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Organized Play Member. 1,008 posts (1,009 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.

I'm wanting to have a massive zombie dragon opponent for my PCs to face, but I'm trying to figure out how to get a dragon that still has a breath weapon and other abilities. Obviously, the basic Zombie template doesn't do much of anything with a dragon, but I'm trying to figure out if the Zombie Lord (Bestiary 4) template creates a zombie dragon capable of using its breath weapons or not. The template doesn't directly address Special Attacks or Special Qualities for the templated creature, beyond that it *doesn't* gain the Staggered quality, which leads me to assume that it should.

If the Zombie Lord is unable to obtain the desired attributes, are there any viable templates that would create a zombified undead dragon?

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I would love to get my hands on (ideally) a pewter version of this guy, though I'd settle for a Bones or something if I had to. I have loved this art since it came out, even built a character inspired by it who was a hoot and a half to play for the brief time the campaign went on, but I haven't seen Paizo put out a mini of this amazing goblin. It blows my mind, really.

Am I missing something, or is this something that Paizo just really hasn't done yet? Who's with me that we need a mini of this little guy in all his resplendent glory?

Looking to use some Shadow Demons in an upcoming adventure, and I'm a mite confused. Most incorporeal creatures (all of them that I can think of) have an incorporeal touch attack as their primary method of melee. The Shadow Demon, in contrast, lists its attacks as simply Touch Attacks. I'm wondering if there's a word missing here, or if they (somehow) have much more dangerous attacks than their fellow incorporeal brethren in the undead/spirit world.

After all, incorporeal touch attacks are much easier to protect against, utilizing Force effects like Mage Armor, Shield, or even Bracers of Armor, whereas touch attacks are much more likely to hit anyone who isn't a high-dex character.

It doesn't look like there's been any errata on this, but I'd love some input from other folks out there if at all possible. Thanks.

Got the Rushlight tournament coming up this Sunday. Officially, it's the second one the PCs have been invited to, as this campaign's taken over seven years of in-game time and it seemed like it'd be fun to work it in earlier, since it's an annual thing.

With the party having a wizard and with the party already having participated in it once, I'd kind of like to spice it up with a couple of extra or different events - particularly one that's good for the wizard to participate in. His social skills are terrible, as is his axe wielding, jousting, and archery, so the competitions as presented are terrible options for him.

Anyone else do anything to spice up the Tournament or provide better options for spellcasters to participate?

I'm trying to figure out templates in pathfinder - specifically, how they interact with hit dice.

Many templates give abilities based off of hit dice, but I'm unclear whether it should be based off of racial hit dice, or total hit dice, including those from character level.

For example, were I to stat up a fey-creature halfling sorcerer 8, would it get two abilities from the fey-creature template (as it has 8 class hit dice) or none (as it has 0 racial hit dice)?

I remember in 3.5 there was a general indication, especially towards the end of the product cycle, when things were based on total or racial hit dice, but I don't see much of anything to correctly guide me for Pathfinder. Anyone got any ideas? Am I completely missing something here?

I've got a copy of Warpath, and I like the slightly more robust rules it provides over the ones in the AP itself. However, there's certain aspects of the AP rules that may or may not be necessary to the operation of the game, such as moving units across the map.

(I'll readily admit that I'm not an expert on either rule set yet...)

Has anyone used the Warpath rules in Kingmaker? What did they have to do to accommodate them? What else can one do to ensure that everything is running smoothly.

Odds are good that there'll be a small amount of mass combat in my session on Sunday, so I'm just mining for some ideas since this forum has rocked so much overall while I'm boning up on the rules as a whole. Thanks.

We've recently had a player bow out due to job obligations, and we're down to only two players and DM. I'd like at least three PCs (we've had 3 with NPC support since the beginning of the game at least) and I'd be just fine with 4 instead.

The game is (heavily modified) Kingmaker, currently near the end of Rivers Run Red. We're using some homebrewed stuff and some 3.5 books as well. The setting is a homebrew, and the game is generally half-optimized and a bit high adventure with some extra PC oomph.

We play in Northern Kentucky, just this side of the river and Cincinnati. I'd love to meet new gamers in the area as well as get some players. If you're interested, feel free to email me at:

disciple.of.mercury at

Have a good day!

So, an interesting conundrum that I'm facing - The party in my Kingmaker game managed to defeat the Stag Lord without ever reaching Nettles Crossing. As such, they slew the evil bandit lord and then proceeded to burning the Stag Lord's body, wanting a fair amount of satisfaction from his death.

So, this begs the general question - Davik Nettles won't rest until the body of the Stag Lord is tossed into his river, and there's no body to provide with these PCs. Should he remain and continue to haunt the river, posing a problem to their fledgling kingdom, or should he let himself rest now that the Stag Lord is dead?

The evil DM in me definitely wants the former, but maybe I should be nicer to them.

Just thought I'd pick the brains of the very awesome folks here as to how you might approach Davik Nettles and his need for revenge.

So, the predominant gender of my Kingmaker group is female. A female monk/sorcerer (half-elf), a female druid (elf), a female cleric/crusader (human), a female inquisitor (half-elf), a male monk (centaur), and a male scout (kobold).

The two male characters aren't exactly the sort of characters I see Lily making advances at and doing her best to woo, and I'm not really sure how such actions would go over with the rest of the party, as I'm reasonably sure that they're all heterosexual in their general orientation.

I'm strongly considering regendering Lily into a guy, but it feels a little more creepy when a guy does what Lily's supposed to be doing (though that might just be me...). Moreover, with the elf-heavy party, I'm not sure that asking them to go fetch an elven-made item would be the appropriate quest to ride on Lily (Lance?).

Any thoughts and/or suggestions would be appreciated. I'm thinking I'll work Lily's first appearance into a session very soon.

Back from Thanksgiving bump?

Running through the Stolen Lands, and had a general question about the Sootscale Kobolds. As presented, I'm just not sure why they're sporting an Evil alignment. Chief Sootscale, for example - he wants to get control of his tribe back, but he doesn't come across as really Evil. Tartuk, sure, but I don't see why the rest of the tribe's kobolds, as presented in the material, deserve anything other than a Neutral alignment.

So, I'm just wondering about other people's take on this. Are your Sootscales evil? And if so, why?

Sovereign Court

Been contemplating really throwing a bit of a curve at my PCs and replacing Varnhold the town and the encompassing part of the adventure (not the surrounding areas, necessarily) with the events in Hook Mountain Massacre. My basic thoughts are that Varnhold would be the name of the fort, I would probably replace Barl with the Cyclops lich, and would have to work out something aside from the Sihedron Rune, but it could be an interesting replacement of a piece of the adventure (and it'd help keep the campaign a little less predictable for those players who may be not avoiding spoilers as much as they should be.

Anyway, what are your general thoughts on slotting Hook Mountain into the AP? Unforeseen issues? Things I may need to change? Suggestions for how to slot it in?

Hey, all. I'm not sure if this has been asked before (I'd assume so, but I can't find it by search), so I figured I'd give it a go.

Anyone got some rough guidelines or ideas for converting domains from the various 3.5 sources, like the Spell Compendium or Complete Divine? The pantheon of my homebrew used a fair number of the domains, and I find the more limited selection available in the PF Core to not quite fit all the gods as well as I'd like.

Any help would be greatly appreciated. The big trick is creating a spell-like ability that'd be appropriate and then an 8th level ability. I guess that's the main trick, but I'm just not sure what kinds of things to do with them or how to approach them.

I'm trying to situate the Kingmaker AP into my campaign setting, and I'm not entirely sure exactly what to do with Pitax. I'd obviously like to keep the city-state in, but I may need to do some general tweaking of the information. However, I don't know much about Pitax except that it's a tyranny, so I was just wondering what sort of general details there might be available regarding the city, so I know how best to situate it.

Anyone got anything? The Pathfinder Wiki doesn't have much info. Thanks in advance.

I rather like Hook Mountain Massacre as an adventure, and it's very cool in a campaign with higher level expectations. My campaign world, however, tends towards lower levels - the PCs are celebrated heroes who've defeated the big bad by 10th level, typically. I love the idea of them getting Fort Rannick and using it as a base of operations and source of campaign plot. What I'd ideally like to see happen is the PCs rescuing the Fort and gaining command of it by around 5th level.

That leads to the problem at hand. I've got a few ideas for ways to rework the adventure into something more applicable for low level PCs, but I also figured I'd ask the forums if they have some as well. A few concepts I have are:

1) Replace {Ogre} with {orc}, which would reduce hit dice, BAB, HP, and CR of almost every encounter. In this case, the Grauls would probably become half-orcs, and they'd just have to be depowered a bit since there wouldn't be a lot of difference in CR otherwise.

2) Reduce number of encounters. Possibly removing the Grauls or perhaps cutting out the dam and the other stuff past the fort until perhaps later. This would still need to do something to the Fort's staffing, but it would make the adventure less of a full blown module, and perhaps give additional fodder for things the caretakers of the fort could deal with later.

Any other suggestions?

Looking through the PFRPG at a very slow pace here, but I noticed that there isn't anything in the DCs of crafting items about increasing the DC if you don't meet a prerequisite, like there was in the Beta.

This is a tad problematic. The Master Craftsman feat, for example, explicitly mentions prereqs and DCs, but it references chapter 15, which appears to be silent on the matter. Without those rules, all a character with Master Craftsman can do on his own is straign +s to armor or weapons. He can't even craft a single wondrous item, as they all require some sort of spell (or, at least, most of them do).

What's the word on this? Am I going to have to whip out the Beta whenever a dwarf fighter wants to enhance his waraxe with the flaming property? Oh, and what's the actual craft DC? 5+ or 10+?

Errata? Jason? Bueller?

So, thanks to the feedback on the forums about my Centaur, I feel like poking around with the Minotaur. I've liked Minotaurs as a race since 3.0, when I threw the party up against a Minotaur monk and had a lot of fun with it. I'd like to make them more or less playable, and I was a big fan of Savage Species' minotaur class write-up. That's how I was going to approach it, but I've been considering trying something less penalizing to minotaur casters. For example:

Minotaur Stats:

* Type: Minotaurs are Monstrous Humanoids
* Size: Minotaurs are medium sized
* +2 STR, +2 DEX, -4 INT, -2 CHA. Minotaurs are strong and agile, but slow witted and insular.
* Speed: 30'.
* Darkvision 60'
* Weapon Proficiency: A minotaur is proficient with the greataxe and treats all weapons with "minotaur" in the name as martial weapons.
* Natural Weapons: Gore (1d6). The minotaur treats its gore attack as a secondary natural weapon.
* Goring Charge: A charging minotaur may make a gore attack as a primary natural weapon.
* Feat Requirement: Upon reaching 7th level, a minotaur must take the Full Size feat (see below).
* Natural Cunning: A minotaur is never lost, and is immune to maze spells and effects.
* Scent: A minotaur has the scent special quality.

Coupled with the minotaur stats, the minotaur would have some racial feats that would allow it to more closely resemble the minotaur of the Monster Manual, or otherwise diversify...

Minotaur feats:

Brilliance of Thal Khet [Racial]
You are smarter than your kin, just like Thal Khet, the great minotaur who brought civilization to your race.
Prerequisites: Minotaur, must be taken at first level
Benefits: You gain a +2 bonus to your Intelligence. This reduces your racial INT penalty to a total of -2.
Normal: Minotaurs suffer a -4 penalty to their Intelligence.

Full Size [Racial]
You have finally matured into a full-sized minotaur.
Prerequisites: Minotaur, 7th level character
Benefit: You gain the Giant Creature template, as per the Pathfinder Bestiary. Your size increases to large, you gain a +4 STR and +4 CON, a -2 DEX, and +3 Natural Armor bonus. Your Gore attack's damage increases to 1d8. You gain the benefits of large size.
Special: A minotaur character must take this feat as his seventh level feat.

Improved Natural Cunning [Racial]
Your natural cunning allows you to avoid surprise attacks.
Prerequisite: Natural Cunning, Character level 3
Benefit: You gain the Uncanny Dodge ability. You are never caught flat-footed.
Special: If you already have Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge, as per the Rogue description.

Minotaur's Powerful Charge [Racial]
Your goring charges are devastatingly powerful.
Prerequisite: Minotaur, STR 16, BAB +1, Powerful Charge (Eberron Campaign Setting)
Benefit: You double the bonus damage dice from the powerful charge feat, but only when attacking with your Gore attack.

So, thoughts?

I've been wanting to include a playable Centaur race for my campaign setting for a while now. I originally toned down the MM one in 3.5, reducing its hit dice and LA a bit and getting rid of the odd loophole that allowed a centaur to wield large sized weapons (since its torso shouldn't really be any larger than a normal human's). With Pathfinder, I'm tempted to go back to the drawing board. I originally just got rid of the +1 LA that I'd had before, but I'm considering getting rid of the hit dice entirely. If you'd be so kind, could you look this over and give me your thoughts about how well it balances next to the PF races?


• Type: Monstrous Humanoid
• +2 Strength, +2 Constitution, –2 Intelligence, +2 Wisdom. As larger creatures, Centaurs are stronger and hardier. They are also gifted with good instincts, but are not as bright as some races.
• Large: As a large creature, a Centaur occupies a 10' space in combat. He suffers a -1 size penalty to attack rolls and Armor Class, a -4 size penalty to Stealth checks, and a +1 size bonus to CMB and CMD. In addition, his carrying capacity is twice that of a medium sized creature of comparable strength.
• Long: As a long creature, a Centaur may move through a 5' wide space such as a corridor without suffering penalties for squeezing, so long as there is always at least 10' of space for him to fit into. However, while squeezing, a Centaur suffers a -2 penalty when attacking flanking opponents, and suffers a -2 AC against attacks from flankers. In addition, his reach is only 5', like a medium creature.
• Medium Build: A Centaur counts as a medium creature when determining penalties for weapon usage. Typically, a Centaur wields weapons sized for medium creatures.
• Centaur base land speed is 50 feet.
• Low-Light Vision: A Centaur can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Despite being a Monstrous Humanoid, a Centaur does not have Dark Vision.
• Stability: As a quadruped, a Centaur gains a +4 bonus to resist being tripped or overrun, as normal.
• +3 Natural Armor bonus. A Centaur has a tougher hide than most humanoid races.
• Saddleborn Charge: A Centaur employing a lance deals increased damage when it charges, as if it was a rider on a mount.
• Natural Horseman: A Centaur gains a +2 racial bonus to Handle Animal skill checks made with horses and ponies.
• Natural Weapons: A Centaur can kick with its hooves, making two natural secondary attacks (-5 penalty to attack rolls at highest Base Attack Bonus). These hooves each do 1d3 + half the Centaur's Strength modifier damage.
• Favored Class: Ranger or Scout. (I am still using specific Favored Classes in my games).

I work for a book retailer on a college campus. We place many of our special orders through the book distributor Ingram Books. I placed two preorders for Pathfinder the RPG to fulfill some customers' requests well before the Paizo recommended deadline in July to place preorders with vendors/distributors. At that time, Ingram had on order 400 copies of the book.

August 13 came and went, and I called the vendor. They never received a single copy of their preorders. They're being told that it won't be until at least mid September before they do (and, since I've been hearing here that the reprint won't be out until November, I know that that estimate is flawed, too).

I'd just like to know why Ingram didn't get their order in the initial send off. It's definitely hurt my customers and my sales, and I'd just like to understand exactly what happened. Because they should have definitely gotten their order in before the deadline. Can I get any insight from someone at Paizo? Just to sate my curiosity?

I just received notification that my copy of #16 has shipped, and it dawned on me that I have yet to receive #15. Considering I was notified that it had shipped on the 21st, it seems like it may have been lost, though I certainly hope not. Is there any advice I should follow in this regard?