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Hey all, playing in a game with a few others at the moment. 3 of our party members have templates which give them wings. 2 are half dragons and 1 is a half celestial, I'm not sure if that matters of not, but I felt the need to clarify just in case. Those with wings in the party, specifically the half dragons, are looking to find a means to hide their wings. Currently one of the players attempts to do this by folding under a cloak he wears, but we're looking for a more permanent solution. Is there any way any of you know of to make a specific body part invisible permanently or otherwise for a long period of time?


Well it's not meant to be a maze per-say, just an extremely secure fortress beneath a college with an even more secure vault beneath that. In regards to the cult, the insane staff, and the doppelganger though, I really enjoy those ideas though. They're things I hadn't considered off hand.

Traps and security measures of some sort are a must though, because lore wise they'd have known they'd need to fall back on magical and mechanical means to contain / protect the items & entities within in the event of something like this happening. Especially since, in my game's setting, it has happened before.


Hello everyone. I've been running a game with my players for about 8 months now and haven't had too much trouble keeping things both challenging and fun for them. However, they're coming up on a major plot point for the campaign and I've been having a hard time deciding just what sort of encounters and such this area should have. I was wondering if there were any experienced DMs amongst the readers here who might offer some guidance? I'll put some information about the area and the party below, but any help in guiding me through selecting what to use for encounters or what sort of puzzles or traps should be present for a place like this would really be appreciated!

History: The hold the player base has been in belongs to a noble family known as the Nightengales. They're a family of arcane casters in my game that can wear armor / cast spells with metamagic enhancements for cheaper (lower spell slot increases). Something went wrong in their domain and the great catacombs under the city (comparable to the Paris catacombs) have suddenly spilled an overflow of undead casters and minions onto the surface. The players are employed by a reputable mercenary regiment known as the crimson knights, and have been hired by the Imperial family to investigate and if possible, retrieve a few important items from the area.

Area: The players have been navigating the city itself for a while, but the specific area I'm seeking help in inspiration for is the "College of Nightengale." It's built like a military fortress, but with much more artistic flairs to it. To the average every day person, it's a place where prominent casters could seek higher learning under the naturally gifted of the Nightengale house. Secretly, it's a magical repository used to safe guard powerful artifacts, cursed items, intelligent items, and unkillable creatures that would pose serious risk to the outside world if they weren't contained. This is where the players have been directed to go abd where they're heading to next session. To retrieve a few of the items and activate the seals on any others that were left unguarded during the chaos.

Party: The party themselves are pretty competent. There are 2 groups of 4 players each with 2 NPCs with them as well. They're all level 10 at this point, almost level 11, including the NPCs who were built in the same way as the players. (I run the two groups on different days, they're pursuing different things in the college). So each effective party size is 6 people of 10th level. The first group has a Magus/Arcanist, a Cleric, a Paladin, a Rogue/Gunslinger, a Sorcerer, and a Ranger (archer). The second group has 2 Oracles, a Fighter, 2 Gunslingers, and a Magus. (They chose their own group compositions).

So my real question to all of you is, what would you suggest to use against them encounter, puzzle, and trap wise that would still be fair for their groups? I want it to be hard, fitting, but still achievable if they're careful.

So far I'm thinking of using golems as "guards" of a sort for the repository and having a few escaped magical beasts, undead, and aberitions roaming about. Any input you all have would certainly be appreciated!


Dasrak wrote:

The first thing that comes to my attention is the Necrotic Knight's relatively low hit points and high damage; this is a bit of a glass cannon monster. This isn't necessarily a problem, but you should be mindful of running too many of these in a single encounter since they're desperately weak to area of effect damage and can potentially be overwhelming with a few lucky rolls.

In terms of abilities, baleful scream is much too powerful. It deals too much damage for an area of effect ability that has a secondary effect and doesn't have friendly fire concerns. The secondary effect of panic is also very powerful, almost on par with a 4th level spell, and as such is too strong for something that also deals damage. Inflicting the cowering condition (even for a single round) on a successful save is completely inappropriate. I would say drop the damage to 5d6, reduce the panic to frightened, and reduce cowering to shaken.

Other than that it looks fine and is within reason for a CR 7 monster.

Wicked! Thank you for the feedback! The changes on the scream make sense now that you point that out and I feel the monster is better suited with your recommendations. I'll update my notes.


Hello everyone. I've been running a campaign for a large group of players for a while now and have begun taking to designing my own creatures. I just wanted to submit one of the custom creations I came up with here to see whether or not you all thought the creature in question was balanced for it's intended CR. Thanks ahead of time!

((Just to clarify real quick; the "Alternate" bit in the creature's Armor Class and Damage Reduction section is referring to the alternate rule set for using armor & natural armor as DR rather than as part of the armor class.))

Necrotic Knight (CR 7)

XP: 3,200 Alignment: Neutral Evil Size: Large Type: Undead Subtype(s): (Elemental, Evil, Giant)
Initiative: +3; Senses: Low-Light Vision, Darkvision 120ft; Perception +14

DEFENSE

AC: 25 (Alt: 15) Touch: 15 (Alt: 15) Flat-Footed: 22 (Alt: 12) [+6 Armor, +3 Dex, +4 Natural, +3 Profane, -1 Size]
HP: 68 (8d8+32) Fortitude: +6 Reflex: +5 Will: +9 DR: 10/Magic & Silver (Alt: 10/Magic & Silver, 10/Armor)
Immunities: Ability Drain, Bleed, Critical Hits, Damage to Physical Ability Scores, Death Effects, Disease, Energy Drain, Exhaustion, Fatigue, Flanking, Massive Damage Effects, Mind-Affecting Effects, Non-Lethal Damage, Paralysis, Poison, Precision Damage, Raise Dead, Reincarnate, Sleep Effects, & Stun.
Weaknesses: Positive Energy (1.5 times more damage taken), Resurrection, & True Resurrection.

OFFENSE

Speed: 30 feet. Space: 10 feet. Reach: 10 feet.
Melee: +1 Great-Axe +13/+8 (3d6+8/x3 plus 1d8 negative energy)
Special Attacks: Baleful Scream (40 foot cone, 7d8 negative energy damage, Will DC 18 for half, usable every 2d4 rounds), Necrotic Channeling (4d6, DC 18), Necrotic Strikes (1d8 negative energy), Necrotic Touch (4d6), & Siphoned from the Living.

STATISTICS

Strength: 20 Dexterity: 16 Constitution: - Intelligence: 14 Wisdom: 16 Charisma: 18 Base Attack: +6 CMB: +12 CMD: 25
Feats: Greater Weapon Focus (Great-Axe), Power Attack, Vital Strike, Weapon Focus (Great-Axe), & Weapon Specialization.
Skills: Climb +16, Intimidate +15, Knowledge (Dungeoneering) +10, Perception +14, Ride +11, & Swim +13.
Languages: Darkfolk, Necril, Undercommon.
Special Qualities: Does not Breathe, Does not Eat, Does not Sleep, & Undead Traits.

SPECIAL ABILITIES

Baleful Scream (Su): A Necrotic Knight can exhale a horrid scream of pain and agony affecting creatures in a 40 foot cone in front of it. This attack causes 7d8 negative energy damage to living creatures and allows a DC 18 will save for half damage. Additionally, creatures who fail this save become panicked for 1d4 rounds while creatures who make the save cower in fear for 1 round. A Necrotic Knight can unleash a Baleful Scream once every 2d4 rounds. Baleful Scream has no effect on undead creatures.

Necrotic Channeling (Su): A Necrotic Knight can release a wave of negative energy similarly to a cleric. However, this energy can only be used to harm living creatures (the Necrotic Knight still benefits from its “Siphoned from the Living” special ability when channeling). A Necrotic Knight causes 4d6 damage to each living creature in a 30-foot radius centered on itself. A Necrotic Knight can channel in this way up to 7 times per day. Creatures damaged by the energy gain a will save (DC 18, or 24 inside Desecration) for half damage. This is a standard action that does not provoke attacks of opportunity.

Necrotic Strikes (Su): A Necrotic Knight's melee attacks possess a rotting festering aura about them, causing an additional 1d8 negative energy damage with each attack.

Necrotic Touch (Su): A Necrotic Knight can cause wounds to living creatures by touch. With one use of the ability, a Necrotic Knight can deal 4d6 hit points of negative energy damage. A Necrotic Knight can use this ability 8 times per day. Using this ability requires a successful melee touch attack and doesn't provoke an attack of opportunity. A Necrotic Knight only needs one free hand to use this ability. Alternatively, a Necrotic Knight can use this power to heal damage to undead creatures, healing 4d6 points of damage. Using Necrotic Touch in this way is a standard action, unless the Necrotic Knight targets itself, in which case it becomes a swift action. Living creatures do not receive a saving throw against this damage.

Siphoned from the Living (Su): Any negative energy damage a Necrotic Knight inflicts to living humanoid creatures heals the Necrotic Knight for one half the amount of damage it inflicted rounded down.

ECOLOGY

Environment: Bogs, Burial Mounds, Catacombs, Cemeteries, Cold or Temperate Forests, Crypts, Desecrated / Unhallowed Churches, Dungeons, Evil Temples, Graveyards, Marshes, Swamps, Ruins, Underground.

Organization: Solitary, Pair, Patrol (2d2 Necrotic Knights + 3d2 Necrotic Soldiers), Band (2d2 Necrotic Knights + 3d4 Necrotic Archers + 3d6 Necrotic Soldiers).

Treasure: +1 Great-Axe (Living Steel), Mwk Breastplate, 3d2 onyx gems (25 GP), 7d10 silver pieces, 20% chance for 1 black pearl (500 GP).


Jib916 wrote:

Hey, think you might of put this in the wrong forum. This is the 2nd edition forum (not 1st Edition)

Neat creature nonetheless!

Oh. My bad! Is there any way I can switch it to the proper forum? Or would I have to repost it?


Hello everyone. I've been running a campaign for a large group of players for a while now and have begun taking to designing my own creatures. I just wanted to submit one of the custom creations I came up with here to see whether or not you all thought the creature in question was balanced for it's intended CR. Thanks ahead of time!

((Just to clarify real quick; the "Alternate" bit in the creature's Armor Class and Damage Reduction section is referring to the alternate rule set for using armor & natural armor as DR rather than as part of the armor class.))

Necrotic Knight (CR 7)

XP: 3,200 Alignment: Neutral Evil Size: Large Type: Undead Subtype(s): (Elemental, Evil, Giant)
Initiative: +3; Senses: Low-Light Vision, Darkvision 120ft; Perception +14

DEFENSE

AC: 25 (Alt: 15) Touch: 15 (Alt: 15) Flat-Footed: 22 (Alt: 12) [+6 Armor, +3 Dex, +4 Natural, +3 Profane, -1 Size]
HP: 68 (8d8+32) Fortitude: +6 Reflex: +5 Will: +9 DR: 10/Magic & Silver (Alt: 10/Magic & Silver, 10/Armor)
Immunities: Ability Drain, Bleed, Critical Hits, Damage to Physical Ability Scores, Death Effects, Disease, Energy Drain, Exhaustion, Fatigue, Flanking, Massive Damage Effects, Mind-Affecting Effects, Non-Lethal Damage, Paralysis, Poison, Precision Damage, Raise Dead, Reincarnate, Sleep Effects, & Stun.
Weaknesses: Positive Energy (1.5 times more damage taken), Resurrection, & True Resurrection.

OFFENSE

Speed: 30 feet. Space: 10 feet. Reach: 10 feet.
Melee: +1 Great-Axe +13/+8 (3d6+8/x3 plus 1d8 negative energy)
Special Attacks: Baleful Scream (40 foot cone, 7d8 negative energy damage, Will DC 18 for half, usable every 2d4 rounds), Necrotic Channeling (4d6, DC 18), Necrotic Strikes (1d8 negative energy), Necrotic Touch (4d6), & Siphoned from the Living.

STATISTICS

Strength: 20 Dexterity: 16 Constitution: - Intelligence: 14 Wisdom: 16 Charisma: 18 Base Attack: +6 CMB: +12 CMD: 25
Feats: Greater Weapon Focus (Great-Axe), Power Attack, Vital Strike, Weapon Focus (Great-Axe), & Weapon Specialization.
Skills: Climb +16, Intimidate +15, Knowledge (Dungeoneering) +10, Perception +14, Ride +11, & Swim +13.
Languages: Darkfolk, Necril, Undercommon.
Special Qualities: Does not Breathe, Does not Eat, Does not Sleep, & Undead Traits.

SPECIAL ABILITIES

Baleful Scream (Su): A Necrotic Knight can exhale a horrid scream of pain and agony affecting creatures in a 40 foot cone in front of it. This attack causes 7d8 negative energy damage to living creatures and allows a DC 18 will save for half damage. Additionally, creatures who fail this save become panicked for 1d4 rounds while creatures who make the save cower in fear for 1 round. A Necrotic Knight can unleash a Baleful Scream once every 2d4 rounds. Baleful Scream has no effect on undead creatures.

Necrotic Channeling (Su): A Necrotic Knight can release a wave of negative energy similarly to a cleric. However, this energy can only be used to harm living creatures (the Necrotic Knight still benefits from its “Siphoned from the Living” special ability when channeling). A Necrotic Knight causes 4d6 damage to each living creature in a 30-foot radius centered on itself. A Necrotic Knight can channel in this way up to 7 times per day. Creatures damaged by the energy gain a will save (DC 18, or 24 inside Desecration) for half damage. This is a standard action that does not provoke attacks of opportunity.

Necrotic Strikes (Su): A Necrotic Knight's melee attacks possess a rotting festering aura about them, causing an additional 1d8 negative energy damage with each attack.

Necrotic Touch (Su): A Necrotic Knight can cause wounds to living creatures by touch. With one use of the ability, a Necrotic Knight can deal 4d6 hit points of negative energy damage. A Necrotic Knight can use this ability 8 times per day. Using this ability requires a successful melee touch attack and doesn't provoke an attack of opportunity. A Necrotic Knight only needs one free hand to use this ability. Alternatively, a Necrotic Knight can use this power to heal damage to undead creatures, healing 4d6 points of damage. Using Necrotic Touch in this way is a standard action, unless the Necrotic Knight targets itself, in which case it becomes a swift action. Living creatures do not receive a saving throw against this damage.

Siphoned from the Living (Su): Any negative energy damage a Necrotic Knight inflicts to living humanoid creatures heals the Necrotic Knight for one half the amount of damage it inflicted rounded down.

ECOLOGY

Environment: Bogs, Burial Mounds, Catacombs, Cemeteries, Cold or Temperate Forests, Crypts, Desecrated / Unhallowed Churches, Dungeons, Evil Temples, Graveyards, Marshes, Swamps, Ruins, Underground.

Organization: Solitary, Pair, Patrol (2d2 Necrotic Knights + 3d2 Necrotic Soldiers), Band (2d2 Necrotic Knights + 3d4 Necrotic Archers + 3d6 Necrotic Soldiers).

Treasure: +1 Great-Axe (Living Steel), Mwk Breastplate, 3d2 onyx gems (25 GP), 7d10 silver pieces, 20% chance for 1 black pearl (500 GP).


Pizza Lord's mentioning of a Confederacy I think fits really well. I think I'll go with something along those lines. I wasn't entirely what the definition of a confederacy was at first, but after taking a deeper look at its meaning online, I think it's pretty fitting.


Thanks for the answers so far! The way the I envision it is the Dukes and Barons / Baronesses are elected in the campaign by people of status in the given hold. Which, I'm qualifying that as anyone who has permanent residence within the area of jurisdiction for the elected official that has ownership over either a business (such as a merchant), agriculture (such as farmers / ranchers), or who's family has served in a role in the hold's military.

As for the Archduke himself, he's just the highest ranking military officer of the particular hold in question. He's not elected, but uses the resources of the hold's standing army, guards, and militia to enforce whatever policies get passed. Once he dies, either of age or in battle, whoever is next line of the chain of command for the military takes his place without a vote.


Hello everyone! I was looking for some general advice on how to go about naming two particular factions in an upcoming campaign I'll be running for my group. I have about a week or so before we start playing and I'm aware that names are less important than story points / plot, but I'd like to really have some flushed out lore about both groups prepared as well just to make the setting more immersive and engaging.

Anyway, to sum it up, the group the players will be starting out under is sort of similar to a combination of the Greek City States and classic feudalism. I was envisioning this as being a commonwealth of sorts, where each area within the commonwealth is considered its own separate hold (sort of like states in the U.S. or city states in Greece for real world comparisons), but rather than the will of the people being what rules the make-shift commonwealth, each hold is ruled by an Archduke who resides in a well fortified estate mostly focusing on military might.

Following the Archduke's estates, the north, east, south, and western quadrants would be ruled over by a Duke, with individual cities and towns in those quadrants controlled by a baron or baroness. The positions of office aren't hereditary, however, each position is lifelong once the person is elected. Everyone from Baron / Baroness on up the ladder gets a say in how the hold is run under the Archduke, with the Archduke more or less deciding how to bring about chosen policies. For matters affecting the entire commonwealth, Archdukes get the votes from their lessers, then hold a summit for each of the holds to take a vote on what they'll do.

So... The big road block here I'm running into is... What can I call this collection of holds that won't sound too outlandish or cheesy to my playerbase? The campaign takes place in a setting modeled after the Victorian age (in style, art, and architecture), with bits of pre-industrial era tech brought in (common place firearms / canons / metal working), but with a more middle ages sort of political structure.

All that said, I'm looking for something that accurately explains what the government system for this faction is, whilst still keeping the terminology sort of old world, you know? Any advice or suggestions would be greatly appreciated!

If it helps to have a compare and contrast sort of view, the opposing enemy faction against the players is going to be an Empire that's ruled by a secretive council where each member of the council is somehow close to and using the emperor's authority to try to establish themselves as an autocrat over a smaller subsection of the empire. However, they'll be competing with and constantly quarreling for power over a rising class of wealthy merchant oligarchs who have been supplying the war effort and gaining significant standing in the empire due to their contributions to the war effort. I haven't named that faction yet either, but I'm more focused on the player's faction for now!

Thanks ahead of time!
- D.M. Cook


Hey everyone, new to the site, old to Pathfinder. I'm looking to build a very specific sort of character for the campaign my DM is running. So far we have a Harbinger (martial maneuver specialist), a Magus (DPS), and I'm looking to add a character who will more or less fill the role of healer when it comes to mechanics, but who would be more like an authority figure (such as police officer or sheriff deputy) otherwise. We have 11 character levels to work with as players, our starting stats are all really high (the DM wants high power in the players), so I'm not too worried about making something effective. But I was wondering, what sort of ideas do all of you have when it comes to making something fit this bill?

Just to clarify I've played every core class nearly 100 times, so I'm looking for something a bit more obscure if anyone has ideas. Our DM is allowing 3PP content so long as if can be found on the PFSRD website. All advice is welcome! Thanks!

TLDR; Want to make a cop-like figure who can heal and martially fight. Please don't answer with "Cleric" I know about it. I'm hoping for something more unique. Thank you!