Christopher Simmons's page

4 posts (15 including aliases). No reviews. No lists. No wishlists. 1 alias.




Hey all. I need to throw together a long-term npc who will act as a bodyguard for a PC. He'll be eighth level. I'm looking at either Paladin or some mix of Paladin/fighter.

Backstory: One of the PCs has come across a reknowned demon-slaying sword and used it to great effect over the previous campaign. The weapon has such a history that it is a "kill bearer on sight" flag for evil outsiders. However, the PC is a magus and while he can fight, he hasn't really figured himself out completely yet.

Well now that enough people have seen him with it and it's made enough of an impact (it was used to kill a named balor), churches have noticed him, too. As such, six months down the road from it's last public usage, a paladin has been placed under a quest to gain the sword by noble means.

He will be presenting himself to Vassel (the magus pc) and offering to serve as a protector and counsel for one year and one day. At the end of such time, Vassel should decide if this paladin is a more worthy bearer of the responsibilities connected to the blade. As a DM, I don't really care either way what he decides then. It's also quite possible (maybe even likely) that this NPC will get killed before then. It's more that I want Vassel to understand the seriousness of having this sword.

So, I want him to be useful and I really need good feat selection to make him an obvious help to Vassel. I was intending to take improved bull rush and find some feat or class ability that will let him take hits for another person. That way, if the two are fighting something out of Vassel's league, he can throw Vassel out of the fight and take any AoOs that such an action would provoke on Vassel.


I've begun my "Hulburg and the High Seas" campaign and a core component of it will be a Kingmaker-esque plotline as a young lord will work to turn Hulburg from what it is in the 1350s (a keep and 12 shieldsworn) to a what it is in the 1470s (a thriving city).

Obviously (since the Hulmasters do this in canon realms) all the components for rebuilding the city do exist. But, I'd like to see peoples thoughts, comments, and ideas on how you get from an adventuring party and no more than 20 NPCs and start attracting settlers.

My basic thought, so far, is to use stronghold builders guidebook for the PCs to work on the "new" keep and transition into Kingmaker as they start building up the town. But that period of time inbetween vexes me.

Ericon (the young noble) has returned to Hulburg, after saving Phlan, New Verdigris, Melvaunt, and Hulburg from Marcus' Pools of Darkness scheme. He hired two retainers and a manservant in Phlan, mainly to serve as guards for his wagon during the trip. He brought a few adventurers with him.

I could just "let them figure it out," but Agryl Hulmaster is still alive, having adopted Ericon through his marriage to Amali Hulmaster. He is the driving force behind the rebuilding of the city and will have to be throwing ideas out to the group. I've already come up with him giving them locations of various rumored treasures to seek out and bring back.

It's also important to me that Ericon not become the key figure of the campaign, that this still remain the adventures of the group as a whole.

So, what ideas are out there?


Anyone already mention that the file available for download is just the cover page?


Has anyone put together builds for unarmed fighters or unarmed rogues? I've got a player looking for a "bruiser" but would like to avoid the orient. I'm not too key on non-core rules, myself, but I'd like to find a way to help him out.


I vaguely remember a dragon magazine that was linked to one of the adventure paths that included some means of gaining random magical abilities. I want to say it was a pool, but I'm not sure. I also kind of think it had to do with age of worms.

Does this sound familar at all?


Ok, I understand that the base attack progression is the 3/4 progression displayed with 1 HD missing. But the saving throw progressions are weird. Are they following a formula, at all?


How do these creatures break down on the race/class line? I have a PC in one game that is a lizardfolk barbarian and I'd like to convert him over.

They look like run of the mill 2 HD humanoids.

Abilities:
+2 Str, +2 Con, -2 Int

Saves:
Good Fort, Poor Ref, Poor Will

Skills ??? This entry doesn't quite make sense.
2+Int (Class: Acrobatics, Swim)

Special:
Natural Armor +5
Acrobatics +4
Hold Breath
Claw, claw, bite


Is there an on-line source for statted up NPCs? I need a 10th level wizard for tonight.


As is often the case with pathfinder for me, I made some assumptions on how something works and then in mid-game found out it's different.

1) Determining the properties of a magic item now works off of appraise?

2) However, you need to use detect magic to performt the task?

Then, as I see, identify isn't required, but adds a +10 to the check.

3) Can this task be performed untrained?

4) Can you take 10?

5) Can you take 20?


So plenty of new spells offer permanency. But, when I flipped to the "P's" there was ... no spell entry.

Is this spell being reworked?


Rhewtani wrote:
Does the domain ability for Artifice, "Artificer's Touch" bypass hardness?

No one?