Archbaron Darellus Fex

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Kill your PCs -- with SCIENCE!

5/5

...or horrible robots with chainsaws, which is a decent proxy for science.

So, this is a GM-focused book, but with a bit of PC material. The first three chapters are fairly quick, covering general construct construction, archetypes, and magic items. By and large, this section is decent but not exceptional. A few good archetypes (I particularly like the Construct Caller Summoner and the Voice of Brigh Bard), some interesting items (an Automaton Core is a minor artifact with actual methods for PCs or NPCs to get, if they're not very nice), and a bunch of golem manuals.

The meat of the book is the fourth and final chapter, which occupies 2/3rds of the page count. And this has some beauties.

First up are the Automatons, which are my new favorite thing in Pathfinder. Short version, in ancient days the Jistka Imperium was waning, and so as a way to preserve it some of the elders of the Imperium started uploading their citizens minds into thaumaturgical robots. Thus you have the living constructs known as Automatons, ranging from the adorable and familiar-grabbable Familiar Automaton to the mountain-shredding CR 20 Master Automaton. These guys have everything. Imposing stat-lines, gorgeous art, fascinating backstories, oodles of plot-hooks... you want it, you got it.

There are a bunch of new robots, golems, and clockworks. The stand-out here is the CR 17 Gladiator Robot, which is what happens when you give a hyper-effective killing machine a chainsaw and a directive to please the crowd. This thing is basically a slasher movie villain, and thus awesome. At the other side of the spectrum is the Clockwork Goblin, which is small and silly and kind of adorable.

Finally, there are templates, a half-dozen of them. Golems wreathed in caustic mist, constructs haunted by ghosts, constructs with artificial psychic minds, constructs with someone else's brain stuffed into them, commando constructs (as scary as they sound), hilarious malfunctioning recycled constructs, and the most awesome, steam-powered mechanical dragons.

Allow me to repeat: steam-powered mechanical dragons.

Conclusion: This is a GM book primarily, though a few of the archetypes are nice for a PC. It is a very good GM book, useful if you want any kind of constructs in your game.


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Genuinely Game-Changing -- In a Good Way

5/5

Start with the Toxin Codexer, which pretty much single-handedly makes a poison-focused character actually viable. You can prepare poisons in your extract slots for free, their DCs scale, and you can pick up Discoveries that allow you to bypass species poison resistance (you do need to do know what you're facing ahead of time, so this is an investigator encouraged to investigate). That's the big draw of the book, but not the only stuff.

The Vishkanya, Grippli, and Nagaji stuff is all good, most notably the Dispelling Blood feat and Nagaji Spit Venom line. The Vishkanya Bard and Nagaji Fighters are also pretty interesting, and worthy of characters.

The new potion-friendly spells are useful and interesting. Toxic Blood is going to be a BBEG staple, and Glimpse the Hidden is a seriously useful spell.

The witch hexes are impressive, most importantly in their ability to give witches more Fort targeting effects.

As with any Companion, there's plenty of dross in here along with the gold (the magic items come to mind), but the gold is so shiny and excellent this a five-star book. One of the best recent Companions, up there with the First World booklet and Blood of the Coven.


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Psychics get some love!

5/5

Lots of stuff in this Companion, both mechanical (which is normal) and story (which is a bit more unusual). Of particular interest are the new psychic tricks, notably the Animus Mine (trouble with mind-readers and enchanters? No more) and the Psychic Marauder archetype, first psychic archetype since the class was released.

Of course, plenty of other things, including the Demonsworn Witch (have a demonic pact without being evil) and the Beastkin Barbarian (turn into a Triceratops!). Good stuff all around.


Full Name

Maeglin Seregos

Race

Condition: Inspire Courage

Classes/Levels

Init +2; AC18, Touch13, FF16, CMD13; hp 30/34; Fort +1, Ref +6, Will +8 (+2 vs Illusions; +4 vs bardic, sonic); Perception: +6 (low-light)

Gender

NG Male Gnome Bard2/Summoner4

Size

Small; Height: 3'4"; Weigth: 41 lbs;

Age

54

Alignment

NG

Deity

Shelyn

Location

Absalom

Languages

Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan, Thassilonian, Varisian

Occupation

Chronicler

Strength 8
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Maeglin Seregos

Maeglin Seregos (PFS #34327-3)

Maeglin lvl5:

Maeglin Seregos
Male gnome bard (prankster) 2/summoner 3 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Advanced Race Guide 35)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 34 (5d8+6)
Fort +3, Ref +7, Will +7; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d3-1/19-20) or
. . mwk cold iron longsword +4 (1d6-1/19-20) or
. . morningstar +3 (1d6-1)
Ranged darkwood light crossbow +7 (1d6/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, inspire courage +1, mock [DC 14])
Spell-Like Abilities (CL 5th; concentration +8)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—summon monster II
Bard (Prankster) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, sleep (DC 14), vanish[APG] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), lullaby (DC 13), prestidigitation, resistance
Summoner Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—enlarge person (DC 14), grease, mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, guidance, mage hand, message, open/close (DC 13), read magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 17
Base Atk +3; CMB +1; CMD 13
Feats Arcane Strike, Harmonic Spell[ISWG], Share Healing[ACG]
Traits dangerously curious, vagabond child (urban)
Skills Acrobatics +9 (+5 to jump), Bluff +8, Climb +3, Diplomacy +9, Disable Device +9, Escape Artist +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +6, Perform (dance) +9, Perform (oratory) +7, Profession (fortune-teller) +8, Ride +6, Sense Motive +4, Sleight of Hand +6, Spellcraft +9, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Profession (fortune-teller)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Hallit, Polyglot, Shoanti, Skald, Sylvan, Thassilonian, Varisian
SQ bardic knowledge +1, bond senses (3 rounds/day), eidolon (named Goracio), gnome magic, life link, versatile performance (dance)
Combat Gear
wand of cure light wounds (6 charges),
wand of endure elements (48 charges),
wand of mage armor (8 charges),
wand of ray of enfeeblement (16 charges),
wand of shield (50 charges);
Other Gear +1 mithral chain shirt, crossbow bolts (8), dagger, darkwood light crossbow, morningstar, mwk cold iron longsword, cloak of resistance +1, elixir of swimming, spell lattice (1st), spell lattice (1st), belt pouch, masterwork backpack, masterwork fortune-teller's deck, masterwork thieves' tools, scroll case, gemstone (worth 1,000 gp), 337 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Bond Senses (3 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Fortune-teller's deck, masterwork +2 to Profession: Fortune-Teller or Profession: Medium
Harmonic Spell Casting spells extends duration of bardic performance
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Healing You may divide healing evenly between you and adjacent companion.
Spell lattice (1st, Expeditious Retreat) Cast selected spell if it is on your spontaneous spell list.
Spell lattice (1st, Infernal Healing) Cast selected spell if it is on your spontaneous spell list.
Summon Monster II (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Versatile Performance (Dance) +9 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

Maeglin Seregos
Male gnome bard (prankster) 2/summoner 4 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Advanced Race Guide 35)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
Total hp 40 (6d8+7)
Fort +3, Ref +7, Will +8; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities shield ally
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d3-1/19-20) or
. . mwk cold iron longsword +5 (1d6-1/19-20) or
. . morningstar +4 (1d6-1)
Ranged darkwood light crossbow +8 (1d6/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, inspire courage +1, mock [DC 14])
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—summon monster II
Bard (Prankster) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, sleep (DC 14), vanish[APG] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), lullaby (DC 13), prestidigitation, resistance
Summoner Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—create pit[APG] (DC 15), haste
. . 1st (4/day)—enlarge person (DC 14), grease, mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, guidance, mage hand, message, open/close (DC 13), read magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 17
Base Atk +4; CMB +2; CMD 14
Feats Arcane Strike, Harmonic Spell[ISWG], Share Healing[ACG]
Traits dangerously curious, vagabond child (urban)
Skills Acrobatics +9 (+5 to jump), Bluff +8, Climb +3, Diplomacy +9, Disable Device +9, Disguise +7, Escape Artist +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +6, Perform (dance) +9, Perform (oratory) +7, Perform (sing) +7, Profession (fortune-teller) +8, Profession (scribe) +5, Ride +6, Sense Motive +4, Sleight of Hand +6, Spellcraft +9, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Profession (fortune-teller)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Hallit, Polyglot, Shoanti, Skald, Sylvan, Thassilonian, Varisian
SQ bardic knowledge +1, bond senses (4 rounds/day), eidolon
(named Goracio), gnome magic, life link, versatile performance (dance)
Combat Gear
wand of cure light wounds (2 charges),
wand of endure elements (48 charges),
wand of mage armor (8 charges),
wand of ray of enfeeblement (16 charges),
wand of shield (50 charges);

scroll of create pit,
scroll of disguise self
silent image,
scroll of enlarge person (x2),
scroll of fly,
scroll of glitterdust,
scroll of invisibility,
scroll of levitate,
scroll of resist energy,
scroll of see invisibility,
scroll of shield (x2),
scroll of silence,
Other Gear +1 mithral chain shirt, crossbow bolts (10), dagger, darkwood light crossbow, morningstar, mwk cold iron longsword, cloak of resistance +1, elixir of swimming, spell lattice (1st)[ACG], spell lattice (1st)[ACG], belt pouch, masterwork backpack[APG], masterwork fortune-teller's deck[APG], masterwork thieves' tools, scroll case, gemstone (worth 1,000 gp), 6,296 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Bond Senses (4 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Eidolon Can summon a powerful aspect of an outsider.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Harmonic Spell Casting spells extends duration of bardic performance
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Healing You may divide healing evenly between you and adjacent companion.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster II (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Versatile Performance (Dance) +9 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

=======================================

Goracio, the Silver Spearman of Good:


Gorazio's Profile

Scenarios:

1. "Night March of Kalkamedes" GMed
2. "The Frostfur Captives" GMed
3-4-5. "Crypt of the Everflame" GMed
6. "The Dalsine's Affair" GMed
7. "The Path we Choose"
8. "The Silver Mount Collection"
9. "Hall of the Flesh Eaters"
10. "Race for the Runecarved Key" GMed
11. "The Merchant's Wake" GMed
12. "From Under Ice"
13. "Tapesty's Toil"
14. "Test of Tar Kuata"
15. "The Traitor's Lodge" GMed
16. Legacy of the Stonelords GMed
17. By Way of the Bloodcove
18. Serpents Rise GMed

Active scenario adjustments:

Summoner Spell-Like Abilities (CL 4th; concentration +7)
. . 1/6 per day - summon monster II
Bard (Prankster) Spells Known (CL 2nd; concentration +5)
. . 1st level: 0/3 per day
Summoner Spells Known (CL 4th; concentration +7)
. . 2nd level: 1/2 per day
. . 1st level: 0/4 per day
Lost/used item:
* Cloak of Resistance, broken (need to be make whole)
* Used create pit scroll
* Used Glitterdust pit scroll