The Green Faith

Brandon Gillespie's page

* Pathfinder Society GM. 59 posts. 1 review. No lists. No wishlists. 9 Organized Play characters.

Co-owner of Battlegrounds to Board Games



Sovereign Court Co-owner - Battlegrounds to Board Games

Can't wait to see the pic on this one!

Sovereign Court 1/5 Co-owner - Battlegrounds to Board Games

1st. - I accidentally reported my event more than once and now it is starting to show up like my players tried to play in the scenario more than once. How do I delete the extra sessions?

2nd. - I had my players roll thier craft/profession/perform roll to get extra money between adventures. The PFS guide says this is between adventures, so does this mean that any money gained from a perform check is above and beyond the level cap? (This is what I thought)

3rd. What about story awards of gold that happen in the adventure? Do they get to keep this money in addition to the Adventures GP cap, or is it just added in to thier total and anything over the GP cap get s lost? (Personally I don't think that would make much sense)

Sovereign Court Co-owner - Battlegrounds to Board Games

I know that Varisia has had an awful lot of press in Pathfinder but I would really like to see a Pathfinder Chronicles to better expand on what was started in the 7 swords of Sin. This is a great start mind you but I would love to see, what I consider to be the most intersting site in Varisia, fleshed out complete with a Magnimar/Korvosa/Riddleport quality map to boot! I would also like to know more about the Bloatmages and the Troll seers! :)

Any Chance of this happening?

Sovereign Court Co-owner - Battlegrounds to Board Games

I just had a question posed to me from one of my players. A character starts out with a wizard and for the Arcane bond cooses an item, Say at second level they multiclass into Sorcerer (Arcane Bloodline) Can he now choose to gain a familiar too? And the levels stack for both? I don't think you should be allowed to do this but I can't find anything that says you may only have 1 arcane bond! Any thoughts?

Sovereign Court Co-owner - Battlegrounds to Board Games

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I have been thinking that I would like to play a lightly armored finesse type fighter and there are not that many defensive feats to help lightly armored fighters. In addition I was thinking that there is no real way for a fighter to be a serious unarmed fighter without multiclassing into Monk. Mind you they should never be as good as a monk of thier level in unarmed combat but they should be able to get more effective in HTH combat IMHO. So here are some feats that I would like to propose. I am in the process of playtesting them in my PFRPG campaign and any constructive critisism is welcome.

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Adroit Parry (Combat)
You may use your weapon to turn away an additional attack per round.
Prerequisites: Dex 15, Int 13, Combat Expertise, Parry, base attack bonus +6.
Benefit: You may attempt to turn away a second successful melee attack roll per round. When you try to parry a second attack in a round, make an attack roll using your second highest base attack bonus. If this attack roll exceeds the melee attack roll made against you, the attack misses and does no damage to you.
Normal: Without this feat, you may parry only one successful attack roll made against you each round.

Brutal Unarmed Strike (Combat)
Your unarmed strikes are more powerful than most creatures of your size.
Prerequisites: Improved Unarmed Strike, base attack bonus +1.
Benefit: Your unarmed attack damage is increased by one die. Thus for a medium-sized creature, unarmed damage is increased from 1d3 to 1d4. Monks do not gain any additional benefit from this feat as their unarmed combat class feature overlaps with this feat. Monks are considered to have this feat automatically for purposes of qualifying for other feats.
Normal: Without this feat, you do normal unarmed damage for a creature of you size.

Deadly Unarmed Strike (Combat)
Your unarmed strikes are deadly and your body truly is a weapon.
Prerequisites: Brutal Unarmed Strike, Improved Unarmed Strike, base attack bonus +5 or Monk.
Benefit: For purposes of dealing unarmed combat, you are considered to deal damage as a Monk with a class level equal to four less than your base attack bonus. Monks may choose this feat even if they do not meet the prerequisites Monks that choose this feat deal unarmed damage as if their class level was four levels higher.
Normal: Without this feat, your unarmed damage does not increase.

Masterful Parry (Combat)
You may use your weapon to turn away yet another attack per round.
Prerequisites: Dex 17, Int 13, Adroit Parry, Combat Expertise, Parry, base attack bonus +11.
Benefit: You may attempt to turn away a third successful melee attack roll per round. When you try to parry a third attack in a round, make an attack roll using your third highest base attack bonus. If this attack roll exceeds the melee attack roll made against you, the attack misses and does no damage to you.
Normal: Without this feat, you may parry no more than two successful attack rolls made against you each round.

Parry (Combat)
You are skilled at using your weapon to turn away the attacks of your foes.
Prerequisites: Dex 13, Int 13, Combat Expertise, base attack bonus +1.
Benefit: Once per round, after a successful melee attack roll is made against you, but before damage is rolled you may attempt a parry to try and turn away the blow. Make an attack roll at your highest base attack bonus. If this attack roll exceeds the attack roll your foe made against you, the blow is turned away and does no damage to you. Attacks must be parried with a melee weapon and the defender must be lightly encumbered and wearing light or no armor. You may never parry a blow if you are denied your Dex bonus and you may only parry a blow when you are flat-footed if you have the Combat Reflexes feat.
Normal: Without this feat, you may not parry any successful attack rolls made against you.

Riposte (Combat)
You are trained to launch a counter-attack as your foe tries to recover his defense.
Prerequisites: Dex 13, Int 13, Combat Expertise, Parry, base attack bonus +1.
Benefit: When you successfully parry an attack made against you by an opponent, that opponent provokes an attack of opportunity from you. Note that you may only take one attack of opportunity in a round unless you have the Combat Reflexes feat.
Normal: Without this feat, you may not make an attack against a foe whose blow you parried.

Superior Parry (Combat)
Such is your martial skill that you may parry a fourth attack per round.
Prerequisites: Dex 19, Int 13, Adroit Parry, Combat Expertise, Masterful Parry, Parry, base attack bonus +16.
Benefit: You may attempt to turn away a fourth successful melee attack roll per round. When you try to parry a fourth attack in a round, make an attack roll using your lowest base attack bonus. If this attack roll exceeds the melee attack roll made against you, the attack misses and does no damage to you.
Normal: Without this feat, you may parry a maximum of three successful attack rolls made against you each round.

Unarmed Parry (Combat)
You have trained to use your body to deflect an attacker's blow.
Prerequisites: Dex 13, Int 13, Combat Expertise, Improved Unarmed Strike, Parry.
Benefit: Your hands are as tough as iron and you may attempt to turn parry a blow using an unarmed strike instead of a melee weapon. Make an attack roll to parry as normal, using the appropriate base attack bonus. In addition, you suffer a -4 penalty to this attack roll to reflect the difficulty of trying to deflect a blow without using a melee weapon. If this roll exceeds the attack roll made against you, the attack misses you and does not damage.
Normal: Without this feat, you may not parry a blow against you if you are not wielding a melee weapon.

Sovereign Court 1/5 Co-owner - Battlegrounds to Board Games

I was looking to find a game to get into and Columbus/Cincinatti are pretty far away. Any Pathfinders in NE Ohio area?

Sovereign Court Co-owner - Battlegrounds to Board Games

I am about to run flood season for my group and I was taking a look at Tongue-eaters stats. It shows him as an aflicted lycanthrope. I am sure it was made that way because then you would not have to worry about inflicting your players with a new and unknown form of lycanthropy and you would not have to add the extra word count to the adventure.
I personaly decided that I would make Tongue-eater into a natural lycanthrope, this makes him a little nastier, increasing his DR to 10/silver and allowing you to infect your players! :) This meant I needed to come up with some mechanics for making other werebaboons so using the SRD and using TE's stats I got a workable set of stats for the werebaboon. This may be useful to someone else for Tongue-eater or maybe exploring where he was infected with this rare form of lycanthropy. Sounds like a good Amedio jungle trek possibly dealing with a Demogorgon cult or something! :)Anyway, I uploaded them on RPGenius and listed them below.

Enjoy!
Brandon

Creating A Werebaboon
Werebaboon is a "Lycanthrope" template that can be added to any humanoid or giant (referred to hereafter as the base creature). The template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a werebaboon is very much like multiclassing as a baboon and gaining the appropriate Hit Die.

Size and Type
The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of a baboon.
Only Small, Medium, or Large base creatures may become werebaboons. Werebaboons can also adopt a hybrid shape that combines features of the base creature and a baboon. A werebaboon’s hybrid form is the same size as the baboon or the base creature, whichever is larger.
A werebaboon uses either the base creature’s or the baboon’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points
Same as the base creature plus those of the baboon. To calculate total hit points, apply Constitution modifiers according to the score the werebaboon has in each form.

Speed
Same as the base creature or baboon’s, depending on which form the werebaboon is using. Hybrids use the base creature’s speed.

Armor Class
The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the werebaboon’s natural armor bonus is equal to the natural armor bonus of the baboon or the base creature, whichever is better.

Base Attack/Grapple
Add the base attack bonus for the base animal to the base attack bonus for the base creature. The werebaboon’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the werebaboon’s form.

Attacks
Same as the base creature or baboon, depending on which form the werebaboon is using. A werebaboon in hybrid form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

Hybrid Size Claw Bite
Medium 1d4 1d6
Large 1d6 1d8

Special Attacks
A werebaboon retains the special attacks of the base creature or baboon, depending on which form it is using, and also gains the special attacks described below.
A werebaboon spellcaster cannot cast spells with verbal, somatic, or material components while in baboon form, or spells with verbal components while in hybrid form.

Curse of Lycanthropy (Su)
Any humanoid or giant hit by a natural werebaboon’s bite attack in baboon or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not Small, Medium, or Large the victim cannot contract lycanthropy from the werebaboon. Afflicted werebaboon cannot pass on the curse of lycanthropy.

Special Qualities
A werebaboon retains all the special qualities of the base creature and the baboon, and also gains those described below.

Alternate Form (Su)
A werebaboon can assume the form of a baboon.
Changing to or from baboon or hybrid form is a standard action.
A slain werebaboon reverts to its humanoid form, although it remains dead. Separated body parts retain their baboon form, however.
Afflicted werebaboons find this ability difficult to control (see Lycanthropy as an Affliction, in the Monster Manual), but natural werebaboons have full control over this power.

Damage Reduction (Ex)
An afflicted werebaboon in baboon or hybrid form has damage reduction 5/silver. A natural werebaboon in animal or hybrid form has damage reduction 10/silver.

Lycanthropic Empathy (Ex)
In any form, werebaboons can communicate and empathize with baboons. This gives them a +4 racial bonus on checks when influencing the baboon’s attitude and allows the communication of simple concepts and (if the baboon is friendly) commands, such as "friend," "foe," "flee," and "attack."

Low-Light Vision (Ex)
A werebaboon has low-light vision in any form.

Scent (Ex)
A werebaboon has the scent ability in any form.

Base Save Bonuses
Add the base save bonuses of the baboon to the base save bonuses of the base creature.

Abilities
All werebaboons gain +2 to Wisdom. In addition, when in baboon form, a werebaboon’s physical ability scores improve according to the table below. These adjustments are equal to the baboon’s normal ability scores -10 or -11. A werebaboon in hybrid form modifies its physical ability scores by the same amount.
In addition, a werebaboon may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills
A werebaboon gains skill points equal to (2 + Int modifier, minimum 1), as if it had multiclassed into baboon. (Baboon is never its first Hit Die, though, and it does not gain quadruple skill points for its baboon Hit Die.) Climb, Listen and Spot are class skills for the werebaboon’s animal level. In any form, a werebaboon also has any racial skill bonuses of the base creature and a +8 racial bonus on Climb checks , although conditional skill bonuses only apply in the associated form.

Feats
Add Aletness to the base creature’s feats. If this results in a werebaboon having the same feat twice, the werebaboon gains no additional benefit. This process may give the werebaboon more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats. A werebaboon receives Iron Will as a bonus feat.

Environment
Same as either the base creature or baboon.

Organization
Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus 10-40 baboons)

Challenge Rating
By class level or base creature +2

Treasure
Standard.

Alignment
Always Lawful Evil

Advancement
By character class.

Level Adjustment
Same as the base creature +2 (afflicted) or +3 (natural). In addition, a werebaboons character level is increased by one.

Werebaboon Str +4, Dex +4, Con +2 Lawful evil

Werebaboons As Characters
Becoming a werebaboon does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.

Werebaboon characters possess the following racial traits.
• +2 Wisdom. Physical abilities are increased by the baboon’s ability modifiers when a werebaboon changes to its hybrid or baboon forms.
• Size same as the base creature or the baboon form.
• Low-light vision in any form.
• Scent in any form.
• Racial Hit Dice: A werebaboon adds the one Hit Die of its baboon form to its base Hit Dice for race, level, and class. Theis additional Hit Die modifies the werebaboon’s base attack bonus and base saving throw bonuses accordingly.
• Racial Skills: A werebaboon adds skill points for its animal Hit Die much as if it had multiclassed into baboon. It gains skill points equal to (2 + Int modifier, minimum 1) Climb, Listen and Spot are treated as class skills for the werebaboon’s animal level. The werebaboon’s maximum skill ranks are equal to its baboon Hit Die + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its baboon form (are added to its skill modifiers in any form.
• Racial Feats: Add the baboon’s one Hit Die to the base character’s own Hit Dice to determine how many feats the character has. All werebaboon’s gain Iron Will as a bonus feat.
• +2 natural armor bonus in any form.
• Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in baboon or hybrid form only).
• Afflicted werebaboon: damage reduction 5/silver (in baboon or hybrid form only).
• Natural werebaboon: damage reduction 10/silver (in baboon or hybrid form only).
• Automatic Languages: As base creature.
• Favored Class: Same as the base creature.
• Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).