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Hello. A couple nights ago my team managed to clear the Thistletop dungeon (with a little help from Gogmurt) and stopped Nualia before she could figure out how to release Malfeshnekor. They explored a bit of the 2nd dungeon, and avoided the room Bruthazmus is in (as I explained that it sounded like someone was having "fun" in that room), and only fought the tentamort and Lyrie before heading to the 3rd level, where they fought a yeth hound and Nualia. Afterwards, the PCs chased off any nonThistletop goblins, learned of Nualia's backstory (with the PCs and their players all rightfully mortified, our sorcerer in game fighting the urge to throw up and our Batman-like elf rogue crying for Nualia).

So, Orik and Bruthazmus were not encountered. I can write Orik off easily-he wanted to leave by the time the PCs arrived, and if they encountered him I would've have him come as an ally if they played their cards right. But since bugbears in Pathfinder are known to be excellent stalkers and murderers, and with Bruthazmus having his opportunity to get the PCs snatched from him due to his...distractions, I figured it would be perfect to put him into Skinsaw Murders.

The question is, which part do I think is the most likely to do so? I would like to think that the first part, possibly after the asylum but before the farmlands, would be the better place to put him in there, possibly giving him a class level or two to buff up his level to make him more of a challenge.

Any advice or suggestions would be great.


Hello. In a couple of days, my party will be heading to Thistletop to stop Nualia and her goblin army from razing Sandpoint to the ground. This game is with some friends of mine on a Discord server, and we've been playing Sunday nights starting at 7 pm central, they generally last from 2-4 hours (they cleared the Catacombs of Wrath in 2 1/2 hours even with exploring), and my biggest concern is that it will take two or three sessions before they even get to Nualia.

So my biggest question is, how do I manage multiple sessions and giving them a rest stop so they don't burn out their resources? My current idea is, if they somehow manage to make an ally out of Gogmurt (via Intimidate), he might be able to give them info on what to do, but that's just a idea that may not even happen.

As for the party, just in case anyone wants to know:
-aasimar slayer (our main heavy hitter)
-changeling paladin (our tank)
-human fire sorcerer (our caster)
-elf unchained rogue (our skill monkey and ranged combatant)
-kobold oracle (our healer)


Hello, after putting into a lot of details on my character’s past being a part of Sandpoint and getting rejected from RotRL, I’m considering doing a solo campaign and just, idk, base what happens into writing? I have material for RotRL, my main issue is I don’t think many would want to run RotRL (with either a solo gesalt character, or a normal table), considering it’s one of the most played APs.

So I’ll be asking for any advice on solo campaiging RotRL just in case it comes down to that.


Hello, I’m submitting a human gunslinger for a WotR campaign, but I’ve not played gunslinger nor mythic ranks. I was thinking either champion or trickster, possibly the former for damage output.

The stats I have are from a roll (roll 4d6 and remove the lowest result), and they resulted in
Strength 9, Dexterity 15 (+2 for 17), Con 12, Int 10, Wis 14, Cha 10.


I’ve been heavily considering making my own homebrew campaign (only running it after playtesting it and having the experience of a GM through running some APs), and I have the most basic idea for the campaign’s synopsis, but I’m not entirely sure if I’m doing it right.

Here’s the synopsis I got for my homebrew campaign:

Synopsis:
Adventurers called to help a small town in western Varisia deal with a mite infestation; discover other nearby towns were destroyed; find out members of the settlement they’re staying is complicite in recent raids conducted by giants, hobgoblins, ogres, orcs, etc; slowly defeat key members of this new army; discover a mad ogre priest of Haggakal is planning to take Varisia entirely as a new empire of ogres; players go to Belzken to defeat the leader of this army

I’ve been making stat blocks for various enemies and even a few allies, and once I get a new laptop will also start making maps and settlements. But I still feel like I’m missing an important part of this process. If any homebrew campaign creators have any advice that would be most appreciated.


Hey there. Gotten neck deep into Pathfinder 1E again, and I’m back to redrafting a homebrew idea involving the bad guys worshipping the lesser deity that is Haggakal, Father Moon, patron god of the ogres. Wanting to expand stuff on Haggakal, here’s all I know of him:

Alignment: Chaotic Evil
Areas of Concern: Darkness, inbreeding, ogres
Domains: Chaos, Evil, Madness, Strength
Subdomains: Demon, Ferocity, Moon, Nightmare

One thing I want to work on is make NPCs with class levels in the prestige classes of evangelist, exalted, or sentinel…but I’m not 100% sure how to work in the boons for said prestige classes for Father Moon. I’m also trying to think of what kind of higher level gear would be appropriate for worshippers of a little known god. I’m open to get some ideas, opinions and suggestions.

(P.S. if this seems familiar, this is the same guy who tried to expand on Haggakal in general some years ago.)


Hey there. So, for the longest time I've had in my hands the anniversary edition of Rise of the Runelords, and I've always wanted to host a campaign on it. I just managed to get the maps of the game...however, I have no experience with GMing, especially through PbP. Advice would be great for the following:

-general advice/tips on GMing
-what I should/shouldn't allow in the campaign for players (i.e. races, classes, etc)
-how best to utilize the maps through Google (I believe slides?)

I have experience with PbP, though I've only had one campaign where I got a character from level 1 to level 14, which I only dropped out due to burnout, but I know how to work the website when it comes to rolls, and I have all the books that I need to reread on rules and all that.


Hello, I was wondering if anyone has any advice for a catfolk bloodrager, specifically the arcane bloodline. Was thinking of taking the alternate racial traits of nimble faller and scent. Obviously for 1st edition.


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Heya. I got a little bored and creative so I jokingly made a template that can turn some female enemy NPCs into a considerable threat. Was wondering if this would be overpowered, underpowered, or what?

Note: This is a joke template that I just made for fun.

Karen Template:
“Karen” is an acquired template that can be added to any female corporeal creature that does not possess racial Hit Die.
CR: +4
Alignment: Any evil
Defensive Abilities: A Karen gains +4 bonus on saving throws against charm, fear, and mind-affecting effects. She also gains the following ability:
-Minion Shield: Whenever a Karen has successfully charmed, frightened, or intimidated a creature into fighting on her side, she gains a +1 deflection bonus to her AC per charmed, frightened, or intimidated creature (max +4).
-Seize the Opportunity: A Karen gains a +4 bonus on all saving throws against a creature that has been the target of her charm, fear, or intimidation abilities. This stacks with her usual bonuses on saving throws. (max 2 creatures)
Special Attacks: A Karen gains the following abilities:
-Agitate: Once per day, a Karen can select one creature within her line of sight and mock it with a string of insults so horrifically prejudicial that the target is compelled to attack her. The targeted creature must make a Wisdom saving throw (equal to 10 + the Karen’s Hit Die + the Karen’s Charisma modifier); if the roll is a failure, the targeted creature can only make attacking rolls against the Karen for the next 1d6 turns, and cannot make any other action unless the targeted creature is killed or knocked prone. The targeted creature can remake the saving throw at the beginning of every turn to break out of this ability.
-Horrifying Scream: Once per day, a Karen can emit a high piercing scream of immense rage that spans in a 30 ft cone. Any creature within this ability’s radius must make a Wisdom saving throw (equal to 10 + the Karen’s Hit Die + the Karen’s Charisma modifier); if the roll is a failure, the targeted creatures are frightened for 2d6 turns. Creatures who cannot hear or are immune to fear effects are not affected by this ability. The targeted creature(s) can remake the saving throw at the beginning of every turn to break out of this ability.
-Lash Out: If a Karen takes damage, until the end of her next turn, she gains a +4 bonus on all attack and damage rolls (including spells that require attack and damage rolls) on the creature that dealt damage to her.
-Spell-like Abilities: A Karen gains the following spell-like abilities: ear-piercing scream (3/day), burning gaze (1/day), charm person (3/day)
Abilities: A Karen’s Dexterity and Constitution increases by +2, and her Charisma increases by +4
Skills: A Karen gains Intimidation as a class ability. If she already has Intimidation as a class ability, she gains a +4 racial bonus to Intimidation checks.


Hello. I'm planning on applying for a solo campaign, and I really want to try out the stonelord paladin archetype. It seems like such an amazing concept, and always wanted to try out a paladin character outside of the typical holy knight theme.

Here's the character creation rules for the campaign:
-starting at level 5
-20 point buy, no stat can be lower then 8 before modifiers
-Starting gold: Wealth By Level (so 10,500 gp)
-Two traits (must come from sources other then Adventure Paths)
-Skills: Background skills are being used

I've been reading on other threads, and a good amount of suggestions involve reach weapons, and more investment in Strength then Charisma (for the sole purpose of lay of hands being the only thing a Stonelord will need for Charisma), but other then that I'm having a bit of difficulty figuring out what build will work best.


Hello. I got the new Pathfinder hardcover Book of the Damned, and it has inspired me to make not only a homebrew demon lord, but a homebrew race and template that is common within the minions of this demon lord.

Trexamiir:

The Beast of Extinction
CE male demon lord of extinction, megafauna, and skeletons
Domains: Chaos, Death, Evil, Scalykind
Subdomains: Demon, Fur (giving him this subdomain cause a good number of demon lords have subdomains that are not tied with their domains), Undead, Saurian
Favored Weapon: earth breaker
Unholy Symbol: a mountain that is curved and turned upside down to resemble a fossilized fang
Temples: abandoned mines, caverns, settlements near a canyon, mountain, or volcano
Worshipers: awakened dinosaurs, chaotic evil lizardfolk, chaotic evil neanderthals, chaotic evil saurians, evil druids, heretical troglodytes, necromancers
Minions: fiendish dinosaurs and megafauna, fossil golems, fossilized dinosaurs and megafauna, skeletal animals (particularly skeletal dinosaurs and megafauna)

Neanderthals:

Physical Appearances: Neanderthals are about the same height as humans, but with more bulk on their bodies. They have much larger noses and thicker brows, and males always have some form of untrimmed beard. Similarly to dwarves, a neanderthal will braid either his beard (or her hair) with various bones of sacred animals (mainly the teeth of dire bears, or the tip of a mammoth's tusk). They mostly wear clothing hand made from the skins of various animals; which animal depends on the location of the clan (with the majority of neanderthal clothing made from simple leather coming from the skin of deer or wild pigs). A clan's chief will usually wear similar clothing, but instead made from a dangerous local predators or dangerous prey (mainly dire lions, dire tigers, or woolly rhinoceroses). The shaman of the clan is always given the clothing made from the skins of dire bears or woolly mammoths-the most sacred animals to a neanderthal.

Society: Neanderthals normally live in clans consisting of around 30 members, half related and half unrelated. Each neanderthal outside of the position of chief or shaman is put into one of four group positions: hunters (who hunt for meat, the primary source of diet for neanderthals), foragers (who forage for berries, herbs and roots, mainly in use for both diet and medicine), guardians (who watch the land from high vantage points to view potential prey or threats), and carers (who tend to the injured, old, young and/or sick). Gender roles are nonexistent in neanderthal society, meaning that both men and women neanderthals can be in any of these groups (although most males tend to be hunters). When a neanderthal child is born and begins walking and talking at age 4, the mother will teach the child about foraging (identifying the various plants, and which ones are edible and which are not) and caring (teaching them on how to treat certain ailments); once they are of 7 years of age, the father of the child shall teach him how to use weapons and to scout before taking him on various hunts to observe the teamwork that hunters utilize to bring prey down. At age 12, a neanderthal is given the choice on what group to be in; however, should he choose the hunter, he must prove himself by striking the fatal blow to the prey on his first hunt. Failure means that he must choose one of the different positions, and he is forbidden to hunt. Similarly to how gender roles are nearly nonexistent in neanderthal society, a clan's chief and shaman can be either a man or woman; regardless, both are chosen mates for each other, with the bravest of them being the chief, and the wisest being the shaman. Legends do tell of clans in unknown areas that are lead by one neanderthal who serves as both the chief and shaman, but this is considered impossible to most clans.

Common Alignments and Religions: The grand majority of neanderthals usually have a pure neutral alignment, but there are some with chaotic neutral, neutral good or neutral evil alignments (depending on the tribe). Most neanderthals never have an evil alignment that is not neutral evil, but those that do tend to be mad hermits who worship either Kostchtchie, Trexamiir, or Zeugauizer and have chaotic evil alignments; an evil chief or shaman is usually overthrown and exiled, if not straight up killed on sight. The typical neanderthal usually has a primitive worship to the Green Faith, but the most common deity worshiped by neanderthals is Gozreh (who is depicted either as a massive male dire bear made from stone and ice, or a colossal snow storm shaped like a mammoth).

Relations: Neanderthals have always been a rare race, and they have witnessed the clashes from other races from afar; thus, neanderthals have garnered a wary suspicion over other races. They are on neutral terms with dwarves and elves, but should they come from a more advanced society, a neanderthal clan is always prepared for any "conversion"-that is, to teach a clan about what they have learned. They stay as far away as possible from advanced settlements, as well as war mongering races like hobgoblins and orcs; should the latter races prepare to attack, the clan will abandoned their homes and flee as quickly as possible. Their relationship between humans vary; they despise the "tainted" humans of more advanced civilizations and societies, but they tend to get along well with human ethnics that live similarly primitive lifestyles (like the Shoanti). In fact, sometimes neanderthal and Shoanti tribes will view each other not as different races, but as blood brothers within different forms.

Despite being humanoids that do not have racial hit die, neanderthals are powerful humanoids, and thus their CR is +1 then most humanoids (thus, while a human barbarian 10 would be CR 9, a neanderthal barbarian is CR 10)

+2 Strength, +2 Constitution, +2 Wisdom, -6 Charisma: Neanderthals are strong, hardy and wise, but are primitive and crude in behavior.
Neanderthals are humanoids with the human subtype
Slow speed: Neanderthals have a base speed of 20 ft
Weapon Proficiency: Neanderthals are proficient with battle axes, great axes, and great clubs
Adapted for the Cold: Neanderthals are always under the effect of the endure elements spell, but only under cold weather conditions. In addition, they gain cold resistance 5
Tough: Neanderthals gain Toughness as a bonus feat; in addition, they gain a +2 racial bonus on saves vs bleeding and Constitution drain effects
Tracker: Neanderthals gain a +2 racial bonus to Perception and Survival checks, and these are always considered class skills
Neanderthals start off speaking Sylvan. Neanderthals with high Intelligence scores can select the following languages: Abyssal, Common, Draconic and Undercommon

Fossil Template:

I haven't really done much with the template (and I may need suggestions to flesh out the template), but I do have a few ideas of some of the stats. The fossilized template can be applied to any creature with the animal or humanoid type:
CR: this may change later, but for now let's say +1 if the base creature has less then 5 HD; +2 if the base creature has anywhere between 5 and 10 HD; and +3 if the base creature has more then 10 HD
Type: The creature's type changes to an undead (do not change hit die, Base ATK, etc)
Special
-Elemental Body: Despite being undead, a creature with the fossil template also has the elemental subtype; thus the fossilized creature gains the traits of an outsider with the elemental subtype. For the purposes of special abilities that target a creature's type and subtype (ranger's favored enemy, the bane magical weapon quality, etc), a fossilized creature is counted as both an outsider with the elemental subtype, as well as an undead creature
Defensive Qualities: a fossilized creature gains damage resistance that is bypassed by bludgeoning damage, and acid resistance, depending on how much HD the base creature has:
-less then 5 HD = DR/bludgeoning and acid resistance 5
-5-10 HD = DR/bludgeoning and acid resistance 10
-more then 10 HD = DR/bludgeoning and acid resistance 20
Special
-Fossilized Form: As the creature is composed of fossils, certain spells have different effects on it. A fossilized creature gains the same effects to transmute rock to mud and stone to flesh spells that a fossil golem has.
Offensive:
Special
-Primal Power: The fossilized creature gains Improved Critical as a bonus feat, but only towards its natural attacks (or its melee weapon, should the base creature lack a natural attack). If the base creature have Improved Critical as one of its feats, it keeps that feat (thus making the fossilized creature having the Improved Critical feat twice).
-Simple Weaponry: If the base creature was a humanoid (or an animal that could use weapons, like a dire ape), it gains Weapon Focus as a bonus feat, but only to either clubs or great clubs. In addition, said fossilized creatures are proficient with only simple weapons and great clubs if the base creature was a humanoid that advanced with class levels.
Statistics: +6 Strength, +6 Charisma. As an undead creature, a fossilized creature lacks a Constitution score, and gains bonus hp based off its Charisma modifier.

Feedback is highly appreciatd


Hello. I'm making a "faction" (something like Cyphermages, or Pathfinders, etc) for this homebrew world (just take a look at the Homebrew Settlement Generator here to know what I'm talking about).

The first one is called the Apocalypse's Ax, and it's an orc only group that has one goal in mind-the death of all other humanoids, and the total enslavement of all other creatures. I'm thinking of some ideas for some rage powers that orc barbarians in this faction would use. Here's what I got so far:

Squash the Small: This would be a high level rage power, for one reason: it allows the orc barbarian to attack a creature who has a bonus to AC due to size as if their size bonus was halved (aka: +0 for Small, +1 for Tiny, +2 for Diminutive, etc). Not sure which would be better for this choice-make it a REALLY high level choice (like 10th or 12th level), or make it available at 4th level, but can only use it for one attack while raging, then an additional usage every say 4 levels?

Greater Orc Ferocity: This one would obviously only be available if the half-orc or orc has the orc ferocity racial trait; I'm not too sure what to do with this, except that it utilizes the orc ferocity trait-perhaps to be able to be treated as if the orc ferocity's effect can happen twice, or maybe allows it to gain even more temporary hit points while raging?

Break the Big: What sounds like a reverse of the first idea is instead something a bit different-instead, the orc barbarian actually gains a bonus to attack and/or damage rolls against creatures of any size larger than it. Could obviously start off with a +1 bonus first, then gradually increasing as levels progress.

Of course, these are just a few ideas, and there's a really good chance that official rage powers with these effects already exist. Just let me know what can work, and any advice or suggestions will be greatly appreciated.


Hello, after watching Kong: Skull Island, I think it could be an interesting homebrew campaign idea to have a party travel to an island similar to Skull Island. Regardless if Kong would be the final boss or not, an NPC could still be an interesting concept. What I have so far:

-Obviously, he's gotta be an awakened Megaprimatus; although I do think that his awakened stats don't have to be too increased to the point where he has to speak (that, or he can just not being able to talk)
-Class wise, I think barbarian sounds like the best class for Kong. For archetypes, I think brutal pulgilist sounds reasonable, since Kong only uses his bare hands in a battle. I think maybe he could pick up a level or two in fighter just to pick up a couple bonus feats, but that's a bit of a stretch
-Depending on who would run the campaign, a mythic campaign sounds pretty good; but I'm not familiar with mythic settings so I'm in no right to say anything about that.

Thoughts, opinions?


Hey there. I've been looking through the Bestiaries and have came up with a couple new ideas for some monsters:

1st: a revamped version of the Hadhayosh. honestly looking at its statistics, and some of them don't make a lot of sense; like, I know it's supposed to be super powerful, but why does it have stench?
Also, I wanted to play around the concept that these used to be war beasts made by some deities, and are usually gifted to the most loyal and most powerful of these deities followers (in terms of the core deities, I've found the best neutral deities that would be associated with it-Sarenrae [NG], Abadar/Irori [LN], Gozreh/Nethys [N], Gorum [CN], and Uragathoa [NE]). The new concept would be that the revamped Hadayosh would have different alignments, types of damage resistances, damage types (holy, unholy, anarchic and axiomatic), and even a few spell-like abilities depending on their alignment. I felt like this revamped version could be utilized to make the Hadhayosh much more interesting as a monster than just a giant fire elemental bull. As for what it keeps, I can still see it having the frightful presence and the frightful charge abilities (though if that seems too OP, then we could balance that out for just letting it have frightful charge-which would work like frightful presence, but only if it makes a charge attack), it can still have immunities to acid, electricity, fire, and sonic, while still being vulnerable to cold, and can still have godforged horns (which have it's gore attack count as silver and cold iron for the purpose of overcoming damage resistances).

2nd: okay, this is an original monster that I call the "fey mannequin"-what this is, is a floating puppet-like creature (think like Puppetmon, but without the legs or the X on the back, having some thin, string-like tentacle on each finger, and looking more life-like and not made of wood). how these creatures would fight is that they would use a "puppet possession" ability-which allows them to control a humanoid or monstrous humanoid (if it fails the save), and use their attack rolls, AC, etc; killing the controlled monsters won't work, for I can see that actually giving the fey mannequin either a boost in attack, AC, hp, or a combination of the three. The only way to get a victim out of it's control is to either attack the "strings"-which would have similar AC to the fey mannequin, but much less hit points, and count as a separate monster. This would also deal damage to the fey mannequin, and successfully destroying a controlling string has the chance of stunning the fey; however it's risky, as it can cause an attack of opportunity from the monster being controlled.
The whole point of the fey mannequin in battle is to have a puppeteer monster (I think that there's already a monster like that, but I want to make something that's at less strength and meant for early encounters) that tries to use other creatures to fight for them; I can see the lore involving them loving to use victims to unwillingly murder others on its behalf (and yes, these fey would be Chaotic Evil).

So, what do you guys think?


Hello. I am a major fan of The Last Unicorn, both the book and the movie. And, I've been wondering, if one was to make a homebrew campaign loosely based off of it...how would it run?

I can imagine the Red Bull being used with the statistics for a Hadhayosh, though probably a bit differently (like changing the alignment to NE, or maybe even giving it the Divine Guardian template with an evil deity?)

Though that's the most I can come up with, and I'm wondering what others could suggest for something like this.


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This thread will be tied in with the Settlement Generator and the Patheon Generator; however this is not a generator, but instead a place where, if one wants to post full statistics for key NPCs of settlements that you have made in the Settlement Generator; or, you can make new NPCs that tie into your settlement, perhaps as an enemy of your settlement.

I'll give examples of the NPCs that I'm going to make that will be tied in with the 3 settlements I have already made:

#1: Shadowlord Xokur (LE male old fetchling oracle (bones mystery) 15/heirophant 5), leader of Umbral Hold

#2: Opprestionist Durcos Blizzardbane (CE male dwarf inquisitor of Hakath 5/ranger (skirmisher) 3), dwarven killer of dragons and enemy of Iaroki

#3: Slumlord Ts'kuu (CN male ratfolk alchemist 10), ratfolk king of the homeless in Cetraiatex

Now, when making the NPCs, you can go in one of three ways: you can either choose to focus on the statistics, the personality/behavior/history, or both. However, give them a behavior/history/personality that fits into their role in the settlement; for example, I will explain why Durcos Blizzardbane is a chaotic evil dwarf and a hunter of dragons, while I will also explain Ts'kuu's role as the leader of the homeless in Cetraiatex.

This is just for some more homebrew challenging, practice for new GM's (like me), or just for plain creative fun.


After making a small thread here giving my own interpretation of Haggakal, the patron deity of ogres, I was thinking of making more expanded details, as well as giving them obediences and boons from the evangelist, exalted and senitel prestige classes, on top of giving statistics of their heralds and servitor races.

Here's an example of the servitor race that I designed for Haggakal, a new type of ogre-like demon that I've called ogroci.

Demon, Ogroci Statistics:

This large creature resembles an ogre, but with burning eyes of bloodlust and rage.

CR 4 XP 1,200
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft; Perception +13
DEFENSE
AC 17, touch 9, ff 17 (+8 natural, -1 size)
hp 42 (5d10 (27) + 10 (Con) + 5 (Toughness)
Fort +6, Ref +3, Will +5
Defensive Abilities improved uncanny dodge
DR 5/cold iron; Immune electricity, fear effects, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed 30 ft, raging swiftness
Melee mwk greatclub +9 (2d8 + 6/19-20), bite +9 (1d8 + 4) or bite +9 (1d8 + 4), 2 slams +9 (1d6 + 4)
Space 10 ft; Reach 5 ft
Special Attacks rage (18 rounds/day), rage powers (superstition +3, witch hunter +2), raging magic
Spell-Like Abilities (CL 5th; concentration +6)
At will-detect magic
3/day-hold person (DC 13), mage armor
TACTICS
While raging, an ogroci's statistics are as followed: AC 15, touch 7, ff 15 (+8 natural, -2 rage, -1 size); hp 52 (5d10 (27) + 10 (Con) + 5 (Toughness) + 10 (rage); Will +7; Special on Saves: +3 vs spells & spell-like abilities (i.e. superstition); Speed 40 ft; Melee mwk greatclub +11 (2d6 + 8/19-20), bite +11 (1d8 + 6) or bite +11 (1d8 + 6), 2 slams +11 (1d6 + 6); Special on Attacks: +2 on damage rolls vs creatures possessing spells or spell-like abilities (i.e. witch hunter); Spell-Like Abilities 3/day-hold person (DC 15)
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 13, Cha 13
Base ATK +5; CMB +10; CMD 20
Feats Extra Rage, Improved Critical (greatclub), Toughness (bonus), Lightning Reflexes
Skills Bluff +9 (5 [ranks] + 1 [Cha modifier] + 3 [class skill bonus]), Intimidate +13 (5 [ranks] + 1 [Cha modifier] + 3 [class skill bonus] + 4 [racial modifier]), Knowledge (planes and religion) +7 (5 [ranks] - 1 [Int modifier] + 3 [class skill bonus]), Perception +13 (5 [ranks] + 1 [Wis modifier] + 3 [class skill bonus] + 4 [racial modifier]), Racial Modifiers +4 Intimidate, +4 Perception
Languages Abyssal, Aklo, Giant; telepathy 100 ft
SQ beserker
ECOLOGY
Environment any (Abyss)
Organization solitary
Treasure standard (mwk Large greatclub)[/statistics]
SPECIAL ABILITIES
Berserker An ogroci has the rage ability and the improved uncanny dodge ability as if it was a 5th-level unchained barbarian.
Rage Powers An ogroci has the superstition and witch hunter rage powers, with the bonuses as if it was a 5th-level unchained barbarian.
Raging Magic While an ogroci is raging, it can still use it's hold person spell-like ability, and the save DC for that spell-like ability gains a +2 bonus while raging. It still must make saves against any spells targeted on it while raging due to the superstition rage power.
Raging Swiftness While an ogroci is raging, it's base speed is increased by 10 ft if it is wearing either light or medium armor or it is not under encumbrance due to its carrying load, functioning as the fast movement ability of the barbarian class.

Demon, Ogroci Details:

Unholy servitors of Haggakal, the ogre-like ogroci are true terrors to the foes of Father Moon, forming from the souls of those who sinned for willing acts of cannibalism, genocide, manslaughter, and inflicting physical abuse to the opposite sex while they were mortal. They serve as the very proof of Father Moon's trust in his devoted, as ogroci who feel that the faithful of Haggakal are either losing faith or ignoring his commands will turn on them easily.

They can often be mistaken for actual ogres, but key differences lie with the ogroci's dull grey-black skin and eyes that burn with pure fury. A single ogroci can decimate an unprepared village, as harnessing their primal anger can make them even more dangerous. Worse still, they are quite capable of utilizing their hold person spell-like ability in different ways; some may keep their targets still as they force the helpless enemies to watch a town of innocent people get slaughtered, or to stop a healer from saving their team. Ogroci have an unusual hatred for those who cast arcane spells, and more often then not will target them first above all others, knocking away others who stand in their way.

Ogroci are large, standing near 11 feet tall and weighing over 3,000 pounds.

If anyone wants to either comment on this, or make suggestions for how they would expand some lesser known deities, feel free to do so.


Hello. I've very recently have been having the idea to make a blog (most likely through Blogspot) about utilizing certain monsters as NPCs, either by giving it class levels or templates (sometimes both). It would focus a bit more on my own take on what I think could work for each monstrous NPC, using both the lore of said monster and their statistics and abilities; for example, it makes much more sense to make an encounter with an ogre by giving him levels in barbarian or ranger rather than, say, alchemist or bard, due to the ogre's tremendous melee advantages (the high Strength modifier and reach) and that the lore details that ogres are not the brightest of creatures, and rarely rely on arcane magic.

So, any advice on what could make a good blog like this?


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I decided to start this simply so that I can explain my ideas on the origins and worship of the ogre god, Haggakal. I'll go into more details when I have the time, but here's what I have so far:

Father Moon's Origins:

I have the idea that once, Haggakal was a demon lord who was, during the times of Ancient Osirion and Thassolian, was a patron of insanity. In Ancient Osirion, he was called The Destroyer-a title that was just as metaphorical as it was literal, as those who worshiped him would derive into madness and destroy not only lives, but the love and trust between family and friends, and the reputation of others. It was a bit different in Thassolian; he held the title of He With No Mercy, as his worshipers were normally assassins and barbarians who were paid to kill (or, on the opposite side of this coin, killed for fun); they cared not for who they wanted/were paid to kill, for death itself was a pleasure to Haggakal.

Then, the Age of Darkness began. Due to an unknown event, Haggakal was stripped of his title as a demon lord, and banished from his realm in the Abyss. Once he found a new realm to settle, he discovered a cry of help-a group of hill giants, once slaves to Xin Shalast, had survived the destruction of the city, but were now desperate to live on; in their panic, this group of related giants believed they were the last of their kind. Haggakal talked to the hill giants through their priest chief, and gave them a proposition-in exchange for eternal service, the hill giants will be gifted with an amazing ability to keep them alive. These giants, in a fit of panic induced desperation, agreed, but at first they could not tell what their gift was. It wasn't until they had discovered that a pair of siblings-a brother and sister-gave birth, due to once again a desperate attempt to keep their kind alive. The group had discovered that, other than an oddly formed face, the baby was fully functional with no obvious deformities. This was Haggakal's gift-the ability to make a fully functioning child, regardless of the blood relation between the two partners.

One might wonder why Haggakal gave them this gift, other than new worshipers, as he was fully aware that in other parts of Golarion, there were other hill giants. The reason was because now, he had a new craving that had mostly replaced his addiction for death-inbreeding. He kept the hill giants that worshiped him the thought that they are the last of their kind strong, for Father Moon knew that if should this clan knew that they were far from the last of their kind, they would give up their servitude immediately. And within a few generations, the original hill giants passed, leaving behind the giants that would plague the humanoids of Varisia for ages to come, and what Father Moon would become the patron of-ogres.

Father Moon's Worshipers:

Unfortunately, due to the slowly but surely loss of insight and intelligence from his new line of worshipers, Haggakal's name is mostly forgotten other than a small handful of ogre priests. Surprisingly, in settlements often plagued by ogre raids, Haggakal's name is well known, but not worshiped-they fear that even speaking his name would guarantee another raid from nearby ogres. Those non-ogre humanoids plagued by insanity and blood lust also end up in his service-though, when examining their history, it seems to show that they accepted Father Moon's ways after they fell into insanity, rather than before, as in the case of some other madness focused deities. One common practice that non-adventuring worshipers (adventuring worshipers of Haggakal are a rarity in the extreme) is that they must fill the void of Father Moon's ways of inbreeding by procreating with any creature of their choosing that is the opposite sex of the priest-so long as the creature can make offspring, regardless if the offspring are hybrids or if they survive past their first month, a priest of Father Moon often has a harem of prisoners of the opposite sex that are more seen as tools or toys than actual living creatures. Almost all of Haggakal's worshipers and priests are chaotic evil-a few who are not as inclined to insanity and madness are neutral evil, while chaotic neutral followers have never been known.

Enemies of Father Moon:

Other giants tend to have a deep hatred for those who pray to Father Moon; giants of the cloud, stone and storm variety see those who worship Haggakal as hollow shells of the creatures they once used to be. Fire giants scoff at Father Moon, thinking he is a pitiful excuse of a minor deity (though most fire giants think of this with most deities that are not commonly worshiped by them), and frost giants see similarities between Haggakal and their patron deity, Kostchtchie, which fills the worshipers of the Deathless Frost with anger. None though are more filled with hate of Father Moon than hill giants and trolls-hill giants actively hunt down ogres who worship the former demon lord, as he had fooled a part of their kind into becoming the disgusting and violent ogres that would not hesitate to slaughter a hill giant (fun fact: the term ogre arrived from a hill giant term for them, ogruum, which is their Giant dialect word for "disgrace"). Trolls could usually care less about a small ogre cult of Haggakal, were it not for the fact that Father Moon's practices often involve an ogre priest to take a female troll prisoner into his harem to make troggles (Pathfinder Monster Codex); as trolls find troggles true monstrosities, they do everything in their power to kill the ogre priest and his troggle children.

Father Moon's Allies of the Abyss:

Despite no longer being a demon lord, Haggakal's place in the Abyss means that some demons will follow in his services and assist his worshipers. The most common of demons to be in his worship are incubi and succubi, as the incubus's ways of abuse and the succubus's ways of lust mean that Father Moon's practices can easily draw in such demons.

This may look pretty messed up, but if Rovagug is a god who just wants to destroy reality, Lamatshu a goddess of monsters and nightmares, and Zon-Kuthon the literal god of torture, then I figured that Haggakal could be one messed up god. Plus, ogres themselves can be pretty messed up creatures, so I also figured that a messed up creature had to come from a messed up patron deity. Let me know what you guys think, or what else could be added.


This may sound like a strange idea, but hear me out. This is what I have for somewhat of a micro homebrew campaign.

Basically, somewhere in Varisia, there was a small town that was thriving and prosperous...until an ogre warpriest of the rare ogre patron, Haggakal, raided the town single handily, and took control of it. Now he rules with an odd law-all women are his, and they must be fertile to create "Father Moon's lost family"-basically, this ogre wants to raid Varisia with an army of inbred ogrekin.

How the level would go, the PCs would start off at level 1, and I think the highest they'll go in level is maybe 10? I don't want this campaign to drag on for too long. Also to note is that I will be using some rules from the Horror Adventures book, obviously as this is going to have somewhat of a Silent Hill or Texas Chainsaw Massacre feel to it.

The various encounters will not just be ogrekin and the ogre warpriest himself, but also some of the more crazed female residents who have pretty much accepted the ogre's rule-more out of their insanity than anything else. Ghosts, worgs, and undead will be other creatures that can be used.

Though, I do want others to put in their ideas on what can make this campaign feel more complete. More or less suggestions, but still, anything that can complete this horror homebrew campaign.


My grandma got me Horror Adventures today for an early birthday present, and it got me wondering-for those who have already gotten the book, how would YOU use the new rules and systems in the book?


Hello. I've seen that the Celestial Servant feat for aasimars only states that the requirements to take the feat involves just either an animal companion, a familiar, or a mount. So I've built an aasimar druid that takes the Celestial Servant feat at 1st level, with her animal companion being a tiger. I was wondering if anyone would like to see my PC and her companion, and see if there should be any changes to make her and her companion better?

The build is that I'm seeing her being more of a supporter to her companion at first, then once gaining wild shape will buff her companion then join him in the fight. Though if there are any better ways to use this build, let me know. Any and all advice are welcome.

the aasimar, Jarisia:

female aasimar druid 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft; Perception +9
DEFENSE
AC 15, touch 11, ff 14 (+4 armor, +1 Dex)
hp 10 (1d8 (8) + 2 (Con)
Fort +4, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 20 ft (30 ft base)
Melee scimitar +1 (1d6 + 1/18-20)
Aasimar Spell-Like Ability (CL 1st)
1/day-daylight
Druid Spells per Day (CL 1st; concentration +4)
1st (2/day)-cure light wounds, magic fang
0 (at will)-detect magic, detect poison, resistance
STATISTICS
Str 12, Dex 13, Con 14, Int 12, Wis 16, Cha 15
Base ATK +0; CMB +1; CMD 13
Feats Celestial Servant
Skills (5 ranks)
Handle Animal +6 (2 [Cha modifier] + 1 [rank] + 3 [class skill bonus])
Heal +7 (3 [Wis modifier] + 1 [rank] + 3 [class skill bonus])
Knowledge (nature) +7 (1 [Int modifier] + 1 [skill rank] + 3 [class skill bonus] + 2 [Nature's Sense])
Perception +9 (3 [Wis modifier] + 1 [rank] + 3 [class skill bonus] + 2 [racial bonus])
Survival +9 (3 [Wis modifier] + 1 [rank] + 3 [class skill bonus] + 2 [Nature's Sense])
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Druidic, Sylvan
SQ nature bond (Ruja the tiger), nature sense, skilled, wild empathy +3

the tiger, Ruja:

male celestial tiger
N Magical beast (augmented animal)
Init +3; senses darkvision 60 ft, low-light vision, scent; Perception +6
DEFENSE
AC 14, touch 13, ff 11 (+3 Dex, +1 natural)
hp 16 (2d8 (12) + 4 (Con)
Fort +4, Ref +6, Will +2
Resist acid 5, cold 5, electricity 5; SR
OFFENSE
Speed 40 ft
Melee bite +4 (1d6 + 1), 2 claws +4 (1d4 + 1)
Special Attacks rake (1d4 + 1), smite evil 1/day (+2 damage on target)
STATISTICS
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base ATK +1; CMB +2; CMD 15 (19 vs trip)
Feats Weapon Finesse
Skills (2 ranks)
Acrobatics +7 (3 [Dex modifier] + 1 [rank] + 3 [class skill bonus])
Perception +6 (2 [Wis modifier] + 1 [rank] + 3 [class skill bonus])
SQ tricks (attack, down), link, share spells


So, while looking at Zenith's Guide to Ninja build, I was greatly surprised to see that the two best classes to multiclass with a ninja is the paladin-due to the full BAB, self healing, bonus to saves, and how devastating Smite Evil and Sneak Attack can be against evil targets.

That got me thinking-what are the most surprising multiclass combinations that you guys have either read about or have actually played? Sure, it makes sense for most melee classes to stack with dips into fighter, due to the bonus feats, but I'm talking about the ones that, while they work statistically well, seem pretty odd in terms of thematics. The ninja/paladin multiclass build is just the biggest example I've found.


One of the more interesting prestige classes I've always wanted to try is the shadowdancer, a unique class that utilizes the lack of light. And I thought a gnome could work, due to their proficiency in illusion like magic.

Though I'm not sure what would work; I've heard mainly ninja and rogue, but I've also heard bards (especially the archaeologist archetype) and inquisitors make other good class choices. What would be a good setup for this class buildup?


Hello. I'm getting back into Pathfinder after a hiatus, and one of the ideas I had in mind is based off of the Chinese myth that when a carp completes its journey over a waterfall, it turns into a dragon. Since a vast number of Pathfinder monsters are based off of well known myths, why not we have a monster based off of this one?

I don't have the full statistics yet, but here's what I had in mind for the monster so far in terms of statistics:

Type: Dragon (aquatic)
Size: Either Medium, Large or Huge
Alignment: Neutral Good
Prefered CR: somewhere between 6 or 10 (maybe 8)
Immunities: enchantment effects
Weakness: poisons
Spell-Like Abilities: a cure wounds spell of an appropriate level for a monster of its CR (perhaps cure moderate wounds); others would be mainly supportive spells like bless
Speed: Obviously this creature would have a swim speed, but also a fly speed

In terms of monster roles, I feel like spell would be the best role for the carp dragon; a common way for this monster to advance in levels is giving it levels in the bard or sorcerer class (with celestial being the most common bloodline for carp dragons).

I'll get a full statistics out for it whenever I get it down, but this is just a rough draft of it. Any suggestions or ideas for the statistics are welcome.


You guys know how goblins and kobolds (and I think orcs, aasimars and tieflings) got some more emphasis on some books but lizardfolk have only gotten an entry in Monster Codex? Well...I feel like I can rectify the situation.

I am planning on making some expanded rules for lizardfolk-some tribes, some "fallen tribes", new feats, spells, maybe an archetype or two, and probably some class bonuses (hey, if boggards can get them why can't lizardfolk?). I have plans to do this morning, but later today I'll try to get some info down.

I will not, however, if something like this has already been done. If it has, let me know so that I won't have to make a repeat of something that someone has already done.

-KoolKobold


Well, I've been making a homebrew campaign, and that's been inspiring me to make some drawings of a few NPCs. I've only got two done so far, but I'd love to share them through this site. (I hope this is the right place for such a thing...)

Vevila the Maiden (as a human)
Kelpo the Seaweed Leshy
Vevila and Kelpo playing as the best friends they are

Now I know they're not like amazing great, but I think I did okay on these.


Hi. I'm planning on adding some occult class levels in some monsters I'm making for a homebrew campaign, and I need to know which category does the occult classes go under? I'm assuming that most (if not all) of them go under the spell role, but I'm not sure if some (like the mesmerist) go under the skill role, as the book does say that it's similar to the bard class. And I don't even know where the kineticist would go under-they can't cast spells, yet spell-like abilities...


Hi. Well, I got most of the first part of the campaign down, and once I get the second part down as well, I suppose I can start the campaign. But first, I'd like to see what you guys think.

Here's what I got:

On the island country of Rominel, anyone from the Inner Sea Region can move to the capital of Threkstar to start a new life-and that's what happens with the PCs. Either they're from the smaller towns/villages on the island or they're newcomers from other countries (Osirion, Absalom, Varisa and the Shackles being some of the most popular choices of origins, IMO), and the PCs will meet in a bar to converse (a little cliche yes). Then a man asks a favor-he needs to go home, yet as it is getting dark out, he feels a little unsafe, as some bandits do like to prey on those who walk at sunset or later. He rewards them with some gp if they accept, and if they do, they have a surprise-a tribe of goblins named the Foam Fang ambush them, with the intent on killing the man. The PCs kill/drive off the goblins, and the man walks home, saying that it is not too far from the spot. He promises that he will deliver their reward the next day.

Next morning, the PCs get a scroll and a large bag of GP-I was thinking around 100-150 gp each. This is because the man was the Prince in disguise-and the scroll says that the goblins being in the city is not a good sign, as normally someone needs to bribe/threaten/pay them to get that deep into "longshank" territory. So the PCs will track down the goblins' path, and lead to their lair-a huge abandoned ship. They beat the boss, and either discover from her (or if the leader's dead, her journals-these goblins are actually literate) that she was payed by a thieve's guild to attack the prince. They also get a first glimpse at the Wave Witch-who will be more important in one of the later books-as a goblin snake sorcerer will say mystical and strange chants as she fights them, saying that her mistress will love to "test their wits".

The PCs deliver this news to the Prince and the King, who are surprised-the Blood Blades have been another problem, but normally as bandits and pocket pickers, not assassins and murderers. They catch a Blood Blade fighter who's about to kill a kid for gold, and when the PCs catch him, he'll reveal where the hideout is. If they kill him, they can go to the sheriff of the town-who was once a Blood Blade as a youth-and he'll tell them on which part of the town he's been getting reports from. However, he's yet to find their lair, as they "constantly move from spot to spot, and even make fake lairs to throw us off." One fake lair will lead to a sewer, that is the home of a Small sized otyugh who explains where the real location is-he doesn't even ask for anything else, as the Blood Blades's new leader "don't like us otyughs". They go to the lair, and fight more Blood Blade enemies, and encounter the leader-a reptoid oracle of heavens, who claims to be the perfect infiltrator-journals say he's been in the city for decades, posing as everything from shop clerks, soldiers, and even a priest at one point. And his journal also shows that he wanted the Prince dead to take over his spot-for who can notice that the Prince is not real when he looks like the real thing?

As a reward for such a discovery, the King pays the PCs a huge reward of GP, and knights them as the Prince's assistants/guards/etc, depending on their classes-bards will teach him how to play instruments, melee classes will be his guards and will help him practice combat, archer classes (fighter or rangers who focus on ranged combat) will teach him how to use the bow/crossbow, divine classes will give them philosophical lectures, and arcane classes will be teachers (sorcerers and witches will mainly teach him about life lessons, while wizards/alchemists/investigators will be more like teachers in the fields of science).

And that's Book 1 in a nutshell.

Any and all advice/feedback will be great.

EDIT: I know I made a similar thread like this, but that was more for help on the campaign as a whole. This one, I have the ideas, I just need the feedback.


This is where I'll show my statistics for my fan made monsters for my homebrew campaign. I'll start off small by introducing two of my four new monsters, the Corrosive Hound and the Wheel Clockwork:

Corrosive Hound:

This dog, the size of a large warhorse, has pitch black eyes, two tentacles on its shoulders, and no skin. Acidic puss drips from its fang filled mouth.
CR 4
CE Large aberration (shapechanger)
Init +1; Senses darkvision 60 ft; Perception +7
DEFENSE
AC 16, touch 10, ff 15 (+1 Dex, +6 natural, -1 size)
hp 47 (5d8 (22) + 20 (Con) + 5 (Toughness)
Fort +3, Ref +2, Will +5
DR 5/slashing; Immune acid, poison
Weakness vulnerability to fire
OFFENSE
Speed 20 ft
Melee bite +4 (1d8 + 2 plus disease), 2 tentacles +5 (1d8 + 4 plus 1d4 acid)
Space 10 ft; Reach 10 ft (20 ft with tentacles)
Special Attacks breath weapon (30 ft line, 2d6 acid plus disease, Ref DC 14, usable once per 1d6 rounds), disease (Fort DC 14)
STATISTICS
Str 14, Dex 12, Con 18, Int 6, Wis 12, Cha 4
Base Atk +3; CMB +6; CMD 17 (21 vs trip)
Feats Power Attack, Toughness, Weapon Focus (tentacles)
Skills Bluff -1 (+9 while in dog form), Intimidate +10, Perception +7; Racial Modifiers +8 Bluff while in dog form, +4 Intimidate
Languages Common (can't speak)
SQ change shape (Medium dog, beast shape I), ferocious, sharp tentacles
SPECIAL
DISEASE-Corrosive Puss Bite attack or Breath attack, injury; save Fort DC 14; onset 1/day; frequency 1 day; effect 1d3 Strength damage; cure 2 consecutive saves
FEROCIOUS-The corrosive hound is a ferocious creature, even for its size. It does not take the Charisma penalty when using the Intimidate skill.
SHARP TENTACLES-The two tentacles on a corrosive hound are deadly and efficient. They are a primary attack that deal twice the Strength modifier in damage, and they deal slashing damage, as well as an additional 1d4 points of acid damage.
VULNERABILITY TO FIRE-In addition to taking 150% extra damage from fire damage, a corrosive hound must succeed on a Fort DC 15 save or else catch on fire for 1d4 rounds.
based off of the Dog Thing from the 1982 movie The Thing

Clockwork, Wheel:

CR 3
This machine has a humanoid like body, a large wheel for legs, and a single sword for a hand.
N Medium construct (clockwork)
Init +8; Senses darkvision 60ft, low-light vision; Perception +0
DEFENSE
AC 18, touch 16, ff 12 (+4 Dex, +2 natural, +2 dodge)
hp 42 (4d10 (22) + 20)
Fort +1, Ref +7, Will +1
Defensive Abilities construct traits, uncanny dodge
Weakness poor balance, vulnerability to electricity
OFFENSE
Speed 40 ft, speed boost (usable once every 1d6 rounds)
Melee +1 blade +5 (1d6 + 2/19-20), +1 blade +5 (1d6 + 1/19-20)
Special Attacks run over (2d6 + 4, Ref DC 16)
STATISTICS
Str 14, Dex 18, Con -, Int -, Wis 11, Cha 1
Base ATK +4; CMB +6; CMD 20 (16 vs trip)
Feats Improved Initiative (bonus), Lightning Reflexes (bonus), Two-Weapon Fighting (bonus)
SQ efficient winding, double weapon combat, swift reactions
SPECIAL
BLADES-The two blades on a wheel clockwork function as 2 +1 shortswords. They can be removed, but they must be removed with a successful DC 20 Disable Device or DC 25 Strength check-failure means that the swords break.
DOUBLE WEAPON COMBAT-A wheel clockwork is programmed to fight with both of its swords with deadly finesse. A wheel clockwork gains Two-Weapon Fighting as a bonus feat.
POOR BALANCE-The single wheel on a wheel clockwork gives it incredible agility and speed, but at a cost of poor balance. It takes a -4 penalty to CMD against trip attempts. Also, if it is hit by a successful critical hit or by electricity damage, a wheel clockwork must make a successful Reflex DC 20 check or be knocked prone until the beginning of its next round.
RUN OVER-When using its speed boost ability, a wheel clockwork can charge into a target within the speed boost's direction, dealing 2d6 + twice the wheel clockwork's Strength modifier in damage and knocking the target 5 ft adjacent to the square its standing on. A Reflex 16 check results in only half the damage and no knockback.
SPEED BOOST-Once per 1d6 rounds, a wheel clockwork can charge in a straight line up to double its base speed but no less than its base speed. This is a full round action that does not provoke an attack of opportunity. Regardless of where it stops, it cannot move from its ending spot for 1d3 rounds. Once restored, it can use this ability again 1d6 rounds afterwards.


Well, after purchasing my copy of Bestiary 5, I am very impressed with some of the new races-especially the orang-pendaks and reptoids. Obviously, my first thought was to utilize some of these new races in my homebrew campaign I'm making. So, I decided to make this thread, more so to discuss on what classes could work best to which classes. I'll start with my own personal opinions, and I could be wrong on which classes would be best for which race. Let's see:

Astomoi: Obviously, this race seems to fit best with any of the psychic classes, but outside of these classes, I'd like to think that the best arcane class would be wizard, and the best divine class would be oracle. For wizards, I'd like to think that abjuration or even conjuration would be the best schools (maybe thematically), and for oracles, life and time seem to be the most thematic choices for mysteries.

Dark Folk, Caligni: As this race seems more fitting in a Darklands campaign than anything else, it's difficult for me to determine which classes would work best for this race. However, I do know that, thanks to their racial bonuses to Dexterity AND Constitution, they could work best for melee classes that rely on their Dexterity-like monks and rogues-but their penalty to Intelligence seems to make them not so good choices for arcane spellcasters who rely on a good Intelligence score, like magi, wizards and witches.

Deep One Hybrid: This race seems to work well for a barbarian class-in terms of melee-given it's increase to Constitution and Wisdom (and a barbarian's rage can increase hp and Will saves), but the biggest issue is the penalty to Dexterity-making classes like monks and rogues VERY poor choices for deep one hybrids. Due to their Wisdom bonus, divine classes seem to work the best, and I wouldn't imagine that most NPC deep one hybrids have classes in either cleric, warpriest, or for the really evil ones, antipaladins.

Orang-Pendak: What seems to be my favorite of the new races (I'm a HUGE cryptozoology fan), this race, with their bonuses to Strength and Wisdom, makes them ideal for melee classes-barbarian, hunter, monk, fighter, and ranger are the classes that come to mind, especially with these creatures elusive and shy natures, and their affinity for living in the jungles. However, one class that I think would not work for this race at all is the cavalier (and it's alternate, samurai), simply due to their SQ own two feet-which, for those that don't know, gives them a -2 penalty to attacks, ability checks, damage rolls, saving throws, and skill checks whenever they are riding a mount. As for spellcasting classes, druids and shamans seem to work the best-indeed, the bestiary does say that a tribe's shaman would have levels in one of those two classes. And, due to their penalty to Intelligence, all arcane classes that rely on that Ability (alchemists, arcanists, magi, wizards and witches, as well as investigators) would not work well both statistically or thematically for these little ape men.

Reptoid: This race, which I'm assuming is a new antagonistic race (like how goblins, kobolds and orcs are normally used), has a unique mix of abilities and stats that can utilize some odd multiclassing-their mental potency (which increases the DCs for enchantment and illusion spells cast by a reptoid by 1) makes them useful as mesmerists, but their seemingly LE alignment, their fondness for positions of power, and their bonuses to Strength makes them good as melee classes like barbarian and brawlers, and their change shape ability can really throw off a party expecting a human leader. However, their penalty to Dexterity means that some classes, like monks and rogues, wouldn't work their best-yet at the same time, I don't think the reptoids would be too terrible at these classes.

Shabti: This is probably the most difficult race I can think of good classes for-mainly for their immunity to undeath, resistance to level drain effects, and practically being immortal. However, as a race with no racial penalty to an ability score and a bonus to Constitution and Charisma, it seems like classes like bards, oracles, and sorcerers (I find the destined bloodline thematically fitting) are the absolute best for this race.

Anyone who wants to throw in their two scents on these ideas, or just put out their own ideas/opinions are more than welcome to.


Hello. As I am a newbie gamemaster who is making his first homebrew campaign, an interesting question has popped into my head.

You see, one of the major NPCs the PCs will interact with is the king of the new country. Now, the problem is, by the end of the homebrew campaign, they'll have to face their greatest enemy-the king.

So here's my question:

DOES an antagonist HAVE to be any kind of evil?

Because, I have heard that the term antagonist doesn't just apply to any character that's evil-just any character that gets in the way of the protagonist's goals.


Hi. This may be a REALLY stupid idea, but I've always wanted to make a Homebrew campaign based off of the Hans Christian Anderson story The Little Mermaid-or loosely to be more specific.

The major focus of the campaign is that, in the new country I'll develop, the major villain won't be the witch that turns the mermaid human-which I figured could be a venerable changeling transmuter 14/oracle of waves 6-but rather the power hungry King (who may have levels in both inquisitor and ranger). The start would be the PCs-who can choose either the Core races, as well as catfolk (from a union of tribes from the island country's forest mountains), ratfolk or tengus-save the Prince from would be assassins and are knighted and assigned to be the Prince's royal body guards.

Problem is I'm not really good at making Homebrew campaigns-at least by myself. That's where I need help-if anyone wants to assist me with making a pseudo Adventure Path I'd not only be more than happy but, once it's complete, I can give any who help full permission to run a campaign.

And and all help will be appreciated.


Hi. I'm making a paladin of Sarenrae, and although she will be a healer from time to time, her main playstyle will be offensive.

Here's her stats, weapon, armor, etc:

STATS (20 point buy, with the +2 racial ability going to Strength)
STR 15 (originally 13)
DEX 13
CON 12
INT 12
WIS 14
CHA 14

FEATS
Improved Initiative
Weapon Focus (scimitar) [human bonus feat]

WEAPON
Scimitar (duh)

ARMOR
Chain shirt
Light wooden shield

I'm not sure if the stat choice, or any of the feats or armor could be replaced with "better" feats and armor, but I'm just double checking before finalizing the character.


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This is just a thread I thought to start where we discuss on what we think are the scariest things in the Pathfinder games-whether they're NPCs, an encounter in an Adventure Path, or just a monster from a Bestiary.

Personally? Ogres really creep me out...I think it has more to do with the fact that these are sadistic, gluttonous, psychopathic giants that embrace taboos that almost every culture would gag at (mainly cannibalism and incest); not to mention that in Rise of the Runelords, individual ogres have some creepy hobbies-from Jaargath making taxidermy by stitching the remains of humans and animals together to an ogre who loves to skin humans and cook them like we skin and cook chickens. And DO NOT get me started on the Grauls...*shivers*


Hello. I am trying to spread my art skills into different fields, and one I want to tackle is writing. One thing I'd love to do is make a story based off of a Pathfinder Adventure Path-but not entirely like what you're thinking. Rather than have the "PCs" be iconic characters, they would instead be completely original PCs-so, in a sense, I guess you could say it has a bit of fanfiction in it (despite the hate for fanfictions there ARE good ones out there). However, if, say, I would use Rise of the Runelords as the basis for the story, major NPCs-especially villains like Nualia, the Kreegs, and Kazurog-would have to still be in the story for Pathfinder fans to figure out just what Adventure Path the story is basing off of, and certain events would still be needed to go in order (for instance, after the heroes defeat the ghast Aldern Foxglove, they would decide to head towards Magnimar after sending a message to Mayor Deverin).

But my absolute biggest question of all is-

Can such a thing be made purely as the product of entertainment? What I mean is, if I were to make such a thing (and give proper rights of said characters to Paizo) WITHOUT making a profit out of it, would it be allowed?

(P.S. Not sure where to post such a thing, so I posted it in the Off-Topic Discussions just to be on the safe side)


Hey. I've been having some questions about alternate familiars to the thrush, and I was wondering if you guys could give some input.

I know that in Animal Archives, a suggestion was made that, if a fire wizard wanted a cardinal familiar, just use the thrush statistics but remove the ability to speak. My question is...why? I mean, I think there's some reason that raven and thrush familiars are unique for having the ability to speak, but why wouldn't other songbirds like cardinals, blue jays, mockingbirds, and canaries have that ability? That's just something that bothered me a bit-out of the options I've listed above, only the canary and the mockingbird would be what I'd choose to allow to have the thrush's ability to speak (mind you those four options would still use the thrush statistics).

Another note is...if I allowed PCs to use said alternate familiars instead of thrushes, what alternate bonus would I give them if I didn't want them to have the thrush's +3 bonus on Diplomacy checks? I think that I would keep the +3 Diplomacy bonus to canaries (due to their popularity?), while with mockingbirds it would change to a +3 Bluff bonus (due to their ability to mimic other sounds), and blue jays they would have a +3 Intimidate bonus (sounds odd, but blue jays are actually pretty aggressive for birds-ESPECIALLY songbirds. I mean, I heard a story where one killed a mockingbird and her chicks). With cardinals...I don't know what to choose. It feels odd to me for them to keep the +3 Diplomacy bonus, but I'm not sure what other skill bonus I could give them? Maybe just trade it in for a +2 Reflex save bonus?

Any inputs on this will be most appreciated. Thank you.


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Hello. I've been having an idea to make one more goblin tribe that would be a threat to Sandpoint-even though this tribe won't join Nualia, they will decide to attack the town shortly after Nualia's defeat.

The tribe is called Bloodblade, named after the fact that all of the goblins don't use the traditional horsechoppers or dogslicers, but coveted swords from "longshanks". They are a relatively young tribe, being found around 10 years ago by a young female hobgoblin named Raekora-a hunter of humans, wielding a longsword and shortsword with deadly accuracy. What is the most odd about this tribe is their worship to a mainly unknown deity in goblin society-Asmodeus.

Raekora's tribe will include mainly goblin warriors, goblin warchanters, and a couple of goblin commandos (though each of them will have their weapons changed to shortswords or shortbows), as well as goblin dogs and (if the PCs are around 5th level, perhaps an advanced tatzylwyrm).

Regardless, Raekora is a ranger, with her two weapons on hand, two-weapon fighting as her combat style, and humans as her favored enemy. She will also have the hobgoblin alternate racial trait magehunter.

Any advice/ideas for an encounter with Raekora and her Bloodblade goblins will be very helpful.


Male Kobold Trainee Game Master 1

It was an early morning in the pleasant town of Sandpoint, where many of the songbirds were starting to sing with the sunrise. Many of the townsfolk have been rearranging stuff around the front of the local cathedral, getting ready for the grand celebration of the Swallowtail Festival-one of the favorite holidays of this quiet little town.

Everyone, begin your RPing skills...NOW!!


Male Kobold Trainee Game Master 1

Opening up the Discussion boards for the new players (and Azzerix) to dot.


Hey. I've read in the Anniversary Guide that if Nualia escaped, she can be encountered again-it said that it would be interesting to make her into a half-fiend with more levels in cleric.

How would you make the statistics? And where would you put her?


Hello. I've been thinking of something-there are multiple reasons for a PC to go off on an adventure: a goal, divine influence/prophecy, wanderlust, or finding a new life. But there's one that I think can make an excellent "excuse" (so to speak) of character development-depression. Not the medical kind, but more along the lines of grief.

Here are a few examples:
-A dwarf barbarian, who leaves to hunt a giant who's been tormenting his kin, returns to find them all dead-from the giants ambushing them. He overcomes with some grief for thinking, "If only I was there to help."
-A human paladin was training a child to be his apprentice; she had promised the kid's parents he would be safe. However, during the night, a burglar murdered the kid. The paladin is filled with remorse, thinking she was behind the child's death-for if she hadn't taken him in, he may have been alive.

Now, I'm not saying that a character needs to be in a constant "Woe is me" kind of attitude-far from it. I think it could add a layer to the character's personality, and give them an obstacle that they need to overcome.

Am I the only one who thinks that using grief/depression/remorse (within consideration) could work on a PC?


Hello. I am opening a re-recruitment for my RotRL campaign. I'm seeking three PCs (I already have one PC), as we have somehow lost touch with our other three PCs. Not sure whether it was because they lost interest or if they have become too busy in other things to participate.

Regardless, here are the rules:

Rules:
Races: All Core, plus Aasimars (with -2 CON), Ratfolk, Tengu, and Tieflings. Any alternate racial traits you want? You must ask for my approval first. You can only choose ONE alternate racial trait (even if it replaces 2 or more original racial traits). Once you’ve chosen your alternate racial trait, you cannot change it after approval. Also, if you want another race that isn't on this list (with the exception of Drow, Dreugar, Goblin, Hobgoblin, Orc, Strix, and Gillmen) you must make a character that has a legitimate reason to travel to Sandpoint from...wherever they're living.
Ex: Our remaining PC is a kobold sorcerer (white draconic) who hails from a tribe far from Sandpoint; he has traveled there due to the fact that he has heard it was once the realm of a powerful dragon. And he wishes to rule a great realm of his own.
Classes: All except Antipaladin, Cavalier, Gunslinger, Ninja, Samurai, and Summoner. All classes from Advanced Class Guide and Occult Guide are prohibited. Archetypes are prohibited unless you have my approval.
Traits: Choose 2 traits from Advanced Player’s Guide. One MUST be from the following campaign traits:
-Eager Performer: +1 to any one Perform skill/+1 to the save DC of any one enchantment spell
-Family Ties: +1 Knowledge (local), Knowledge (local) is a class skill, begin reading/speaking Varisian
-Friends & Enemies: Get a heavy combat trained horse, military saddle, saddlebags, bit & bridle, 1 month's worth of feed (for free), and a lifetime stabling at Goblin Squash Stables (for free).
-Giant Slayer: +1 Bluff, Perception, & Sense Motive and +1 attack & damage rolls versus Humanoids (giants)
-Goblin Watcher: +1 Appraise & Perception; +5 Appraise to find the most valuable item in a treasure hoard
-Hagfish Hopeful: +2 Fort saves versus diseases
-Merchant Family: GP limit is increased by 20%, and you can resell items for 10% more gp.
-Monster Hunter: +1 attack & damage towards aberrations and magical beasts
-Scholar of the Ancients: +1 Knowledge (arcana) and Knowledge (history) checks, and begin speaking/reading Thassilonian.
-Student of the Faith: +1 caster level for cure spells, +1 to save DC of channeled energy.
-No PC selected will have the same campaign trait; make sure that the campaign trait selected matches your character's personality (or make a part of the personality a part of the campaign trait).
Max Gold
1st Level
Max HP, after this average HP for every level increase
Alignments: Any non-evil
Weapons: All except firearms
Magic Gear: Unapproved until GM gives permission to purchase
Crafting: Limited to just scrolls and potions (until GM gives permission for magic weapons)
15-point buy
Provide with following descriptions:
-Physical: Scars, hair color/eye color, facial hair (if any), skin color, birth marks, tattoos, etc
-Personalities: Happy, anti-social, impatient, naïve, bubbly, easily tickled (i.e. is easy to make him/her laugh), etc
-Origins: If your PC is from Sandpoint, explain his/her relations with some of the NPCs. If the PC is not from Sandpoint, explain where he/she came from, why he/she left, and/or why the PC decided to come to Sandpoint.
-Likes/Dislikes: Should be simple enough.
-All of these shouldn’t be in-depth, but should be more of a summary for each category.
ABSOLUTELY NO:
-God-modding
-Cheating
-Insulting/bad-talking other PCs or GM

Please note: I am a first time GM, and thus some rules I may not truly know about, but I will be able to pick up on the rules relatively quickly. Also, I may be on quite a bit during the Thanksgiving break, but after that my time may be pretty limited to a couple hours per day (except on Saturdays).

Our remaining PC is a kobold draconic sorcerer named Azzerix. I have three available spots, and I will keep the boards open until Wednesday, December 3rd.

I hope to have a lot of fun!


Hello. I have some builds for three PCs, and I was wondering if there can be any advice for the best options. All of the stats that will be presented next to the characters will be based off of a 20-point buy system (the racial modifiers will be presented next to the stat)

Here's what I have:

Marini, female gnome alchemist (stats: Str 8 (-2 modifier), Dex 13, Con 14 (+2 modifier), Int 14, Wis 12, Cha 15 (+2 modifier)); I plan to make her mutagen focused on Dexterity, and make her a main with her bombs.

Primog, male dwarf barbarian (urban barbarian) (stats: Str 14, Dex 15, Con 14 (+2 modifier), Int 13, Wis 13 (+2 modifier), Cha 10 (-2 modifier)) Typical barbarian build, focused on his greataxe and making his controlled rage focused on Strength and Dexterity.

Altan, male human inquisitor of Shelyn 1 (Domain: Protection) (stats: Str 15, Dex 13, Con 12, Int 12, Wis 15 (+2 modifier), Cha 13); He's gonna be an oddball of an inquisitor, as I plan on making him give debuffs to the enemies he's engaging with his glaive.

Any and all advice will be helpful.


This is basically some advice for some PCs that I have in mind that aren't from core races. I have a good number of them, but I'll give a basic crunch on what I'm planning for each PC.

Female Tiefling PC: I'm planning to make her an enchanter with a viper familiar and illusion and necromancy for forbidden schools. My key stats for her would be Dexterity, Intelligence (obviously) and Charisma. I believe her combat style will basically being a supporter-she will contain some damaging spells, but she'll mainly try to charm or daze enemies to either subdue them or set them up for stronger allies to attack.

Male Goblin PC: Mainly for a We Be Goblins PbP, I'm probably going to have this one be a ranger with dwarves or vermin as a favored enemy. Obviously, his best stat will be Dexterity, though a good Constitution and Wisdom I'm also planning. He'll probably stick to an archer, fighting from a distance and letting the others fight either from melee or magic.

Male Tengu PC: This PC I'm planning to be an oracle (of the bones mystery with the tongues [Aklo] curse). With his blade proficiency, I'm planning on keeping a one-handed or light melee weapon (maybe a rapier or a longsword), while he also gets the Armor of Bones mystery starting at first level. I'm definitely giving him Toughness as his first feat, and his main stats will be Dexterity, Wisdom and Charisma.

Any and all advice will be great.


Coyakir, the King of All[/i]

NE god of dictatorship, humans, racism, and slavery
Domains: Artifice, Evil, Fire, Strength, and War
Subdomains: Blood, Construct, Ferocity, Tactics and Tyranny (gains this subdomain despite not having the Law domain)
Favored Weapon: earth breaker
Symbol: A stern, cold glaring mask with two earth breakers crossed in an X behind it. The mask is a coal black color, while the swords are blood red.

Yeah, this god is the self-proclaimed deity of humans, and his philosophy teaches his followers that, no matter how equal the races are, humans are always more equal than all. His followers support outright destroying civilizations of non-human races-whether by burning down an elven forest, or using dynamite to collapse a mining facility on top of a dwarven team, from framing innocent members of high crime to forcefully aborting pregnant women who are bearing the child of a non-human, their view on life is simple but sadistic-humans are the true rulers, and all other forms of life will either buckle under slavery, or die.

In ancient text (which most is long forgotten), it appears that Coyakir was an apprentice to Aroden when he was still a mortal man. How Coyakir managed to become a deity is unknown, as no text exists that suggests his path to divinity-but many scholars agree that he passed the test on the Starstone, although this is still not fully accepted.

However, there is another way that Coyakir may have achieved his status as a God-by murdering Aroden. Despite that no text exists of the King of All assassinating Aroden, there are scattered text that reveal that he and his apprentice have had a major quarrel after Aroden reached divinity, and ever since, Coyakir had felt brutal hatred for the God. Indeed, the church of Coyakir outright executes any member of the faith of Iomedae-who they claim is the "heir to the Weakling", a term that religious historians believe was a term that Coyakir's faithful applied to Aroden (the Weakling) and "the Bastard Heir" to Iomedae.

The faithful of the King of All is cruel and egotistical, claiming that their God is the one true deity, while all others are either slaves meant to buckle under his feet, or outright slaughtered. Coyakir seems to get along the most with Norgober, although to call them allies is an insult-it seems more likely that Coyakir respects the God of murder for his elusive nature. All other deities have hatred for the King of All-mainly Iomedae, due to her relations with Aroden, but Asmodeus, Cayden Cailen, Desna, Erastil, Sarenrae, Shelyn, and Torag also receive major hatred. Most of the clergy of Coyakir are antipaladins, inquisitioners, barbarians, or rangers, although wizards who study on either abjuration or evocation are also known to join.

What do you think?


Yeah, as the title says, I'm interested in joining a PbP for certain Adventure Paths.

Here's what I got for character ideas (they are under a WIP, but I will give a link to their full statistics when I have gotten them done):

CG Female Aasimar Oracle (heavens mystery, tongues curse)

NG Female Taldan human ranger (corpse hunter archetype)

LG Male Dwarf monk

I will create these characters with the 20 point buy (the final stats will include the purchase and the racial bonuses to stats).

The only thing I won't play in a campaign is a mythic one (I don't have anything against it, I just wanna play in a regular gamestyle).

Here are the preferred Adventure Paths I would like to be in (although I can be in any Adventure Paths, this list is what I would love to play in the most):
-Rise of the Runelords
-Jade Regent
-Hell's Rebels (looks interesting even if I've just found out about it today)
-Mummy's Mask
-Giantslayer
-Skulls & Shackles
-Carrion Crown
-Serpent's Skull

Anyone wanting one of these characters please let me know. Thank you!

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