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So I was browsing magic items and had a thought. Magic Items are generally designed for combat or adventuring. Yet the majority of the world's inhabitants are non-adventurers. Shouldn't there be magic items for the every day person in the world? So I was wondering what kinds of magic items would you craft to make every day life easier on the average worker?
these seem like things that Prestidigitation could do... so how would use Prestidigitation or other 0-level or low level spells to make magic items for the every day person? Also, how much would you charge for something like this? Browsing the magic item creation rules, wondrous items, it would seem prices would be around 2700gp. (Using .5 modifier for 0-level spell and cast at minimum caster level 3 to craft wondrous items, a command word activated skillet of cooking and cleaning would cost .5 x 3 x 1,800gp for a total of 2700gp! That seems very expensive.)
A friend of mins is running a game and it has made me want to run one similar to his. He is using PFS scenarios as scenes in an ongoing narrative campaign. It is a lot of fun to work on with him. So what I am interested in knowing is, could I make this work within PFS? In essence we are tying together scenarios with a narrative thread. There is a big story going on in Absalom. All kinds of hurt is on the way. But these stories are played out in ROLEplaying between scenarios that occur in Absalom (or nearby). The story and roleplaying does not affect what happens IN scenarios. They are run as written. We use all PFS rules, including 3 scenarios to level. So, could I run this and award the players actual Chronicles for having completed the scenarios? There is nothing that we are doing that changes Society play, other than making a narrative campaign out of the scenarios.
I am trying to put together a list of all Blakros family related scenarios. So far I have:
The Disappeared and Fortress of the Nail are listed on Pathfinderwiki.com as being part of the Blakros Matrimony Arc. While the descriptions of the scenarios leave room that this could be the case, I could see no hard and fast connection without purchasing them Additionally, Pathfinderwiki.com lists
Can anyone definitively confirm that The Disappeared, Fortress of the Nail, The Dog Pharaoh's Tomb, Snakes in the Field, and Storming the Diamond Gate are connected to the Blakros family? Additionally are there any other scenarios and resources that mention or are connected to the Blakros family?
So WOTC has announced the development of 5E. They are also claiming they want play test feedback, just like Paizo used for Pathfinder. One of their currently stated goals is a modular system. A system that builds upon itself. I am thinking they are referring back to the original D&D boxed sets. Maybe I am wrong though. I want a simpler mechanics with less rules clutter. As a GM I cannot tell you how many times I had a great story idea ruined by an obscure rule I had never noticed that was tucked away in an obscure location or product. So, give me universal mechanics (no exceptions based stuff like 20 always succeeds and 1 always fails... oh yeah except skills). Give me a skeleton of a rules framework and let the GM decide the rest. If I wanted a perfectly regimented rules system where every option is accounted for I would play a MMO where the computer runs everything. So what do you want from 5E?
I have a party that just started Wake of the Watcher. Everything was going great. They were hot on the trail of the Dark Riders and the tension was high. Spoiler: and decide to hunker down and craft items for 14 days. They already have a lot of powerful gear.
They get to Thrushmoor and learn the Riders has left town I have a calendar of the events for the game that lay out when things happen (with some reasonable variation for play of course). But 14 days behind? The Whispering Tyrant is awakened in 4 days now! So what possible excuse can we come up with that the Dark Rider has been laying around shirking his duties for two entire weeks? Or should I just assume the PCs absolutely failed miserably here and let them find everything ruined and push them on to Ashes at Dawn?
Now available from KromeDragon Games! This short adventure takes your players to the frozen wilds of the far north. Visit the small viking village of Volksfelt and enjoy the entertainment of a lavish viking wedding feast. Ultimately the players must defend the village against the vengeance of Fenrir a rabid wolf shaman bent on the destruction of the village. Journey across the frozen wilderness and finally confront the druid and bring peace to the poor people of Volksfelt. This product includes custom battlemaps for each encounter that suitable for printing. Fenrir's Fury is perfect for any game set in the frozen wilds of the north and is a great companion for settings such as Lands of the Linnorn Kings and Midgard: Northlands.
In the frozen wasteland of the Norselands, a gentle druid returned to his village after a successful hunt. Upon his return he found his village reduced to a smoldering ruin, his home ransacked, and his family slaughtered. All love died that day, and his soul became a rock of ice bent upon revenge. Thus begins the fury of the rabid wolf shaman Fenrir. This Sidetrek Adventure™ is set in the great viking north and is suitable for 4-5 6th level characters. It includes skill encounter rules for viking lie-tells and cross country travel as well as 6 custom battlemaps suitable for printing. Sidetrek Adventures™ are short flavorful adventures that can be inserted into an ongoing game with very little effort. Fenrir's Fury is a great adventure for introducing your players to the northern settings such as the Lands of the Linnorn Kings or Midgard: Northlands. Available now at RPGNow.com and in the Paizo store soon.
Thassalonion Seafood Stew While wandering the wilds of Varisia, I spent some a bit 'o time in a chummy little town called Sandpoint. I oft times took my suppers at a quiet tavern known simply as Risa’s Place. Old Risa is a doll. She’s half blind, and by now prob'ly blinder than a morlock if she ev'n still walks the floors of her establishment. Now, she could tell ya a good story but what I really liked bestest was Risa’s traditional Thassalonian Seafood Stew. It was so good it was almost sinful! I managed to get her daughter, Lanalee, to scribble down the secret family recipe (well it used to be a secret ‘till now!). Don’t tell no one where you gotten it from! Hope you likes it as much as I did. Ingredients
Directions
Now that your tomatoes and garlic are looking yummy, chop ‘em up real fine an blend them until you get a nice finely mashed, smooth and thick texture. Now, heat the olive oil in a heavy soup pot over a nice hot fire. Risa likes the fire not too cool and not too hot. Something moderate like. Salt and pepper your onions and cook ‘em until they are nice and clear. Add in the wine (now is as good a time as any to knock back that fine wine). With the wine added (and drunk!) throw on some more wood or coals and get the fire good and hot. This should cook down your mix about half. Pour in your fish stock and bring your concoction back to a boil. Add your potatoes, carrots, garlic and tomato brew and the chiles. You’ll cook all this for about 3 to 5 minutes. Risa says 4 minutes exactly, but I cook it about 3 to 5 minutes. Okay, now add your fish. You’ll cook the fish ‘till they are done. That takes about 2, maybe 3 minutes I’d guess. Sprinkle on the cilantro, and add lime wedges before serving.
Okay, I am looking at the scenarios and it's driving me crazy trying to figure out where they take place. Does anyone have a list (or can direct me to one) that shows where in Golarion each scenario takes place? I am trying to put together a PFS "campaign" and use some kind of geographical "logic" in organizing in what order the scenarios will happen. One of the "not realistic" parts that annoys me with PFS scenarios is the "teleportation" between scenarios that goes on. Scenarios often describe long voyages in the intros, and if that were the case, a few scenarios would cover an entire year or two. So, to try and make things "logical" (I know we're talking about a fantasy game here!) I would like to have scenarios take place "on the way to and on the way back from..."
I find contradictory or difficult to resolve statements in the PRD regarding how Cover affects burst effects. Let me set the stage first. In Pathfinder Society I play a cleric of Asmodeus and use a negative energy channeling. Channeling is a burst effect. PRD wrote: Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. PRD wrote:
So the pertinent part is bolded. So for bursts we use the center of the origin square, not a corner. PRD wrote: A burst spell affects whatever it catches in its area, including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the spell’s effect extends. So, if you cannot draw a line from the center of the origin square to any part of the target square without crossing an impeding line or structure, the target has total cover and cannot be affected. IF you CAN draw any line to a square, but at least one line crosses an impeding square or object, it just has cover. If the target has cover it would receive a Reflex save at a +2 bonus against the normal DC. Then if it failed the Reflex save it must make a Will save as normal. I am including a diagram of this situation because it is complicated to describe. Picture of Energy Burst Effect Does this seem correct? Do I have the nuts and bolts down right?
Okay the main question is when you are falling, what part of the action do you fall in? Here is the situation. The Druid is crossing a swaying rope bridge. He fails his Acrobatics check to not fall. Then he fails his Reflex save to catch himself. So I have him fall into the river 150 below as part of his Move action. He wants to take his Standard action to Wildshape (a Super Natural ability) into a bird during the fall. At first I don't let him, but following a lot of complaining I gave in and let him do it. Now from what I can gather from the message boards and rules is that you fall about 500 feet the first round since you cannot cast a spell during a fall unless the fall is more than 500 feet. I believe he should have fallen during his Move action, since that is the action that triggered the fall (and the distance fallen would be less than required for a Full Round of falling). This would have had him fall into the river and then he would get his Standard action. I also feel that it is similar to the rules for Attacks of Opportunity against someone standing up. You cannot Trip an opponent as part of the AoO because during the action of standing the character is still prone, and you cannot trip a prone character. So, with that, when does the fall happen? Remember the round is broken into either Move, Standard, or Full-Round Actions (I doubt Free or Immediate actions would apply here- but anything is possible I suppose). And BTW the fall would not have killed him.
For Free RPG Day check out Shrine of the Risen over at RPGNow.com Journey to the Shrine of the, an ancient holy site to the Ascended God. Though the Risen himself has perished his temples and shrines remain. It is at the Shrine of the Risen that the demon Tenzekel seeks the knowledge to ascend to divinity himself. Sidetrek Encounters™ are single location adventures designed to be placed into any adventure.
The Bloody Cauldron introduces our line of Sidetrek Adventures™, short flavorful adventures that can be inserted into an ongoing game with very little effort. In The Bloody Cauldron the PCs journey to Zagrev, a small town in crisis. It’s mothers are desperate to find their missing children. Find the lost children, save a damsel in distress, garner favor with the gods, and earn the right to be called heroes. The Bloody Cauldron will be released soon. Please stay tuned for more information. Until then enjoy the cover art for The Bloody Cauldron by Ismael Bergara.
I like the witch class, and find it quite interesting. But I am just missing something in its build. I just can't find that certain umph. Get me to build a fighter, cleric or rogue and look out! But my witch builds are... lacking. Can someone please help me build a 3rd level witch? Two requirements. 1) Must use the old elite array (15, 14, 13, 12, 10, 8)
I need this build to be as lethal as possible. :)
Forgive me if this has been discussed elsewhere. I looked and did not find it. I am interested in a druid awakening his companion wolf. My ASSUMPTION is that the newly awakened wolf would use the base stats of a normal wolf and would loose any bonuses from being an animal companion. Is that correct?
Once again the monthly Smackdown will be meeting at Valhalla's Gate. Every month we have dozens of great Pathfinder players navigating the treacherous adventures to promote the Pathfinder Society. It is a great opportunity to make new friends, see old friends, and just have a great time all around. We normally have anywhere from 3 to 6 tables running. Some come one, come all and pit your skills against the devious encounters during the PFS Smackdown! *PFS Smackdown meets the first Saturday of each month at Valhalla's Gate. Join us on Facebook at the Pathfinder Lodge of Missouri.
Okay the PCs caught me unprepared with some very basic questions. 1) WHAT is the Seasage Effigy. Sure I know what an effigy is, but what about this one. Is it life sized, doll sized? What is it made of? 2) WHO was the Seasage? Mmmm darn good question. 3) Was it valuable and why? I assume so or it wouldn't be in an Antiquities Department, but why should anyone care about this effigy any more than any other effigy? In short the PCs have to solve the Trial of the Beast question. The most obvious questions are about the Effigy, which led to the Beast's capture. But I can find nothing of any real value about the Effigy. Any one have some advice?
Is there any way to set up a Preorder button for PDFs? Something similar to preordering a printed book would be really nice. There are several PDFS coming out and I find it frustrating to try and remember which products come out on which days so I can go and order them. While the Wishlist is a great help, it still involves a bit of searching the list to arrive at dates. Just a suggestion, Thanks
This last weekend our local PF group got together for our monthly game. There were about 5 tables with 5-7 players at each table. Now originally I was going to run a game but found there were not enough higher level players to make a table. So instead I was going to play. There was one higher level game for which I had no characters high enough to play in. So this table was not an option. There were 4 other tables I could have played at, however I had already played in each scenario. Also, each table had between 5-7 players and did not need an extra in order to make a table. The net result was I was unable to play a game this month and had to leave. Is this really the way replay was meant to be?
Krome wrote:
use the wizard. better flexibility with that class and plethora of options, like hidden wizard's tomb underground that only the dragon has access to. the dragon can go there to study,practice and learn new magicks from scrolls and tomes in that ancient ruin, when its not eating PCs and instilling doom and despair to the nearby town!!!!!
I quickly subscribed to the Adventure Quarterly site due to several well known contributors being involved in the project. But now, it has been nearly six months since the main page has seen an update. The forums' only activity now seems to be people asking if the project is dead. Does anyone know if this site has joined Nick Logue's Sinister Adventures as a dead project? I am extremely disappointed in the people who put this together. I don't know if there were many other subscribers but those of us who did pay money in good faith should hear something. Does anyone know anything at all?
I will be moving into the layout/formatting process soon for KD's premier adventure The Forsaken Tomb. The first question for you is: Do you prefer NPCs and monsters be collected in one location as an appendix, or do you prefer to have the NPCs and monsters scattered through the book where they first appear? The second question for you is: In a strictly PDF format, would you prefer a very brief NPC or monster line at each appearance in the game and have it linked to an appendix where the stat block is actually located?
I'm trying to find a horror game that was published... probably about 10 years ago or in that area. The game is set in a dark contemporary setting where the veil between what people see and the horrific world is thinning. The human mind is normally incapable of perceiving the true reality of the world and has created our perceived reality. The reality, however, is that we live in a world spanning mega city that encompasses the entirety of the world and is filled with horrific beings. The world was created by a Demiurge, as well. Please please please help me find this game!
This may have been answered elsewhere and I apologize if it has (my Search Fu turned up nothing). First from the PRD it says that "Rods are scepter-like devices that have unique magical powers and do not usually have charges. Anyone can use a rod." So.... they can do just about any spell effect you want to throw in it is what I get out of it without a level limit. In contrast, Wands are limited to 4th level or lower and require a caster or UMD to activate. so... other than the cost, is there any reason why I cannot make a Rod of Harm with the metamagic feat Range (from APG)? This spell level would effectively be level 7 for Short Range. Then, say modify the Rod to perhaps 1 use per day (because it is a NASTY item), only usable by evil creatures (similar to Rod of Viper being usable by evil only). Additionally the Rod functions as a Mace +2. Now, if so... how do I figure out costs on this thing? [NOTE: this is for a BBEG not for a PC. The PCs will loot the item, no doubt, hence the usable by evil only]
After reviewing the requirements for becoming a Hellknight I began to wonder if there are any scenarios available that might allow a character to qualify. The keys to qualification were BAB +5, kill a Devil with HD at least equal to your own, and have it witnessed by a current Hellknight. Are there any scenarios that it is possible to become a Hellknight in? I know at PaizoCon 2009 two players were inducted as Hellknights, but short of Paizo employee fiat is there a way?
PRD wrote:
PRD wrote:
My question is, if a character has the Entangled condition, and is tethered by an opposing force, would a Grapple attempt automatically succeed? My thought is yes, as by being tethered the entangled character's movement is entirely prevented, which is essentially immobilized. However that seems a but extreme to me. The Entangled spell just got REAL nasty, as did nets! I could go either way on this.
From reading the threads it seems to me that the intention of feats is, for the most part, for them to not be "stackable." Feats that require any variation of a Standard Action cannot be stacked, as each requires its own Standard Action. I have come to look upon as the feat is its own type of action and not an enhancement to the attack action. For example, Vital Strike is its own attack, not just enhancing a Standard Attack. That may be over simplifying things... The same seems to hold true for Full Round Attacks. Though there are darn few feats that can be used with a Full Round Attack, I am not really worried about these. More confusion appears for Attacks of Opportunity than anything else. Anyway, I wanted to see if this is indeed the consensus of the board and the any designers who wish to comment.
I have a Dwarven Fighter that I am building for Society play with the intent him being a tank and battlefield controller. The plan was to get the Lunge Feat and use it with Stand Still. Sounds good so far but... With Stand Still I make a CMB check as my AoO and if successful I stop the opponent from continuing its movement. Lunge increases the reach of my melee attacks by 5 feet (incurring a -2 AC)for the duration of the round. BUT you must decide to use the ability before ANY attacks are made. So... lets look at four situations. First, I get to act first and decide to use Lunge as part of my action. Later a goblin moves through the area that would be included in my new extra reach, thus incurring an AoO. I make the CMB check against the goblin, the goblin gets an AoO on me (using a maneuver provokes an AoO)... the goblin succeeds, I take damage, make my CMB (with the damage added to my target number as a penalty) and I succeed. The goblin can no longer move but can take its remaining actions. Second, I act first and take my action. During my action I make no attacks and therefore do not decide to use Lunge. Later the goblin moves through what would be my increased AoO had I used Lunge. Since I do not currently threaten the square I cannot invoke Lunge (even though I never made an attack) to get my AoO. Third, I act first. I make my action and it includes an attack. I do not use Lunge at this time. Later a goblin moves through the area that would have been covered by reach had I used Lunge. But since I did not decide to use Lunge I cannot now invoke it and get the AoO. Am I correct in these first three scenarios? I think I am. Now the fourth... this one is the real one I am not sure about. BEFORE I get my turn, the goblin moves through the space that would be threatened if I use Lunge. Last turn I did make any attack actions. As part of my AoO can I decide to use Lunge? My first reaction is no, but I can see an argument for allowing it since no attack actions were made the previous round.
So, I have an idea for a BBEG. Problem is I can't do it using the standard classes. This got me to thinking about Iron Heroes, and its philosophy of creating the BBEG. It gave guidelines as to power levels and generally said "have at it, make your bad guy the way you want." But with 3.x and Pathfinder by extension, you need to add class levels, prestige levels, templates to get the BBEG. I want a librarian that can walk through shadows, and cut throats. That is about it! He doesn't cast spells. He doesn't pick locks, he doesn't wield a great sword. I can build the guy easily enough. But should I publish it, I just know everyone would complain about his lack of class levels and a player could not create a similar character therefore the GM cannot use it, etc etc etc. Any ideas? Do you think the current model of "show your work" limits creative bad guy creation?
So I am preparing a big bad guy to do some armor sundering, just to keep PCs on their toes and not get too complacent. So the rules say to look up the values for armor armor based upon their material. Okay, so I look it up and the HPs are per inch! Ummm really? That suit of armor is a FULL INCH THICK? I don't think so. How thick for sure I am not positive. Do we just guess... take a shot in the dark and hope it comes out okay? If we are in Pathfinder Society Play and a PC sunders armor he will get different values from every different GM. Maybe that is how we can differentiate different qualities of armor. This armor smith makes armor that is 1/4 inch thick and this guy makes armor 1 inch thick, while the dwarven armor smith makes armor 4 inches thick! Realistically (there's that word again... I hate that word for gaming) a suit of leather armor is going to have what, 2 HPs, maybe 1 HP. Heck a decent fighter could PUNCH leather armor and break it! Who am I kidding a halfling WIZARD can punch leather armor and break it! Based upon the scant info available I would likely remove Sunder from the game as it is almost useless without the required values. Anyone have ANY decent numbers for game play?
I wanted to know if anyone has been using Advanced Bestiary with the PFBestiary, specifically for undead. For most undead the process seems pretty straight forward and compatible, but I have a problem with the Mummy. The Mummy is one of the few undead that is not a template in PF. No idea why. So I have been experimenting with builds using PF Mummy with classes added (Fighter 8= CR 14), classes with the AB Mummy Template added (Fighter 8=CR 9), and classes with the AB Dread Mummy added (Fighter 8=CR 11). I find I get somewhat similar builds, really, but the CR is VERY different. Does the AB Mummy template need to be rebuilt? Anyone else made conversions or have suggestions?
In another thread about a Druid cleaning house as a Dire Tiger I noticed something odd. The description of Pounce says you can use Rake as part of the full attack... PRD wrote:
That seems straight forward. The we read Rake... PRD wrote:
Ok this is extremely clear. To use a Rake, the attacker MUST be grappling and MUST BEGIN its turn already grappling... so on to Grappling PRD wrote:
That is the important part I wanted to note. PRD wrote:
So let me get this straight... Pounce allows you to make the Charge and get a Full Attack, and as part of that full attack you can start a grapple AND overruling the rules of Rake, you can go ahead and make a Rake attack... all in the same round... Now you see, it seems to me that using Rake automatically excludes making a Pounce, and making a Pounce automatically excludes making a Rake. Just how exactly does one start their round with the grappled condition, unable to move but can make a charge, get a full attack and the Rake in? REALLY?
I want to create a monster (monstrous animal) that has Spring Attack as a Special Ability. As with class special abilities that occasionally allow a PC to not have to meet all the required Prerequisites, I don't want to bother with Dodge and Mobility. So obviously it would be listed under Special Abilities and not Feats, but what is the KIND of Special Ability? Would it be Extraordinary or Supernatural? I am leaning toward Ex, but want some input and opinions on applying Feats in general as Special Abilities.
Okay, here is a tough one... All classes being "equal" at what level could a solo player have a "decent" chance of defeating a CR 16 monster... At what level would two players be able to "defeat" a CR 16 monster... and finally at what level would three players be able to "defeat" a CR 16 monster? And yes this is intentionally intended to not go into what class is better able to defeat which monster at CR 16. Thanks for your help!
so I was thinking of designing a simple PvP and PvNPC adventure set in Absalom, specifically the Irorium. So I looked up stats in the Absalom book about the Irorium. 200 feet tall, and a 10-acre central stage. That IS big. So I looked up the Roman Colosseum for comparison. The outer walls are 157 feet tall, and the entirety of the building sits on 6-acres. The central arena is an oval 287 feet by 180 feet. This makes the central arena just under an acre in size (someone please check this for me- I am not great at math- area of an ellipse is pi x a x b where a and b are one half the major and minor axes). This would be pi x 143.5 x 90 for a total of 40,573. An acre is 43,560 square feet. So the central area of the Irorium is 10x the size of the Roman Colosseum. Is that right? Now the Roman Colosseum could accommodate 50,000 spectators in 6 acres. So how many spectators can the Irorium hold? I am assuming the entirety of the 300,000 people of Absalom. BTW is that total people or citizens? Would slaves, children and foreigners increase that number? What sized map would be appropriate for the Irorium? I am thinking that a map sized either 4' x 8' representing just over 2.5 acres, 4' x 4' representing 1.3 acres, or 6' x 2.5' (six foot fold up table) for about 1.25 acres. What do you guys think? What sized map would be appropriate for a massive PvP/PvE battle be?
Okay, I am REALLY interested in playing a Druid. I made a build and was thrilled. I was so excited. Then I thought of all of the Society games I have played in. Level 1 Nature Sense, Wild Empathy will get very very very very little game play. I get a companion animal though. Very cool! Level 2 Woodland Stride would also get extremely little use. I can think of one adventure it MIGHT have been useful in. But then again I THINK the difficult terrain was caused by a spell, so even then this ability is almost useless. Level 3 the Druid gets Trackless step is real cool, except the rest of the party leaves a trail, and I can't remember even once being followed in a Society game. Level 4 Resist Nature's Lure would have been useless even in the one game we encountered fey in. Considering they never tried to charm us, just tried to kill us. Might have been useful to overcome the spells making terrain difficult. Level 4 Wild Shape The iconic ability of the Druid is finally available! I just need to survive NINE games as a sub-par fighter sub-par cleric with an AWESOME animal companion before I can actually do what I do. So, for those of you playing Druids what are your secrets to making it work and having fun? Do you just sit back and sick your companion on everything, summon a monster on occasion? Do you use all of your spell slots for Cure spells and hope you don't have to summon something? Are there any monsters you can summon at lower levels that heal?
About Kolthis IronjawStats:
Kolthis Ironjaw Male Dwarf Fighter 2/Cleric 3 CG Medium Dwarf Init +7; Perception +10 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+1 dex, +7 armor, +1 dodge) HP 50 (2d10, 3d8) Fort +9, Ref +4, Will +6 (+1 vs fear effects) -------------------- Offense -------------------- Speed 30ft Lucerne Hammer +10 (1d12+11, x2) (brace, reach) Dwarven Waraxe +8 (1d10+10, x3) Dagger +9 (1d4+5, 19-20/x2) -------------------- Other Statistics -------------------- Str 20, Dex 13, Con 14, Int 10, Wis 14, Cha 8 Base Atk +4; CMB +9; CMD 21 Feats, Skills, Traits:
Feats: 1. Power Attack 1. Weapon Focus (Lucerne Hammer) 2. Improved Initiative 3. Combat Reflexes 5. Dodge Skills: 2 Adventuring, 2 Background per level
Traits:
Drawback:
Racial Features:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A dwarf can take this trait in place of hatred. (Selected Perception and Sense Motive) Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stonecunning: 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 any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Class Features:
-------------------- Fighter -------------------- Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. --------------------
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. A full list of Cleric Domains can be found here. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Equipment:
+1 Lucerne Hammer Cold Iron Dwarven Waraxe Silver Dagger in a spring-loaded wrist sheath Masterwork Breastplate Wand of Cure Light Wounds (38 charges), in a spring-loaded wrist sheath Belt of Giant Strength +2 Ring of Protection +2 Cloak of Resistance +1 Other gear, as seen in this spreadsheet Spells/Domains:
Domains: Travel, Luck Orisons: Create Water, Detect Magic, Light, Mending 1st Level: True Strike(Domain)
2nd Level: Aid(Domain)
Background:
Kolthis was born to a pretty standard Dwarf family in Caliphas. Living in a family of merchants, Kolthis grew up wanting to break the mold and travel out for adventure. In his exploration of the city, he learned of Desna, a fair cry away from the Torag worship in his familial home, and took to the goddess immediately. With that as a catalyst, Kolthis decided to join a small band of soldiers for hire, or as his family so rudely called him mercenaries, made up of some of his friends, and traveled Ustalav for employ. The 5 man group, called The Hammer Hands, at various times were hired on behalf of the Ustalavic nobility, the Pathfinder Society, and various other organizations as they proved themselves more and more. Kolthis dealt with his fair amount of odd encounters in this time, including Sczarni, cultists, and mutated animals. It was never a boring life, and for that Kolthis was glad. Then one day, they got an assignment to escort a small group of people, mostly scholars, to an area at the eastern end of the Hungry Mountains. It was to some old ruins, they said, looking for historical something-or-others, maybe on behalf of some society. Quite frankly, Kolthis didn't care much about the particulars, as long as he got paid. So the Hammer Hands hammered on and did their job. What none in the group had expected was that the ruins they wanted investigated were both trapped, and filled with others. After a series of traps and encounters, the party ended up being split up. Making his way with only one of his companions and a cleric of Sarenrae of the other group, they made their way through perils and stumbled upon an old codex with strange runes. As Kolthis retrieved the book, there was a horrifying sound, something like a screeching animal but none he had ever heard, and suddenly Kolthis was knocked out cold. The next thing Kolthis remembered was being woken up by the cleric, robes and hands bloody, pulling desperately to get Kolthis on his feet. Looking around he saw the body of his friend laying not 10 feet from him. Or at least, half of it. The other half was being consumed by some aberration, a horribly transfigured creature in the dark. Seeing this scene, Kolthis screamed for all he was worth - and he continued screaming as he was dragged out of the ruins, clutching to scraps of the book he no longer had, before passing out once more. He awoke later in a temple. Of what God or Goddess Kolthis does not remember. What he does remember is that less than half of the people who started the journey now remained. Of his friends, only one had survived, and he too, was in shock. On the melancholy trek back to Caliphas, Kolthis had nightmares - of his friend, being eaten by something in the dark. Of his other friends, disappearing before his eyes and him powerless to stop it. Of him, falling endlessly through a labyrinth made of flesh and bone. He was lucky to get any sleep at all. When they arrived, Kolthis held a ceremony for his fallen friends at the temple of Desna, and decided to stay in service to the Goddess of Fortune, the Tender of Dreams, as a member of the church. Perhaps the praying and service would stop the constant nightmares. And eventually, they did stop. Or at least, slow down considerably enough that he didn't notice them as much. As a member of the church with his skillset, Kolthis was often sent out on a number of errands much like his previous life, acting as part of an escort or chaperone. His longing to travel and explore was not lessened permanently, and the ever traveling worshipers of Desna was an easy fit for him. Recently however, Kolthis has been experiencing nightmares again. But not like the ones he had before. No. These ones were worse. He wakes up in cold sweats most nights now, grotesque images and haunted depictions of himself and who knows what, fresh in his mind. He hasn't been sleeping, he hasn't been eating, and what's more is he's been hearing voices. Sometimes in the form of his friends, sometimes his parents. There is a voice he doesn't recognize, however. A soothing voice in his dreams that gets him through the night. It helps so much to have a friend in dealing with these nightmares, and he's convinced it's Desna herself, in some form, looking after him. Just as she did years ago at the ruins. Now in his dreams, they come up again. Over and over and over again, but with them another place. A large, ancient hill. Cobbled white streets. Death, grime, decay, loneliness. All of it, coming again and again. Carrion hill, says the voice. That's where you have to go, if you want it to stop. He does. Gods, it's all Kolthis wants. But everyone else, they won't let him go. It's too dangerous, they say. You don't know what's out there. They don't know what you're going through. They don't want you to be okay. Go, Kolthis. Go, for me. Gripping the remains of his old life with his new, Kolthis sets off now to Carrion Hill, determined to bury the remnants of his nightmares in the with the bodies that lay in the ancient grounds of Carrion Hill.
Fun Facts:
The Hammer Hands are named so because the primary weapon of all the members in the group are lucerne hammers! Originally, however, it was because they came up with the idea while hammered drunk in a tavern, leading to the formation of The Hammered Hands. Don’t tell anyone! Kolthis received his name Ironjaw from a specific incident where the group was fighting against an ambush of brigands and thieves. After having been disarmed, Kolthis responded by biting off a couple fingers of one of the attackers. The creature that killed the adventuring party in the ruins was a young, variant Shoggoth that was too lazy to chase after the rest. The book that Kolthis found, and ripped a few pages out of, was an ancient eldritch tome which is what opened up the mental communication between Kolthis and the voice in his dreams. On that note, the voice is definitely not Desna, but something else that is, very slowly, sapping away his sanity and trust of people (think schizophrenia). Regardless of that, Kolthis still views himself as a good follower of Desna and tries hard to get past the weird, occasional surges of paranoia when it comes to other people. He has named his Lucerne Hammer “Lucy”. Kolthis is immensely amused by it, and thinks he is awfully clever. Everyone else knows he is not.
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