least a couple hours. Blank to Blank, Printed to Blank
3) Cut out the pawn halves. I use a Fiskars paper cutter. Cut Pawn Halves, My Cutter
4) Using a glue stick, glue the front and back “stacks” together and let sit under some weight for a couple of hour until the glue cures.
5) If you want to trim the corners, there are multiple corner trimmers available at hobby and craft stores. I haven’t trimmed any of them yet, as I don’t have a trimmer, but I don’t think they look too bad even with squared corners. Finished Pawns

I’ve even made some pawns from other PF compatible sources – Frog God’s Perilous Vistas series for instance Homemade FFG Pawns. I’ve also turned a few of Paizo’s Paper Minis into actual thick pawns instead of the thinner ones originally envisioned. Paper Minis Pawns.
With 6 layers of the cardstock the pawns are almost the same thickness as the Paizo pawns. They are very sturdy and fit in the bases just fine.

As for storage, I print a 3x5-sized card on cardstock with the cover image on one side and the index on the other and then store the pawns in zipper baggies. I try to limit each baggie to 30 pawns which seems to work pretty well. Pawn Storage

All in all, it's a bit time consuming, but in the end, you can have a beautiful set of Paizo pawns, and if you need extras of any of your pawns, it's easy enough to print a few extra pages.


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This is a (long overdue) followup to my Nyambe Classes as Archetypes thread. I've finally finished converting the races from Atlas Games' awesome Nyambe: African Adventures d20 sourcebook to Pathfinder. I've tried to stay true to the original with the biggest change going to the Wakyambi. In the original they were the Nyamban elves. I decided to break away from that and make them instead more closely related to the vanara. As always feedback to improve is greatly appreciated.

Races of Nyambe

Dwarf (Utuchekulu)
The utuchekulu are Nyamban dwarves. Traditionally, they dwelled underground, but were driven to the surface many years ago due to a powerful volcanic eruption.
Though still antisocial in many ways, the utuchekulu have attempted to adapt to surface life. The dwarves living in the eastern part of Nyambe-tanda have forged an alliance with the Empire of Mabwe, and the western dwarves have gained tribute from the volcano-dwelling Hutali.
Personality: Utuchekulu display the same gruff personalities dwarves are noted for in other lands. However, few have the stereotypical “heart of gold” underneath – they are gruff all the way through.
Physical Description: Utuchekulu appear as ebony-skinned dwarves with wild black hair and blood-red teeth. This tooth color is not natural; the dwarves actually dye their teeth with special berries collected from mountain vines. One tooth is especially long and grows into a sharp fang with which an utuchekulu can deliver an effective bite attack.
Utuchekulu Racial Traits:
- +2 Constitution, +2 Wisdom, –2 Charisma: Utuchekulu dwarves are both tough and wise, but also a bit gruff.
- Medium: Utuchekulu dwarves are Medium creatures and have no bonuses or penalties due to size.
- Slow and Steady: Utuchekulu dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Utuchekulu dwarves can see in the dark up to 60 feet.
- Bite Attack: Utuchekulu dwarves can bite with their single fang for 1d6 points of damage. An utuchekulu’s bite attack is subject to all the usual rules covering natural weaponry.
- Defensive Training: Utuchekulu dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
- Greed: Utuchekulu dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Utuchekulu dwarves receive a +1 bonus on attack rolls against humanoid creatures of the gnome subtype due to special training against these hated foes.
- Hardy: Utuchekulu dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Utuchekulu dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Stonecunning: Utuchekulu dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Weapon Familiarity: Utuchekulu dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Languages: Utuchekulu dwarves begin play speaking Daka-alif and Utuchekulu. Utuchekulu dwarves with high intellignce scores can choose from the following: Daka-kara, Kordo, Giant, Terran, and Undercommon.
- Illiterate: Utuchekulu dwarves are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Gnome (Kitunusi)
The gnomish kitunusi are a mysterious race with a magical connection to shadows and darkness.
Personality: Though far from emontionless, kitunusi society considers open displays of emotion to be a sign of weakness. As a result, kitunusi never laugh, cry, or lose their temper in public. Many people find this behavior quite disconcerting.
Physical Description: Kitunusi physical features are typically gnomish, with gray skin and curly black hair. However, the eyes of the kitunusi are pools of inky blackness, and they seem to be surrounded by shadows wherever they go.
Kitunusi Racial Traits:
- +2 Constitution, +2 Charisma, –2 Strength: Kitunusi gnomes are physically weak but surprisingly hardy, and their personalities are very strong.
- Small: Kitunusi gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty in their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Kitunusi gnomes have a base speed of 20 feet.
- Darkvision: Kitunusi gnomes can see in the dark up to 60 feet.
- Sunlight Sensitivity: Kitunusi gnomes suffer a –1 penalty to all attack rolls, saving throws, skill checks, and ability checks when exposed to direct sunlight.
- Kitunusi Magic: Kitunusi gnomes with a Charisma of 12 or higher may cast the spell darkness once per day. Treat the kitunusi as a 3rd-Level arcane caster for all spell effects dependent on level.
- Divination Resistance: Kitunusi gnomes have a spell resistance of 10 + character level versus all spells and spell-like abilities from the divination school.
- Inscrutable: Kitunusi gnomes have been conditioned since birth to avoid open displays of emotion. As a result, others attempting to use the Sense Motive skill on a kitunusi suffer a –4 circumstance penalty.
- Hatred: Kitunusi gnomes receive a +1 bonus on attack rolls against humanoid creatures of the dwarf subtype due to special training against these hated foes.
- Keen Senses: Kitunusi gnomes receive a +2 racial bonus on Perception skill checks.
- Obsessive: Kitunusi gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
- Weapon Familiarity: Kitunusi gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
- Languages: Kitunusi gnomes begin play speaking Kordo, Kitunusi, and Sylvan. Kitunusi gnomes with high Intelligence scores can choose from the following: Daka-alif, Daka-kara, Daka-kosa, Draconic, Utuchekulu, Giant.
- Illiterate: Kitunusi gnomes are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Halfling (Agogwe)
Until the halfling-like agogwe overthrew the Zombi Empire, few humans were even aware the race existed. Even since that time, the agogwe avoid cities and other sources of human civilization.
Personality: The agogwe are a reclusive race, which leads many to believe that they are shy and inoffensive. This is a carefully cultivated lie. The truth is quite the opposite; agogwe are fearsome warriors, and those that know them best often describe them as “humanoid weasels.”
Physical Description: Agogwe appear to be small, shaggy humans with pale skin and long, curved claws. They use the claws to burrow thorugh the earth and construct temporary shelters for themselves. As a nomadic culture, they do not build permanent settlements.
Agogwe Racial Traits:
- +2 Dexterity, +2 Charisma, –2 Strength: Agogwe halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Agogwe halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty in their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Agogwe halflings have a base speed of 20 feet.
- Burrowing: Agogwe halflings can dig through soft earth with a burrowing speed of 10 feet. They cannot dig through clay, hard-packed earth or stone.
- Fearless: Agogwe halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
- Halfling Luck: Agogwe halflings receive a +1 racial bonus on all saving throws.
- Keen Senses: Agogwe halflings receive a +2 raclal bonus on Perception skill checks.
- Sure-Footed: Agogwe halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Weapon Familiarity: Agogwe halflings are proficient with slings and treat any weapon with the word “halfling” or “Agogwe” in its name as a martial weapon.
- Languages: Agogwe halflings begin play speaking Kordo and Agogwe. Agogwe halflings with high Intelligence scores can choose from the following: Daka-kara, Daka-alif, Utuchekulu, Wakyambi, Kitunusi.
- Illiterate: Agogwe halflings are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Half-Orc (Ngoloko)
The ngoloko half-orcs are the remnants of the once-mighty Kosa Empire. The kosan orcs, removed from their position of dominance, were hunted down and killed without mercy by their former slaves.
Opinions differed, however, on what to do with the ngoloko. The ngoloko, half-human and half-orc children born to human concubines, were of course innocent of any wrongdoing, and in the end it was decided to banish the ngoloko from human settlements.
On their own, with no one else to turn to for help, the ngoloko thrived.
Personality: Despite their best efforts to avoid their heritage, ngologo have a tendency toward anger and brutality. They are genuinely ashamed when their emotions get the better of them, and many attempt to avoid emotionally charged situations.
Physical Description: Ngoloko are tall humanoids with dark gray skin and sparse, wiry hair. Some have tusk-like teeth, and most have upturned noses.
Ngoloko Racial Traits:
- +2 to One Ability Score: Ngoloko half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Ngoloko half-orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Ngoloko half-orcs have a base speed of 30 feet.
- Darkvision: Ngoloko half-orcs can see in the dark up to 60 feet.
- Intimidating: Ngoloko half-orcs receive a +2 racial bonus to Intimidate skill checks due to their fearsome nature.
- Orc Blood: Ngoloko half-orcs count as both human and orc for any effect related to race.
- Orc Ferocity: Once per day, when an Ngoloko half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
- Weapon Familiarity: Ngoloko half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
- Languages: Ngoloko half-orcs begin play speaking Kordo and Daka-kosa. Ngoloko half-orcs with high Intelligence scores can choose from the following: Daka-alif, Daka-kara, Draconic, Utuchekulu, Anubian, Wakyambi, and Giant.

Unthlatu
The dragon-blooded unthlatu are descended from matings between human slaves of the Kosa Empire and sorcerous dragons. Over generations of exile in the Great Mangrove Marsh, inbreeding brought their dragon lineage to the fore, and crossbreeding with reptilian swamp-creatures has changed them into an entirely new race.
There are two major clans of unthlatu: the kUakUa, or “lizard” clan, and the cUngId, or “poison water” clan. Marrying a member of the opposite clan used to be forbidden, but in recent years these restrictions have eased somewhat.
Personality: Most unthlatu are introverted and shy. They prefer to follow rather than lead, and usually defer decision-making to others.
Hereditary half-dragon chieftains rule the unthlatu. Chieftains are always accomplished sorcerers, and though all sorts of dragons are represented, most have black-dragon blood in them.
Physical Description: Unthlatu look superficially similar to humans, except that they are bald, have no body hair, and are completely covered in fine scales, matching the color of of the common chromatic or metallic dragon types. Unthlatu nobles have a distinctively draconic appearance, and unthlatu royalty are acutally half-dragons of various sorts.
Unthlatu Racial Traits:
- +2 Strength, –2 Dexterity, –2 Wisdom: Unthlatu are powerful but not very nimble. They lack the wisdom of their draconic ancestors.
- Medium: Unthlatu are Medium creatures have no bonuses or penalties due to their size.
- Normal Speed: Unthlatu have a base speed of 30 feet.
- Dragon Heritage: Though unthlatu have a mixed heritage, an unthlatu character must select the dragon type – black, blue, green, red, white, copper, brass, bronze, silver, or gold – from which he derives most of his dragon blood. This is known as the character’s primary dragon ancestry. Ancestry determines the color of an unthlatu’s scales, and is also used to determine the abilities gained if he takes the Breath Weapon or Energy Resistant feats.
- Darkvision: Unthlatu can see in the dark up to 60 feet.
- Unthlatu Immunities: Unthlatu are immune to magic sleep effects and get a +2 racial saving throw bonus against paralysis effects.
- Natural Armor: Unthlatu have a +1 natural armor bonus to their Armor Class.
- Natural Weapons: Unthlatu have natural weaponry in the form of claw attacks and a bite attack. An unthlatu’s claw attacks inflict 1d4 points of damage each, and its bite attack inflicts 1d6 points of damage. These attacks are subject to all the usual rules affecting natural weaponry.
- Unskilled: Unthlatu have little education or parental supervision. As a result all unthlatu skills suffer from a –2 racial penalty.
- Languages: Unthlatu begin play speaking Draconic and Kordo. Unthlatu with high Intelligence scores can choose from the following: Aquan, Daka-alif, Daka-kara, and Daka-kosa.
- Illiterate: Unthlatu are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Wakyambi
The wakyambi are a tree-dwelling race that seem to be akin to the vanaras of the Far East while some think may be distantly related to the elves of other lands. Their name derives from the Kordo language and means “sky people,” an allusion to their homes in the trees.
During the Kosa Time, the wakyambi were the favored slaves of the empire, and after the Great Rebellion, the wakyambi worked diligently to shed their image as traitors. To this day, the wakyambi put on a great show of animosity against the orcish ngoloko and other creatures of orcish blood.
Personality: Wakyambi are compassionate, benevolent, and nurturing. They also have a habit of patronizing and lecturing others, something that few find endearing.
Physical Description: The wakyambi appear as tall, brown-skinned Nyambans with pointed ears and a long, fleshy tail. Wakyambi eyes can be a variety of colors, but are most commonly violet.
Wakyambi Racial Traits:
- +2 Dexterity, +2 Intelligence, –2 Constitution: Wakyambi are nimble both in body and mind, but their form is frail.
- Medium: Wakyambi are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Wakyambi have a base speed of 30 feet.
- Climb Speed: Wakyambi have a base climb speed of 20 feet. This gives them a +8 racial bonus to Climb checks.
- Low-Light Vision: Wakyambi can see twice as far as humans in conditions of dim light.
- Keen Senses: Wakyambi receive a +2 racial bonus on Perception skill checks.
- Prehensile Tail: All wakyamb i have long, flexible tails that they use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons.
- Languages: Wakyambi begin play speaking Kordo and Wakyambi. Wakyambi with high Intelligence scores can choose from the following: Celestial, Daka-alif, Daka-kosa, Draconic, Goblin, and Sylvan.
- Illiterate: Wakyambi are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.


Does anyone have a good copy of the Barge End Chase map from Jason Buhlman's excellent adventure "Mad God's Key"? I'm looking for one without the annotations and Irontusk's path to use with Roll20. I can only find a very low-res version online.

Thanks in advance.


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After having owned the awesome Nyambe: African Adventures book for years I am finally going to get to put it to use as my campaign will finally be trekking to the lands of Nyambe-tanda.

I've converted the classes to archetypes and would love to get critiques/improvements to make them better. If Chris Dolunt happens to come along and offer his insight, more is the better.

(BTW, If you haven't taken a peek at this amazing tome from Atlas Games, you are missing out. So, to Mr Dolunt, thanks for your hard work. I have loved this book since it came out in the heydey of d20 in 2002.)

So without further ado, here are my attempts at making the classes into archetypes:

Nyamban Archetypes

Bard
Ngoma (Archetype)

Ngoma means “drummer” in Kordo. Ngoma are musicians, dancers, poets, and spellcasters. Even though ngoma invoke the powers of the orisha, ngoma are not true religious functionaries. Instead, they are “social” magicians, providing their services to members of the community for a modest fee.
- Weapon and Armor Proficiency: A ngoma is proficient with all simple weapons. They are not proficient with any sort of armor, but are proficient in shields.
- Sanguar: Ngoma are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.
- Spells: While a ngoma uses the bard spell list, she casts her spells as a divine caster.

Cleric
N’anga (Archetype)

N’anga are the priests of Nyamban societies. Though all people make sacrifices to the orisha, N’anga devote their entire lives to making the will of the spirits manifest amongst the community. N’anga are responsible for performing many public ritual including those for birth, coming of age, marriage, and death. N’anga do not form organized churches, though evil n’anga may come together in fiendish cults. Normally, being a n’anga is a hereditary occupation, and most are trained to assume their roles from childhood. Others come into the class later in life after having visions or encounters with powerful spirits. These “convert” n’anga often take their responsibilities more seriously than those who have inherited the “family business.”
- Weapon and Armor Proficiency: N’anga are proficient in all simple weapons. They are not proficient in any sort of armor, but are proficient with shields. N’anga are also proficient with the favored weapon of their chosen orisha.
- Sanguar: N’anga are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.
- Spells: N’anga is a divine caster who follows the ancestor, celestial, or fiendish orisha. The n’anga uses the normal cleric spell list—although she casts summon dragon (Nyambe: African Adventures 123) instead of summon monster.

Druid
Bangu (Archetype)

Very similar to the n’anga, the bangu also devote their lives to the orisha of Nyambe, however their focus is more on the natural world. They carry the same basic responsibilities as the n’anga, but the bangu, which means “skin” in Kordo, focus on non-humanoid things like animals, plants, and objects.
- Weapon and Armor Proficiency: Bangu are proficient in all simple weapons. They are not proficient in any sort of armor, but are proficient with shields. Bangu are also proficient with the favored weapon of their chosen orisha. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
- Sanguar: Bangu are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.
- Spells: A bangu is a divine caster who follows the elemental or natural orisha. The bangu uses the normal druid spell list—although he casts summon elemental (Nyambe: African Adventures 124) instead of summon nature’s ally.

Fighter
Gamba (Archetype)

Gamba are village warriors who place a greater emphasis on strength and toughness than any sort of formal training. These warriors are brute force combatants, relying on speed, strength, and power to make up for a lack of training. Gamba are raised in rural communities, and most join warrior societies upon initiation into adulthood. These organizations provide them with camaraderie and a minimal amount of combat training. Many gamba are only part-time warriors, spending the majority of their time herding or hunting, and only fighting when their community needs to be defended.
- Weapon and Armor Proficiency: The gamba is proficient in the use of all simple and martial weapons, light armor, and shields.
- Fast Movement (Ex): The gamba has a speed faster than the norm for his race by +10 feet when wearing no armor or light armor (and not carrying a heavy load). This ability replaces Weapon Training.
- Sanguar: Gamba are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level. This ability replaces Armor Training.
- Damage Reduction (Ex): Starting at 10th level, the gamba gains the extraordinary ability to shrug off some amount of injury from each blow or attack gaining DR 1/—. At 13th level, this damage reduction rises to DR 2/—. At 16th, it rises to DR 3/—, and at 19th level it rises to DR 4/—.This ability replaces Armor Mastery.

Monk
Engolo (Archetype)

Engolo are masters of unarmed combat. The art of engolo originally started as Nuba, a ritual form of wrestling practiced by the competitive NaBula people. Over the centuries, others have expanded the art of engolo to include kick attacks, weapon training, and even ritual dancing. However, Nuba still lies at the core of engolo, and as such the art includes much wrestling, tumbling, and ground fighting. The engolo is a master of form, but lacks the ability to harness his ki.
- Alignment: The engolo must be of lawful alignment.
- Grab (Ex): At 3rd level, an engolo can initiate a grapple without provoking an attack of opportunity. The engolo receives a +4 bonus on combat maneuver checks made to start and maintain a grapple. This ability replaces Still Mind.
- Martial Arts Master (Ex): At 4th level, an engolo may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces Ki Pool.
- Sandai (Ex): Engolo train to musical accompaniment. This practice is known as sandai, and provides a +2 bonus to the engolo’s CMB at 4th level. To gain a bonus, the engolo must be listening to music played by someone with at least 3 ranks in the Perform skill. This bonus increases to +3 at 8th level, +4 at 12th level, and +5 at 16th level.
- Ground Fighting (Ex): At 5th level, an engolo suffers no AC or attack penalties for fighting while prone. This ability replaces High Jump.
- Extreme Endurance (Ex): At 5th level, an engolo gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces Purity of Body, Diamond Body, and Perfect Self.
- Physical Resistance (Ex): At 7th level, if an engolo suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum of 5 at 19th level). This ability replaces Wholeness of Body, Timeless Body, and Tongue of Sun and Moon.
- Immune to Nonlethal Damage (Ex): At 12th level, an engolo is tough enough to completely ignore nonlethal damage from physical attacks. Nonlethal damage from environmental sources (such as breathing smoke) or magical attacks still affect him normally. This ability replaces Abundant Step.
- Defensive Roll (Ex): At 13th level, an engolo may use the defensive roll advanced rogue talent (Pathfinder RPG Core Rulebook 69) once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level). This ability replaces Diamond Soul.
- Quivering Palm: An engolo may use this ability one additional time per day per level above 15th, but may not have more than one in effect at a time.
- Greater Defensive Roll (Ex): At 19th level, an engolo suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails. This ability replaces Empty Body.

Ranger
Dembe (Archetype)

Dembe are “monster hunters,” gifted with supernatural powers to help them pursue and destroy their chosen foes. They are typically experts with ranged weapons such as spears and bows, and are unparalleled trackers.
- Weapon and Armor Proficiency: Dembe are proficient with all simple and martial weapons and with light armor and shields.
- Sanguar: Dembe are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level.

Rogue
Nanala (Archetype)

Nanala means “stealthy walker” in Kordo. The term is commonly applied to anyone who shows a tendency toward hiding, attacking from ambush, or any sort of deception. Most nanala are members of the lower classes. Nanala with larcenous inclinations are more likely to come from cities rather than rural areas, as their crimes are more likely to be discovered in small communities. Locks are uncommon in Nyambe, as are mechanical traps. As a result, nanala are more combat-oriented than rogues in other lands.
- Weapon and Armor Proficiency: A nanala’s combat training focuses on weapons suitable for stealth and sneak attacks. Nanala are proficient with the sap, normal and composite shortbow, and all simple weapons. Nanala are not proficient in any sort of shield or armor.
- Sanguar: Nanala are proficient in the art of dodging, commonly known as sanguar and gain the Sanguar feat (Nyambe: African Adventures 86) as a bonus at 1st level. This ability replaces Trapfinding and Trap Sense.

Sorcerer
Sei (Archetype)

Sei means “witch” in Daka-kara. These spellcasters are mortals born with the blood of dragons, and they are the only individuals capable of using arcane magic in Nyambe without the aid of fiendish orisha. Sei display their powers at childhood without any sort of training or practice. Amongst the unthlatu, such powers are considered normal, but sei of other races may find themselves exiled from their own communities.
It is not known whether the Overpower smiles or frowns upon sei, and despite their role in the overthrow of the Kosa, sei are distrusted and even hunted in some lands.
- Weapon and Armor Proficiency: Sei are proficient with all simple weapons. Sei are not proficient with any type of armor nor with shields. Armor interferes with a sei’s movements, which can cause his spells with somatic components to fail.
- Draconic Bloodline: Sei can trace the source of their magic to their heritage which grants them spells, bonus feats, and additional class skill, and other special abilities. All sei are descended from the dragons and therefore carry the draconic bloodline. At 1st level, the sei must select one of the chromatic or metallic dragon types and this choice cannot be changed. This ability replaces Bloodline.

Witch
Mganga (Archetype)

Mganga, also known as “witch doctors,” are spellcasters who specialize in fighting evil magic. Mganga are decidedly anti-social. Most live lives of seclusion, far from any settlements. People have little reason to interact with mganga unless they have been bewitched.
- Alignment: As an opponent of evil, the mganga must be non-evil in alignment.
- Create Gris-Gris (Ex): At 1st level, a mganga gains Create Gris-Gris (Nyambe: African Adventures 82) as a bonus feat. Gris-Gris are the Nyamban equivalent of scrolls.
- Mojuba Bags: A mganga must study her mojuba bags each day to prepare her spells. She cannot prepare any spell not encoded in her mojuba bags, except for read magic, which all mganga can prepare from memory. This ability replaces Witch’s Familiar.
- Familiar (Ex): At 2nd level, a mganga can summon a familiar. This familiar is like that of a wizard and is not required for her to prepare her spells. This ability replaces Witch’s Familiar.
- Ex-Mganga: Any mganga who changes to an evil alignment loses the ability to cast mganga spells, and can no longer advance in levels as a mganga. In addition, if she has a familiar, it turns against her and then leaves.

Wizard
Mchawi (Archetype)

Mchawi are wizards who have learned to steal magic from the Overpower through the aid of fiendish orisha. It takes a certain kind of person to sell his soul in exchange for arcane power. Mchawi can come from any occupation and social class, but what they all have in common is self-centeredness and an ego big enough to believe they can deal with the fiendish orisha and get away with it.
- Alignment: Most mchawi are evil, and as the majority pursue their own agendas rather than serve the orisha, they tend toward ethical neutrality rather than law or chaos.
- Weapon and Armor Proficiency: Mchawi are proficient with the blowgun, dagger, punch dagger, dart, sickly, quarterstaff, whacking stick, and wrist knife. Mchawi are not proficient with any type of armor nor with shields. Armor interferes with a mchawi’s movements, which can cause his spells with somatic components to fail.
- Necromancy Specialization: Mchawi are all specialists in the school of necromancy and follow the arcane school rules as spelled out in the Pathfinder RPG Core Rulebook.
- Create Gris-Gris (Ex): At 1st level, a mchawi gains Create Gris-Gris (Nyambe: African Adventures 82) as a bonus feat. Gris-Gris are the Nyamban equivalent of scrolls. This ability replaces Scribe Scroll.
- Mojuba Bags: A mchawi must study their mojuba bags each day to prepare their spells. He cannot prepare any spell not encoded in his mojuba bags, except for read magic, which all mchawi can prepare from memory. The mojuba bags replace the normal wizard’s spellbooks.
- Fiendish Servant (Ex): At 3rd level, a mchawi can summon an animal, with the fiendish template (see Improved Familiar), that enhances the mchawi’s skills and senses and can aid him in magic. This ability replaces Arcane Bond.
- Damned Soul (Su): Mchawi of 5th level or higher no longer fear death. If slain, a mchawi is automatically reincarnated as if subject to the reincarnate spell, taking the form of a predatory animal with the barozi template (Nyambe: African Adventures 239). The mchawi cannot be restored from death by any other means, including powerful spells such as true resurrection or wish.
- Ex-Michawi: Any mchawi who changes to a good alignment loses the ability to cast mchawi spells, and can no longer advance in levels as a mchawi. In addition, if he has a fiendish servant, it turns against him and then leaves.


Has anyone converted these blades from Dragon 213 to Pathfinder?

Quick refresher, each was tied to a particular color of chromatic dragon and if multiple of them were brought together they joined to form larger weapons.

If anyone has a conversion, I'd love to see it.

Thanks!


According to the system, my subscription volume of the first Hell's Rebels AP volume has shipped and the PDF is in my downloads. However, when I go to my downloads, it isn't showing up. Thanks if advance for getting this straightened out.


Yesterday's session contained an encounter that left us all in throes of laughter.

So we're going through an updated version of B10 - Night's Dark Terror. As we are trekking toward the hidden valley, our rogue who is in the lead encounters a giant lizard of some sort.

Winning initiative, he confirms a critical hit on his first strike. I can't remember the exact name of the effect from the Critical Hit Deck, but I believe it was something like "Ugly Wound". It did normal damage plus Charisma damage and Charisma drain. As we all moaned and groaned about what a weak card it was, he rolled for the Charisma damage. Between that and the drain, it was a total of a Charisma loss of 3.

You should have seen the look on our DMs face when he had to explain that the giant lizard, now with a Charisma of 0, went into a catatonic state. The rogue quickly performed the coup de grace to finish it. Maybe it wasn't the greatest card in the deck, but it sure was entertaining. Love the Critical Hit Deck.


I've tried posting here before and have thus far been unsuccessful in finding a group.

I'm looking for a weekly or semi-weekly Pathfinder or 3.5 game. I'd love to be a player, but if I need to GM, I'm good with that, too.

I'm in the Rivergate area, but don't mind driving to be in a good game. There has to be somebody in this town who plays.

If you've got a game already established, but have an empty chair, let me know. Have a couple of friends who want to play? Let me know.


Thus far in the 4 months I've lived here in Nashville I have completely struck out in finding a game. There has got to be some Pathfinder or 3.5 players somewhere in this town! We've got a full-sized replica of the Parthenon and our football team is the Titans, for heaven's sake.

I'd love to join a Pathfinder or 3.5 game. If necessary, I'll be happy to GM. I've got plenty of resources and space to host if needed.

Anybody? Bueller? Bueller?


One bump. Anyone? I'll DM.


Let's say you've got a new player coming into a Forgotten Realms game. Because there is SOOO much information out there regarding the Realms, you don't want to overwhelm them.

Does anyone have a short document that lays out basic FR information that a 1st-level PC might know (i.e., basic geography, major organizations, most common deities, etc)? I've got a fairly extensive library, but if someone already has something like this, I don't want to reinvent the wheel if I don't have to.

Oh, I guess I should add, I'm looking for info from the 3.5 era before the latest time jump.


I found out this evening that my services will no longer be needed at my current place of employment as of Feb 7th. Does anyone know of any companies who might be hiring?

I am a former USAF Communications Officer (Captain - O3 for you Navy types), carried a TS/SCI clearance. I have a BA in Radio/Television and an MS in Management. I have managed groups of people both small and large. I have managed programs and projects in both stateside and war-zones worth millions of dollars.

I'd love to get back into a creative job using my video production skills, but I am also interested in corporate in-house training and project management as well. Essentially, I'd like a decent job with a stable company (who would't!).

Any pointers, leads, or suggestions will be tremendously appreciated.


I know I keep irregular hours, what with a 3rd shift job and all. But I notice that Clark keeps posting seemingly all day and night. Doesn't he have a day job? Doesn't he need sleep? Is perhaps there a deeper significance to his naming his company Necromancer Games and using Orcus as the logo/mascot? Or is he perhaps a similar incarnation to Chuck Norris who doesn't sleep because he merely waits instead? Curious minds want to know.


Once and final bumpity bump. No other gamers work third shift in the Dallas area? I gotta find a new job.


Well, my submission is in. I gotta say, it was tough to hit that "submit post" button.

Best of luck to everyone!


I was perusing my copy of Second Darkness #1 and noticed on the Boneyard Ambush encounter (page 34-37) that it mentions

Spoiler:
"the cockroach swarm begins in the area indicated on the map." However, they aren't indicated on the map.

Now, while this isn't a deal-breaker, I'm just curious as to where they were supposed to be placed.


Due to my stupid work schedule, I am finding it harder and harder to arrange times for my group to get together. Also, since we're spread out across the DFW Metroplex, it adds to the difficulty,

I know Wizards is supposed to have some sort of internet-based gaming setup at some point (for a monthly subscription). What are some other methods my fellow Paizoians . . . Paizoites . . . gamers are using to circumvent logistical issues to game?

Ideally, I'd like to be able to have voice capability and be able to show maps. I know, I'm not asking for too much. :)

Thanks in advance.


Along the way in my Forgotten Realms campaign, the party has picked up a couple of intelligent weapons. I'm assuming someone among this esteemed board has run intelligent weapons/items before. What I'm looking for are tips, tricks, suggestions, etc. to make them interesting without being completely overpowering.

If it'll help, the weapons in question are "Hadryllis" from the lands of Rashemen. The other is a minor-powered dagger that would prefer to be owned by a Red Wizard of Thay.

Thanks in advance.


So there I am, sitting down to enjoy the electronic version of the latest installment of the Curse of the Crimson Throne - Skeletons of Scarwall. And what do I see staring me in the face on page 5? "Greg Vaughan is a trooper." Then it goes into this long diatribe about what hard worker Greg is. And how he's the only one to write for all the Adventure Paths. And how he's the go-to-guy. And how he can raise the dead and walk on water (okay, that may be a stretch).

So when he and his family (lovely wife and cute kids) arrive at our parents' house for the July 4th weekend, what is the first thing out of his mouth? Is it "hello" or "Happy Indepence Day"? No, it's "did you see the latest Pathfinder?" So to make a long post short (too late!) I'm going to start the Greg Vaughan Is Not a Trooper Club or the GVINATC! Who's with me (I assume Nick Logue and Richard Pett will be charter members.) So who's with me? Who's ready for Paizo to offer somebody, anybody a chance to be published, other than this shady Greg Vaughan? Join the GVINATC today!

But I'm not bitter.


From Dave Noonan's blog on Gleemax.
=========
WotC_Dave, 1/7/2008 10:26:19 AM

D&D Adventures: You know who rocks? Greg Vaughan, that’s who.

One of my tasks for the morning is looking through his (big) contribution to a forthcoming adventure. At first glance, it looks terrific. And it’s no mean feat to write an adventure for a game system that doesn’t fully exist yet.


I orginally posted this on ENWorld, but wanted to share my good fortune with my fellow Paizoians . . . Paizoites . . . Pazuzu, Pazuzu, Pazuzu . . .

Well, the day is drawing nigh, I am going to start my 15-year-old daughter and several of her friends on their initial foray into the world that is Dungeons and Dragons.

For quite some time, my wife has not been too keen on the idea, and my daughter didn't seem interested. It was only as I was preparing for my normal monthly game in October that the daughter voiced an interest and the wife relented. While playing with my normal group, some of my daughter's friends stopped by and one of them mentioned that she'd "always wanted to play D&D but didn't know how". So, this Friday, a rather eclectic group of adventurers will be coming together to begin their (hopefully) illustrious careers while tackling "Mad God's Key." (I toyed with starting with "Box of Flumph" but MGK has a better way to get them involved without the tried and true "hired to do something scene")

I call the group eclectic because the party is composed of:
- half-elf male druid (daughter)
- half-elf male druid (twin of daughter's PC, played by female) - not sure parents will let play
- halfling female monk (played by male)
- dwarf male cleric (played by male)
- half-elf male sorcerer (played by female)
- human male ranger (archer specialist, played by female)
- ?? - played by male
- ?? - played by female (possibly rogue)

I'm sticking to Core only at the start, so an not to overload them, but I'll add more as we go along (I do love psionics).

The campaign is going to be set in a world of my own design with The Game Mechanics' city of Liberty as the centerpiece. I've got a potential campaign thread in the works, but I"ll also let them decide what to do next based on the hints, hooks, and clues I plan to drop along the way.

I haven't played with a bunch of "noobs" (I guess that's the term) since I was one myself, but am looking forward to Friday night.


I know when I'm surfing the net looking for D&D goodies, I typically end up seeking adventures, scenarios, or hooks I can use in my own game. This got me to thinking. What do you seek when you are searching the web (D&D and RPG-related only)?


Looking for a couple of folks to join our Forgotten Realms campaign. We typically play once a month on a Saturday from 9-6. If you are interested, drop me a line at bv210@aol.com. Our next game is slated for 18 March.


Hello all. I've taken a new job and will be moving to the McKinney/Greenville area (just not sure exactly where at the moment - house hunting is a pain). Anyway, I'm looking for a group that would be willing to take in an experienced player.