Gravin Goldhammer

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So I know Pathfinder 1E didn’t do anything with the deep ones, but inspiration struck me and I want to make some homebrew content for deep ones, as preparation for a Lovecraftian themed homebrew campaign-so far the title is Dagon’s Tides, but I can work with it.

One of the things for this homebrew would be stuff given to deep one and deep one hybrids, and maybe even add in more creatures with the deep one subtype.

I already wanna build a Deep One bloodline for bloodragers and sorcerers, but let’s take it a step further with alternate racial traits and feats. Already had one idea-

Feat: Wand Fanatic:
Like your deep one relatives, you’re attracted to the potential of wands, to the point where you can use certain ones with little training.
Prerequisite: Deep one hybrid, 1 rank in Use Magic Device (maybe more depending on how strong this feat is)
Effect: Select one spellcasting class. You can use wands containing spells from that class without needing to make Use Magic Device checks.
Special: This feat can be selected more than once. When you select it again, choose a different spellcasting class.

EDIT: Aand I’m already brainstorming some AP part names and their final bosses

Part 1: Mysteries in the Shore (final boss: advanced deep one hybrid bloodrager (urban bloodrager, destined bloodline) 6)
Part 2: Blood and Flotsam (final boss: deep one arcanist 10)
Part 3: Unknown
Part 4: Unknown
Part 5: Unknown (final boss: aboleth arcane caster/cleric of Dagon/mystic theurge)
Part 6: The Roar of Dagon (final boss: deep one elder antipaladin of Dagon)


Hi there, my IRL group is almost done with Rise of the Runleords, and I’ve decided the next campaign will be Hell’s Rebels. Does anyone know of good resources to get the maps for the campaign?


So on top of wanting to make the four hybrid classes, I also want to make some bloodrager bloodlines unique to the class, as it seems like they’ve done so already (like the medusa, black blood, and hag bloodlines).
I do wanna try to make each of the two new bloodlines different

Giant Bloodline

Your character’s ancestor might’ve been a legendary giantslayer, or interacted with ruins from a giant city. You manage to utilize your strength to the fullest, mimicking the raw power of the giants.

Abilities: I can see the starting ability letting the bloodrager select a single martial melee weapon that can be used with two hands (regardless if the weapon is a one handed or two handed weapon), and that weapon is a size category larger, and the bloodrager can attack without any penalty to attack rolls. There probably would be some penalties starting out that get removed at later levels-either a decrease to AC, a decrease to base speed, or a penalty on Reflex saves. Further abilities can include ignoring half of the target’s armor bonus, rock throwing, permanent Fortitude save bonuses, natural armor increase, and the ability to cast enlarge person on yourself as a spell like ability.

Orc Bloodline

A sorcerer bloodline that they somehow didn’t turn into a bloodrager bloodline. Your character’s ancestor either battled against a mythical orc warrior/spellcaster, or you are a descendent of such a mighty orc. Your bloodline allows you to shrug off fatal blows, becoming an unstoppable juggernaught.

Abilities: Obviously the first bloodline ability has to be a variant of the orc and half orc ferocity racial ability-though how that applies with orc and half orc characters who have this ability I can’t say. Further abilities can include more damage bonuses to attacks, accessing rage powers from barbarians, resistance and immunities to diseases/poisons, better damage reduction,
lower fatigue time after raging, and bonuses on stabilization checks.


Map (Old Fishery)

Dotting


Map (Old Fishery)

Dot, will add text soon


This is an idea I’ve wanted to do for a while; I want to create a couple of homebrew hybrid classes and potentially allow them in some campaigns in the future.

“Why hybrid classes?”

I figured making these classes as hybrid classes would be a little easier than starting from scratch. Plus I haven’t seen anyone else make homebrew classes as hybrid classes, so, why not?

“Only one of these is original!”

That’s correct; three of these are official classes, two from PF2. I wanted to incorporate those two into PF1 homebrew, and the one from PF1 I feel like would fit more as a homebrew.

“What do you want us to do?”

I’m gonna lay out the four hybrid classes I want to make and what my ideas for them mechanically would be; all I ask for everyone to spitball ideas on how it can work. I’m trying to make each one as unique as possible.

Now for the hybrid classes:

Commander
Generals by heart, the commander class is similar to skalds in that they’re battle bards, but unlike skalds, who focus entirely on whipping their allies into a frenzy and boistering themselves and their allies with magic, commanders fight not with magic, but a magic like booming voice of leadership, granting their allies special abilities while also bolstering their senses, allowing them to strike easier at a weakness and to avoid incoming attacks. Was thinking of incorporating teammwork feats heavily with this class, as well as a variation of banners that would give their teammates additional abilities in battle. At later levels, they can improve their support skills further by learning the ability to cast wands from
Parent Classes: bard x cavalier
Top Abilities: Strength/Dexterity, Wisdom

Inventor
A rare case of a martial class who’s intelligence is just as important as his physical stats, inventors are a hybrid class that can be played in two different ways: either fight from the side with your alchemical discoveries while your mechanical companion charges into battle, or join your allies with augmented armor and weapons. Invention points are the core of this hybrid class-allowing you each day to customize your armor, weapons, and companion for different encounters.
Parent Classes: alchemist x summoner
Top Abilities: Strength/Dexterity (augmentor), Intelligence (augmentor and creator)

Ninja
Now no more than a recolor of rogue, ninjas are instead a sort of antithesis or counterpart of monks-they share the monks ability to not need armor to avoid danger, as well as their near mystical usage of ki, but they hone these abilities to dash in and out of a foe’s sight, striking them with improved poisons and dirty tricks to leave the foe disoriented for the allies to strike hard and strike fast.
Parent classes: monk x rogue
Top Abilities: Dexterity, Wisdom
Note: Alignment must be nonlawful

”Scholar/Theologist”
The one original hybrid class, this is the divine spellcaster that is not tied to the gods or the world around them for their power; rather, they do extensive research into the phenomenon of divine magic, with their teachings allowing them to delve into the workings of certain aspects of divine magic (working similarly to the wizard’s school ability). Unlike a wizard or a cleric, which is stuck with a school or domains, I can see this class have more flexibility with their teaching ability.
Parent classes: cleric x wizard
Top Abilities: Intelligence
Note: Has an entirely new spell list that pulls spells between cleric & sorcerer/wizard

The only one I have no confidence is in the last one, but I would love to hear how you would all go about making these hybrid classes!


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The king is dead, but should the queen live long? This is what the heroes of Korvosa must answer in these trying times.

NOTE ABOUT THE DM: I am still very new at PbP, and I recently had to drop a RotRL thread due to momentum grinding to a halt due to a player or two ghosting and issues with other players being able to post. If you are not sure you can maintain as steady of a posting schedule as possible, I wouldn't recommend to join. Also, there may be a day where I don't post due to mental health reasons, but if there's any moment where I won't be able to post for whatever reason, I will be 100% transparent about it. I ask that all players joining due the same.

Races: All Core, plus aasimar*, kobold**, tengu and tiefling*.
*Aasimar and tiefling characters can select a different available race to base their character's heritage on besides humans; said characters take any changes from their size and speed modifiers. For example, aasimars and tieflings that have gnome, halfling or kobold parents are Small, and for the former two their base speed is 20 ft. Aasimars and tieflings that have dwarf heritage have their base speed at 20 ft but gain the slow and steady racial trait.
**Kobolds' racial modifiers are changed to the following: +4 Dex, -2 Str, -2 Con. They also lose darkvision and light sensitivity and gain low-light vision, as the dayrunner ability. Those creating kobold characters can choose between one of the two options.

Classes: All Core, APG (minus cavalier), ACG, and magus. Vigilante I'm not 100% sure of, but you would have to convince me. No gunslinger, no Occult classes. Archetypes are available, except for any that give firearms or occult class abilities. If you wish to play a prestige class, talk it over with me first-Champion of Irori and dragon disciple are two I will be the most accepting, but if you have a case for why you want to play a prestige class, I'll be willing to hear you out.

Starting Gear: Max gold. You start with one outfit for free. You also start with one weapon your class is proficient in for free (this weapon cannot be an exotic weapon).

Feats: We are using Elephant in the Room rules

Skills: Classes that have skill ranks of 2 + Int modifier have 4 + Int modifier instead. We are also using background skills.

Traits: Three traits, one must be campaign, one drawback.

HP: Max at 1st level. After the 2nd level, you can either take half the die rounded down (3 for d6, 4 for d8, 5 for d10, 6 for d12), or you can attempt to roll for higher but must keep the result.

Stats: We'll be doing 20 point buy.

Characters: As the characters are all supposed to have a background with the criminal Gaedren Lamm, all characters must be either born in Korvosa, or moved in when they were young. Also, I heavily prefer you to play a good or neutral alignment.

Deadline: I'll keep this recruitment thread open until September 3rd at 4 pm CST. If needed, I can extend the deadline to no further than September 10th at 4 pm CST.

If there's anything I missed, or if you have any questions, let me know.


Hello, I’m playing a table of RotRL ran by a friend who’s starting GMing because of me GMing, and one of the party members has nailed their character down as an ifrit gunslinger.

I’m currently debating between going full offense and magic with a Dex based, rapier wielding magus (definitely getting Fencing Grace by 3rd level), or the party’s dedicated healer as a cleric of Erastil.

I have not played either classes, and would love some advice on either one.


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So the IRL campaign is going well, we're starting Book 5 in an interesting light, giving some character development with our paladin, utilizing some of the Demon Knight NPCs from the Villain Codex. And I got an idea:

Right before fighting Karzoug, the room before they get to the Eye of Avarice seems like a good place to rest. But Lamashtu-who has been crossed multiple times by the PCs-decides she'll aid the Runelord of Greed by personally handling them. This doesn't mean fighting them directly, but since the Mother of Monsters is also known for nightmares, she would create a sort of prison for the PCs that would involve 3 mini dungeons that each appear to be warped copies of dungeons they previously explored.

Dungeon 1-or the Catacombs of Lament as I call them-looks like a mix between the Catacombs of Wrath and Thistletop's lower dungeon. There, they will fight various half fiend goblin fighters, an incubus brawler that resembles Tsuto, a greater barghest arcanist (meant to be Malfeshnekor but freed thanks to Lamashtu), and finally, the Lost Warrior-a succubus warpriest of Lamashtu that heavily resembles Nualia. Defeating the Lost Warrior frees them from the Catacombs and gets them to level 18.

Dungeon 2-the Mansion of Murders-resembles the Foxglove Manor, only with walls and floors made out of corpses. Multiple variants of corpse orgies, who are composed of various ghouls and having ability drain, prowl the areas, with most of the threats being high level haunts that deal devastating effects. While they PCs try to find the heart of this dungeon, they end up taking random attacks from something unseen. It is when they go to the heart that they are attacked by another, larger ghoul orgy, and the main boss of this dungeon-a babau slayer named the Obsessed Lord that heavily resembles Aldern Foxglove as a ghast, but now flayed and with burning red eyes. Defeating him frees the PCs from the Mansion and gets them to level 19.

The final dungeon resembles Fort Rannerick, nicknamed the Slaughter Grounds; gigantic in scale, the common enemies here are half fiend ogre barbarians, with the spirit of Mokmurian being a creature unable to be harmed directly, but can be hit by magic-as he constantly casts spells to wear the PCs down. The final boss here is a half balor ogre barbarian (or bloodrager) called the Carnage King that resembles Jargraath, now with the skull ornament of a balor and a giant greataxe made of flame. Defeating him frees the PCs from Lamashtu's trap and brings them to level 20.

For Karzoug and his minions, I'm thinking the best way to buff Karzoug is to give him a few mythic tiers in archmage-this makes a lot of sense as every single other runelord that has stats, to my knowledge, have a tier or two in that mythic class. The dragon and the rune giant can be given the advanced templates, and if that isn't enough, a class template too.

All of this is...wild. I'll admit it. But the PCs are looking forward to kicking ass and taking names at level 20. And I'm having so much fun that I want to give them something that they will always remember. Plus, Lamashtu has been a constant theme and I've inadvertently given the feeling that she's been watching the PCs in anger at their endeavors, so it would feel fitting for her to try and screw them over right as they're facing the BBG.

Any advice will be more than welcoming. I can get the stats down myself, but more suggestions on how to build up these new encounters, and buff up the final encounter for the grand battle.


Hello. Last night my IRL campaign of RotRL had a crazy fight where they manage to make the Jorgenfist library a good place to rest before the Mokmurian fight, and reading on his official stragety…I’m not a fan. Basically his whole strategy is making the team stuck and attacking from there, and reading up on it from others who played/ran the game, it seems like barely anyone likes fighting this strategy. I want Mokmurian to be a beast of a fight but not unfun.

So I need some advice-I feel like it would be more in character for him to have strategies that are counters to practically everything my party does. I would love some suggestions on what to have Mokmurian do with each player.

The team:

-sylph investigator, generally fights with a revolver. Has boots of speed to activate haste and a scabbard of keen edge to give more crit range to his firearm. Basically ultimate ranged attacker.
-changeling paladin. constantly smites evil foes, loves to use aura of justice to give everyone a single smite to rack up more attack and damage bonuses, as well as utilize healing and mercies. a melee attacker with some support
-human fire elemental sorcerer. our blaster-constant fire attacks. currently his favorite tactic is to use icy prison, transmuted to fire damage (fiery vortex as he calls it), to effectively trap opponents. also has burning amplification feat (to which I homebrewed to deal fire damage equal to the character’s level so it’s not obsolete) to rack up more damage. since Mokmurian already has fire resistance up this one is the one I already have a plan for.
-human unchained monk. our heavy hitter-flurry of blows whenever possible, hammer blow to give the first strike even more damage, and shattering fist to remove any damage resistance.
-aasimar slayer. always studies, generally fights either two handed for more attacks, or combined to a double blade for more damage. prefers to flank with teammates to get sneak attack, can also use blood reader to tell the team how close the opponent is to death.


Title is self explanatory; I just got the 2E Core Rulebook (will get the Remastered books some time in the future). Idk if I’ll be able to get into a 2E game soon, but I’m going to try and build a character (dwarf fighter to be specific) while pondering all the rules.

While the answer to some questions will be in the Core Rulebook, is there anything from other books that I should know about before character creation/playing?


Hello. My IRL campaign through Discord had to be on pause for 3 weeks due to vacation, but now it’s time for me to get ready for the beginning of Book 4. However I have some concerns on how to prepare and run the siege. I have a map, but considering how huge the battle is idk if it’s possible to utilize that or just do theater of the mind for it. On top of other concerns like what to do if the battle becomes too chaotic or the party splits up and gets into a disadvantage. Any help would be great.


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Map (Old Fishery)

It was a nice, warm afternoon as the town of Sandpoint gathered for the beginning of the much anticipated Swallowtail Festival. The chatter settles down as a woman walks up to the stage-the woman being the town's very mayor, Kendra Deverin.

"People of Sandpoint!" she yells out with an enthusiastic voice, "We could not have asked for a more beautiful Autumnal Equinox to celebrate the opening of the newly rebuilt cathedral! I see many familiar faces-yes, even you Larz Rovanky," This caused a good deal of laughter and clapping from everyone, except for the grumpy tanner, "You know we like you, Larz. And yet I also see some unfamiliar faces-faces of relatives of the locals, or perhaps travelers who were lucky to pass by this town on this wonderful day. I would like to say to all, that lunch is provided for free by both of our wonderful taverns-the Rusty Dragon, ran by Ameiko Kaijitsu; the Hagfish, ran by Jargie Quinn; and the White Deer, ran by Garridan Viskalai and his wonderful family. We also have a number of games for all ages to enjoy! May this day be a blessed one indeed, and have a wonderful day!"

The crowd erupts into an applause, which simmers as a gruff man steps up onto the stage-Belor Hemlock, the sheriff.

"Thank you, Mayor Deverin, and good afternoon to you all," he begins, "Yes, this is a day for celebration, but let it also be a day of remembrance. All of us locals are all too familiar with the lives we have lost five years ago during the Late Unpleasantness, including Father Tobyn and his daughter Nualia. While I do not wish to damper any spirits, I inquire everyone to be safe, have each other's back, and if you see any lawbreaking or suspicious activity, to report to one of the guards or myself. Have a great day everyone."

The crowd applaudes again, though less so, as another man steps up. There's a collective murmer of surprise, as if this man wasn't supposed to come up yet.

"Good afternoon, children of Sandpoint," the man-Father Zantus, the new priest of the town-said softly, "Yes, our next speaker was supposed to be one of the local noblemen, Lonjiku Kaijitsu, but unfortunately we have been informed that he is not feeling well today."

Optional Perception DC 10:
You can hear some jeering murmurs from members of the audience next to you-words like "A likely excuse" or "Of course he's sick, didn't you know he's allergic to merryment?"

"So, I would like to say on his behalf, and on the behalf of every noble family in the city, on how proud I am of this town. Yes, the Late Unpleasantness was a horrible moment for us all-each local here lost a tutor, a friend, a lover, a parent, or even a child. And yet, in spite of such horribleness, we banded together and not only rebuilt this town, but rebuilt our community-I have never seen this little town become even closer in union than I have in the last five years. And with that, may we honor all we have loss and ask Desna for aid to a pleasant afterlife." As he says so, a thousand swallowtail butterflies are released, rising into a cloud of dazzling golds and blacks before dispersing across the town.

"Let the Swallowtail Festival begin!"

We can do the first few posts as some RP building, and for everyone to know each other.


Hello, all. Title is simple enough. Let me give the details:

Sophia Arkonei, the NPC in Question:
This NPC is heavily tied in with the party’s investigator’s backstory-and she will be an enemy encountered in the Library of Thassilon in Book 4. The backstory here is, after getting a tip about activity regarding Thassilon in Varisia, the history fanatic left to inspect, where she discovered Lucrecia in Turtleback Ferry. After a talk with the mysterious woman, Sophia was told to meet with Lucrecia’s sister, Xanesha, in Magnimar, for directions to their “Lord”, who will judge if she is a worthy candidate for Mokmurian’s army. Sure enough, when presented to the stone giant wizard and displaying her knowledge and interest in the Kingdom of Greed, Mokmurian told her that they plan to rebuild Thassilon on top of Varisia-and in her blind faith in Thassilon’s greatness, she agreed to be an ally.
She will fight with two clockwork soldiers. As for her race and class, human that multiclasses as bard (detective) and gunslinger (mysterious stranger). Idea is that she buffs the soldiers as she attacks from a distance with her revolver (and even if her bardic inspirations wouldn’t normally work on the clockworks, I would give her an ability called Thassilonic Inspiration that allows her bardic inspirations to work on the soldiers).

I’m good in general with making stats, but I’m not knowledgeable in making bard/gunslinger NPCs, so I would love some input into good ways to make this encounter challenging yet fun.


So, my IRL players will begin Hook Mountain Massacre Sunday, and while these NPCs won’t be battled with until then, I do need some help as they are important.

Starting with

Esku the Traitor:
In my campaign, there is a gigantic clan of kobolds that are neutral or good that live in 3 connected tribes with Sandpoint, Magnimar and Turtleback Ferry. The latter tribe is in close connections with the Order of the Black Arrows, and one of the allies of the giant hunters is a kobold who lives in the Wyvern Mountains-a kobold druid by the name of Esku.

While Esku has served a sentry well with her wyvern friends, she has grown bored as of late; when Barl and Lucrecia tell her of plans to make Varisia a paradise for giants, and a reward for her ruling the mountains and the lands around it as her kingdom for wyverns, she gladly accepted. She helped the Kreegs sneak into the Fort, where she attacked with some of her wyverns. When the wyvern she rode fell, she channeled all her magic into the creature to try and save it-the end result was not what she expected. The wyvern did live, but she unexpectedly transferred her own soul into the wyvern’s body. Although confused for a second, she grew even more determined than ever to be the Wyvern Queen-and now she is helping Barl build an army of fiendish wyverns for Mokmurian.

Creature: Unique wyvern of some kind. Was thinking advanced with the druid simple class, or, barring that, a wyvern with some class levels in draconic shaman druid, or something similar. She is meant to replace Grazuul, so she’s a CR 10 encounter. The trolls who worship him are gonna be replaced with a CR 9 hydra.

Sophia Arkonei:
This NPC is heavily tied in with our investigator’s backstory-and she will be an enemy encountered in the Library of Thassilon in Book 4. The backstory here is, after getting a tip about activity regarding Thassilon in Varisia, the history fanatic left to inspect, where she discovered Lucrecia in Turtleback Ferry. After a talk with the mysterious woman, Sophia was told to meet with Lucrecia’s sister, Xanesha, in Magnimar, for directions to their “Lord”, who will judge if she is a worthy candidate for Mokmurian’s army. Sure enough, when presented to the stone giant wizard and displaying her knowledge and interest in the Kingdom of Greed, Mokmurian told her that they plan to rebuild Thassilon on top of Varisia-and in her blind faith in Thassilon’s greatness, she agreed to be an ally.

She will fight with two clockwork soldiers. As for her race and class, human that multiclasses as bard (detective) and gunslinger (mysterious stranger). Idea is that she buffs the soldiers as she attacks from a distance (and even if her bardic inspirations wouldn’t normally work on the clockworks, I would give her an ability called Thassilonic Inspiration that allows her bardic inspirations to work on the soldiers.

I’m good in general with making stats, but I would love some input into good ways to make these encounters challenging yet fun.


Map (Old Fishery)

Dot


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Sandpoint is often considered a hotspot for adventurer activity, due to its close proximity to ancient ruins and troublesome goblin tribes. However, when forces threaten the safety of Sandpoint and its citizens-and eventually the safety of Varisia itself-will a ragtag group of locals have what it takes to face the threats of legend and myth?

Character Build Rules:

Point buy: 20. min 8, max 18 after modifiers. Max hp at 1st level, roll afterwards
Races: All core, plus aasimar, dhampir, tengu and tiefling. Alternate racial abilities are allowed, but no variant heritages for aasimar, dhampir and tiefling
NOTE: aasimars, dhampir and tiefling PCs have their appearance based on the other races, using the races age and height/weight modifiers, and allowing for Small aasimars, dhampir and tieflings.
Classes: All except the following: gunslinger, summoner (both versions), ninja/samurai, occult classes. cavaliers can be selected but only for Small races (due to RotRL being largely a dungeon crawling that limits the use of a large mount). If selecting monk or rogue, you must select unchained.
NOTE: For racial class archtypes, they can be selected for aasimar, dhampir and tiefling but ONLY if your character’s parentage race is the same race as the required race for the archtype (for example, the stonelord paladin archtype can be selected by aasimars, dhampirs and tieflings but only if their parentage race is dwarf)
Gold: Max for class at 1st level
Skills: Any class that has 2 ranks + Int per level instead have 4 ranks + Int per level. We will also be using Background Skills and Fractional Base Bonuses
Feats, Spells, Items: Can’t select any from Occult Adventures, or utilize psychic magic.
Traits: 3, with one being campaign. must be different types of traits. no drawbacks
Alignment: Any good preferred, but lawful neutral and true neutral can be allowed. No chaotic neutral or evil alignment
Using Elephant in the Room rules
No 3pp content for anything

Note about the GM: This will be my first PbP campaign I’ve run, and 2nd campaign I’ve run overall. If you are not fond of the idea of playing with a semi newbie GM that is completely fine.

What I expect:
-Posting at least once a day if you can help it. If for some reason you are going to be away for a time, let me know.
-No RPing in discussion, and let’s keep OOC talk out of gameplay as much as possible.
-Let’s cooperate, and if any issues arrise, let’s handle them as maturely and professionaly as possible.
-This game is all about fun!

Notes on RPing:
We will be largely RP focused, though we will have battles, obviously. To increase RP variety, I’m giving players the option to come up with one NPC-that NPC can be a family member, a childhood friend, a partner in your profession, or your character’s romantic partner. If you want a family, you can have two NPCs. These NPCs don’t need stats, as their existence is meant primarily for RP purposes.

Another thing I would like for your characters is that they’re from Sandpoint. Now this doesn’t necessarily mean they’re locals that stay-rather that they’re either born in Sandpoint, or have family in Sandpoint. This allows for flexibility if you want your character to have history in other parts of Varisia, or nearby kingdoms.

Keep any topics for backstories, personalities and RPing as PG-13. Let’s go under the rule of thumb that if it’s too much for a PG-13 movie, it might be too much for the campaign.

Looking for a balanced team of 5 players, containing one of each of the following: Martial, Arcane, Divine, Skill and Wild Card. Recruitment will close on August 22nd midnight Central Time.

If you have any questions, all you have to do is ask.


Hello all. I’ll be planning to host a RotRL campaign on the forums, but this being my first PbP campaign I run, I’m naturally unsure of how I can go about selecting players. Especially when I joined recruitment for a RotRL campaign and there were so many submissions, it spawned three total campaigns.

So, those who GM in the forums, how do you all go about selecting the submitted players in recruitment for your campaign?


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Hello, I started GMing a Rise of the Runelord campaign with some friends and they’re all having fun, and so am I as this is my very first time running any kind of TTRPG. I have been collecting more Adventure Paths for 1st edition (I still need to read up on the rules for 2nd edition, as Extinction’s Curse seems to be a big Adventure Path), though I’m wondering if what Adventure Paths I am looking at are any good.

Here’s the AP’s I have in full:
-RotRL Anniversary Edition
-CotCT Anniversary Edition
-Hell’s Rebels
-Hell’s Vengeance
-Ironfang Invasion

AP’s I do not have all parts but am working on it:
-Reign of Winter
-Jade Regent
-Ruins of Azlant
-Iron Gods
-Return of the Runelords

AP’s that I have no parts but am considering getting:
-Strange Aeons
-Mummy’s Mask
-Giantslayer

I have heard some of these would need a little homebrew tinkering (like a part of Giantslayer that gets pretty repetitive with their encounters), but any other 1E AP’s that are fun to play with?


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.