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No posts. Alias of BokaliMali.




Shmoop is the technical term for changing from homebrew to published. Look it up. Don't look it up it's clearly bull.

I started a homebrew campaign and, after several weeks of coming up with mediocre adventure ideas I picked up my Runelords book, that I bought years ago and never got to play past the first few sessions, and remembered why I bought it.

Would the board be so kind as to offer ideas for working the important bits of burnt offering into the current homebrew shenanigans I have going on?

The party was hired to guard a caravan as it traveled through the creatively named Feywoods. Guess what's in the woods. Thus far they have cleared out a kobold warren (and met a weird giant rainbow snake god thing because *shrug* I like that sort of thing) and secured an abandoned tower in the center of the woods. Which was handy since soon after, the road disappeared. Turns out the only reason there was a road was because the Lady of the Forest (Archfey) had an agreement with the Caravan leader.

That's what the party knows about. The plan was for There to have been a demonic cult corrupting the local tribe of lycanthropes (the party knows the lycanthropes exsist but haven't met them) who are trying to steal/corrupt/destroy the heart of the forest, which is underground. The fey can't get near it because, thanks to their connection with the lady, the corruption that's messing with the forest corrupts them as well, so they ask the party to wade in blades-a-swinging.

Oh, the party is currently already level 4 (we started at level 3). I have no issues scaling encounters and slowing the leveling a bit though. We're doing milestones.

Ideas I've had to aid the transition: Introduce Aldern as a noble who was travelling with the caravan. One of the PCs is a noble's son named Aldryn (ohoho coincidences!) which sets up the envy badoodle pretty well I think.

Have the path to the heart of the forest lead through a Thassilonian ruin. I was thinking Mines of Moria style: Old dwarfish mine that uncovered the ruin and accidentally unleashed a ____. I'd be pretty clear that its dangerous as heck and the party should run and hide if the ____ finds them in there (lil survivor horror). They could find a runewell etc. This could even be scribbler's haunt. Or maybe not. The siege of Sandpoint is super cool. I don't want to change it too much.

The party is already getting chummy with the caravan NPCs so I'll slot them in to various Sandpointer roles.

I mean, I feel like I have an OK idea of how to do it, but I have maybe a month yet before we get there and I like hearing ideas for stuff like this. Someone always thinks of something clever that makes me go "Aw yeah!"


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I added a few little things to happen in the first session that will subtely foreshadow the rest of the campaign. This is more to pat myself on the back for being so clever as I wholeheartedly expect my players not to notice or care.

Hecka spoilers abound.

During the swallowtail festival: There will be a "test your strength" game called Ogre Smash. The bell to ring will be encased in a papier mache ogre head. Win or lose, the PC will receive a comment like "Those ogres don't stand a chance!" Or "Sure hope you never have to go up against a real one!"

Instead of a set lunchtime there will be a food tent. A wizard will be putting temporary arcane marks on everyone who enters to ensure everyone only gets one plate apiece. Perceptive PCs will notice, before finding the food tent, that the majority of people in town are marked with a mysterious rune.

During local heroes: on the boarhunt with Aldern they will come across a dead boar in a dark section of the woods being devoured by an undead creature. Aldern will be horrified "Filthy undead!" The creature will give off a distinctive odor of rotting flesh and gravesoil.

Madame Mvashti will give a PC a free reading. As she gets into it she will fall into a trance and recite this poem:

You will learn from a monk, a madman and a mother
You will fight within a prison hidden like no other
You will face one god upon the face of another

She will then return to normal and speak the last line

And within the week you'll find a sweet, young lover!

At some point when speaking to Brodert Quint he will wistfully make a comment about the old light "If only those stones could talk, what secrets they would tell!"


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Yep, another one of these.
My favorite part of planning a homebrew campaign is building a region chock-full of interesting plot hooks to get my players going. So… I dunno, can’t think of what else to say in the preamble. It all seems pretty self-explanatory.

Here's the rules:
1. Roll a d100 five times
2. Take the corresponding features/traits/whatevers and design a fantastic region full of adventure and plot hooks! Note that while your setting has to contain the five features you rolled, it’s not limited to those five. Go crazy if you want to!
3. If you roll two things that conflict you can either re-roll or decide your region is large enough that there are places where either of those things are true.
4. If you roll the same number twice, re-roll.
5. Bonus points for the region being part of the world you built here and incorporating the organization you created here!

When I design a region I usually use this format:

Name
Geography:
History:
Inhabitants:
Important people:
Important organizations:
Gazeteer: (descriptions of major settlements and places of interest)

But feel free to make yours however you like.


1. Difficult to enter
2. Difficult to leave
3. Major trade route
4. Undiscovered/Newly discovered
5. Difficult to map accurately (for some reason)
6. Rich in natural resources
7. Rich in unnatural resources
8. Completely lacking in an essential resource (wood, water, etc.)
9. Popular destination for settlers/tourists/etc.
10. Sane people hesitate to go there

11. Unexpected combination of terrains
12. Impressive natural formation
13. Impressive man-made formation
14. Impressive magic-made formation
15. Ancient battleground
16. Recent battleground
17. Current battleground
18. Empty ruins
19. Inhabited ruins
20. Homogenous terrain

21. Primitive tribes
22. Lost/hidden civilization
23. Major race’s ancient homeland
24. Strange local traditions/superstitions
25. Ancient enmity between two intelligent races
26. Mutual hostility between all intelligent races
27. Multiple races allied against a mutual foe
28 Melting pot of many races peacefully coexisting
29. Highly developed technology (‘cutting-edge’ for the setting)
30. Taboo to one or more intelligent races

31. Dinosaurs!
32. Friendly spirits
33. Unfriendly spirits
34. Solitary, powerful creature
35. Incursion from a good-aligned plane
36. Incursion from an evil-aligned plane
37. Incursion from a non-aligned plane
38. Regular swarms/stampedes of _____
39. Intelligent creatures that are usually unintelligent
40. Extra dinosaurs!

41. Wide open spaces
42. Cluttered/cramped spaces
43. Very high altitude
44. Very low altitude/Underground/Underwater
45. Regularly/constantly changing altitude (for some reason)
46. Multiple lakes
47. Riddled with tunnels and caverns
48. Awful lot of rivers
49. Island
50. Never enough dinosaurs!

51. Powerful evil imprisoned
52. Powerful good imprisoned
53. Important holy site
54. Powerful regional guardian
55. Ancient artifact
56. Body of a dead/sleeping <insert incredibly powerful entity>
57. Something that can reveal the truth behind a famous mystery
58. The site of a famous mystery
59. Someone/something that claims to be/people claim to be a God
60. An actual God incognito

61. Earth-related magical anomaly
62. Air-related magical anomaly
63. Water-related magical anomaly
64. Fire-related magical anomaly
65. Sound-related magical anomaly
66. Electricity-related magical anomaly
67. Negative energy-related magical anomaly
68. Positive energy-related magical anomaly
69. Time-related magical anomaly
70. Memory-related magical anomaly

71. Incredibly large tree/tower/pit/etc.
72. Someone/something from another world
73. Hidden city
74. Permanent illusions
75. Anomaly that seems magical but has a natural explanation
76. Something completely ordinary that has a sinister/strange backstory/explanation
77. Something that can be found once but never again by the same person
78. A surly, orange tabby names Fasa (Or roll again I guess)
79. Chunk of land displaced by magic
80. A vast repository of information

81. Headquarters of a powerful organization
82. Multiple, conflicting organizations
83. Strictly controlled travel
84. Magically expedited travel
85. Home to a vast conspiracy
86. The site of a famous legend
87. Subjugated local population
88. Hotly contested by outside organizations/nations/etc. (vying for something)
89. Adventuring is popular
90 Adventuring is practically unheard of

90. A new twist on a well-established trope/cliche
91. Something so horrible you have to warn people and put it in spoilers (but still follows community guidelines)
92. Something that will make people laugh when they read it
93. Obvious author-avatar
94. Based on a real-world location
95. Actual real world location displaced/overrun with magic (or something)
96. Re-roll one previous roll then roll again
97. Throw some dinosaurs in there!
98. Roll twice more
100. Pick whatever you want!


Can anyone point me towards any dinosaur themed classes, prestige classes or archetypes floating around? Paizo, homebrew or third party, doesn't matter.


I'm going to be GMing a group of brand new players through Rise of The Runelords, starting this summer. Two have played a bit of 4th edition, the other two have never played a tabletop RPG but are just silly excited about it. I am a relatively inexperienced GM.

I have the Core Rulebook and Advanced players guide. I've told my players we'll be 'soft' limiting character creation to those sources.(Soft limit as I've shown them the srd and told them if they feel like looking around and see something they really want it wouldn't be an automatic no. Just wanted to avoid option paralysis)

Considering that they are new players and I am a new gm, what advice do you have in regards to character options that I might dissuade them from going for to avoid too much complexity? What would be useful options to encourage new players to use? I am speaking mechanically: I already have a good idea how to encourage fluffiness.

In addition, I'd be interested in knowing what sort of ban list and/or House rules you usually use for character creation in your games.

Right now the only two things I am definitely saying no to are gunslingers (I don't like guns in my fantasy) and goblins (for story reasons) I am also considering granting an extra skill point to be placed in any profession at first level, to encourage and assist with back story creation.


Gauntlet Golem
[CENTER]This masterfully crafted iron gauntlet made from dozens of interlocking metal plates suddenly transforms into a miniature humanoid golem![/CENTER]
CR3
XP 800
N Diminutive construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 16 (3d10)
Fort +1, Ref +4, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 15 ft.
Melee slam +2 (1)
Special Attacks Expel +12, Inject +7
STATISTICS
Str 6, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB -6; CMD 17
Skills Stealth +12
SQ Compartment, Transformative, Control Gem Dependant
SPECIAL ABILITIES
Immunity to Magic (Ex)
A gauntlet golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that can target an object can also target the gauntlet golem.
-Masterwork Transformation restores the gauntlet golem to full health and grants it 5 temporary hit points.
-Break deals 4d6 damage to the gauntlet golem that bypasses it’s damage reduction.
-Jury-Rig grants the gauntlet golem 5 temporary hit points that last 24 hours or until the first time the gauntlet golem takes any damage.

Transformative (Ex)
The gauntlet golem can transform between the forms of a diminutive, humanoid golem and a masterwork gauntlet made of dozens of intricately interlocking iron plates as a free action. This transformation is triggered by the owner of the golem’s control gem saying a command word. If the owner is wearing the gauntlet it will first remove itself from his hand to transform into the golem. If the golem is within 10 feet of the owner it will return to the owner’s hand when it transforms into the gauntlet. When in gauntlet form the golem’s statistics remain the same but it cannot take any actions besides transforming into golem form. The gauntlet golem weighs 10 pounds.
The gauntlet can only transform into a golem three times per day and remains in golem form for up to ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can transform at will and remain in golem form indefinitely.
If the golem ever ventures further than 1000 feet from it’s control gem it transforms into a gauntlet and cannot return to golem form until it is within 1000 feet of it’s control gem. If the control gem is embedded in in a control gauntlet and the owner removes the control gauntlet the golem transforms into a gauntlet and cannot return to golem form until the owner re-equips the control gauntlet.
When in gauntlet form and being worn the gauntlet golem takes up the hands magic item slot. A gauntlet golem can be worn at the same time as a control gauntlet embedded with it's control gem and both items will remain active.

Compartment(Ex)
The gauntlet golem has a small hollow space within it’s torse large enough to hold a potion vial or something of similar size and shape. The golem cannot load the compartment itself. Loading or unloading the compartment manually takes 30 seconds. If the golem has an item in it’s compartment when it transforms into a gauntlet the gauntlet will be holding the item. If the gauntlet is holding an item of the proper size and shape when it transforms into the golem the item will be in the golem’s compartment.

Expel(Su)
As a standard action the gauntlet golem can violently expel the item it is holding in it’s compartment to strike anything within 15 feet of itself. This is a ranged attack. The gauntlet golem makes this attack with a +5 bonus and is treated as having the throw anything feat when using this ability.

Inject (Su)
If the object being held in the gauntlet golem’s compartment is a consumable liquid the gauntlet golem can inject the liquid into any creature sharing it’s space as a standard action with a small, retractable syringe within it’s arm. The injected creature is immediately affected as though it had just drank the liquid and the liquid is consumed, though the container it was held in remains within the gauntlet golem’s compartment. If the gauntlet golem is using this ability on an unwilling creature injecting is considered a primary natural melee touch attack with a +5 attack bonus. Being injected is distracting. Any creature that is injected must make a DC11 fortitude save or be nauseated for one round. The gauntlet golem can use it's needle to distract in this way even if it doesn't have an injectable liquid within it's compartment.

Control Gem Dependant (Ex)
The gauntlet golem is completely dependent on the orders of the owner of it’s control gem to take any actions. The control gem is usually a ruby costing 300 gp that is attuned to the gauntlet golem upon it’s creation. The owner of the gauntlet golem must be touching the control gem for the golem to transform upon command or to give it any orders.
Usually a control gem is augmented by being placed within a control gauntlet to offer more control over the gauntlet golem. Without the control gauntlet the gem only offers rudimentary control.
If the gem is not within a control gauntlet the owner can only use it to command the golem to transform or give the golem simple orders. The golem understands orders spoken in any language. For the purpose of giving orders without a control gauntlet the gauntlet golem is considered to know the following tricks: Attack (anything), come, deliver, down, fetch, flee, guard, heel, stay and work. It cannot be pushed to do a trick it does not know and cannot learn any new tricks.
Without a control gauntlet the golem cannot be ordered to use it’s expel or inject special abilities, though it’s compartment can still be loaded and unloaded.
If the golem’s control gem is within a control gauntlet, the wearer of the gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of it’s abilities as long as the golem is within 1000 feet of the gem.

The gauntlet golem is made from dozens of tiny, interlocking iron plates that cost 600 gp and must be made by a skilled craftsman. These plates must then be crafted into a masterwork gauntlet. In addition, crafting a gauntlet golem requires a ruby worth 300 gp that will be attuned to the golem as it’s control gem.
CL 9th; Price 12,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, lesser geas/quest, limited wish, masterwork transformation, creator must be caster level 9th;Skill Craft (armor) DC 14; Cost 6,850 gp

Satchel Golem
[CENTER]This rugged leather backpack shifts and twists until it looks like a small, angry dog covered in ropes.[/CENTER]
CR4
XP 1,200
N Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +2, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft. climb 20 ft.
Melee 2 slams +4 (1d3 plus grab)
Special Attacks grab (medium sized or smaller), extradimensional swallow
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +3 (+11 to grapple); CMD 23 (27 vs. trip)
Skills Stealth +4 Climb +8
SQ Extradimensional Space, Straps, ropes and clasps, Transformative, Control Gem Dependant
SPECIAL ABILITIES
Immunity to Magic (Ex)

A satchel golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that can target an object can also target the satchel golem.
-Masterwork Transformation restores the satchel golem to full health and grants it 5 temporary hit points.
-Break deals 4d6 damage to the satchel golem that bypasses it’s damage reduction.
-Jury-Rig grants the satchel golem 5 temporary hit points that last 24 hours or until the first time the gauntlet golem takes any damage.

Transformative (Ex)
The satchel golem can transform between the forms of a small, quadrupedal golem and a masterwork backpack covered in straps, ropes and clasps as a free action. This transformation is triggered by the owner of the golem’s control gem saying a command word. If the owner is wearing the backpack it will first remove itself from him to transform into the golem. If the golem is within 10 feet of the owner it will return to the owner’s back when it transforms into the backpack. When in backpack form the golem’s statistics remain the same but it cannot take any actions besides transforming into golem form. The satchel golem weighs 25 pounds.
The backpack can only transform into a golem three times per day and remains in golem form for up to ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can transform at will and remain in golem form indefinitely.
If the golem ever ventures further than 1000 feet from it’s control gem it transforms into a backpack and cannot return to golem form until it is within 1000 feet of it’s control gem. If the control gem is embedded in in a control gauntlet and the owner removes the control gauntlet the golem transforms into a backpack and cannot return to golem form until the owner re-equips the control gauntlet.

Extradimensional Space (Ex)
When in backpack form the satchel golem functions exactly like a bag of holding type II except that it will only allow someone touching it’s control gem to place items into and withdraw items from it. Anyone else attempting to do so will find the items stuck fast and unmoving.

Extradimensional Swallow (Ex)
The satchel golem can swallow creatures into it’s extradimensional space. This works like the regular swallow whole ability with the following differences: The satchel golem can swallow any creature of medium size or smaller, as long as there is room for him in its extradimensional space. If there is no room for the creature the swallow attempt fails. The satchel golem does not perform a bite attack when swallowing a creature. The creature does not take damage while inside the golem, however it will start to suffocate after 10 minutes. If the creature deals any kind of slashing or piercing damage to the inside of the golem, the golem ruptures and everything inside of it is lost forever, including the creature. This deals 4d6 damage to the golem that bypasses it’s damage reduction. The golem reverts to backpack form and cannot transform into a golem or be used as a bag of holding until the damage is healed with a masterwork transformation spell. The inside of the golem has an AC of 11 and DR5/adamantine.

Straps, Ropes and Clasps (Ex)
Satchel golems are covered in straps, ropes and clasps. This grants them a +4 bonus to their combat maneuver bonus to start or maintain a grapple and they do not provoke an attack of opportunity when attempting a grapple. In addition, if the satchel golem’s control gem is embedded in a control gauntlet it will allow the gauntlet’s wearer to pull rope from it’s body. The satchel golem loses 1 hit point for every foot of rope removed this way. This damage can only be healed by a masterwork transformation spell.

Control Gem Dependant (Ex)

The satchel golem is completely dependent on the orders of the owner of it’s control gem to take any actions. The control gem is usually an emerald costing 300gp that is attuned to the satchel golem upon it’s creation. The owner of the satchel golem must be touching the control gem to say the command word to transform the satchel golem or to give it any orders.
Usually a control gem is augmented by being placed within a control gauntlet to offer more control over the satchel golem. Without the control gauntlet the gem only offers rudimentary control.
If the gem is not within a control gauntlet the owner can only use it to command the golem to transform or give the golem simple orders. The golem understands orders spoken in any language. For the purpose of giving orders without a control gauntlet the satchel golem is considered to know the following tricks: Attack (anything), come, deliver, down, fetch, flee, guard, heel, stay and work. It cannot be pushed to do a trick it does not know and cannot learn any new tricks.
Without a control gauntlet the golem cannot be ordered to use it’s grab or extradimensional swallow special abilities.
If the golem’s control gem is within a control gauntlet, the wearer of the gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of it’s abilities as long as the golem is within 1000 feet of the gem.

The satchel golem is made from high quality animal hide specially treated with magical oils that cost 1000 gp. These hides must then be crafted into a masterwork backpack. In addition, crafting a satchel golem requires a sapphire worth 500 gp that will be attuned to the golem as it’s control gem.
CL 12th; Price 24,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, lesser geas/quest, limited wish, masterwork transformation, secret chest, creator must be caster level 12th;Skill Craft (leatherworking) DC 17; Cost 12,350 gp


No crunch, just concept. Sharing because it popped into my head and I though "That sounds great! I have to share it!"

So this oracle, we'll call him Steve. Steve is deaf, blind and mute. The deafness is his curse, the other two are from (torture/going mad from the revelation/birth defect/a terrible accident/pick one). Obviously, Steve is not cut out to be an adventurer. However, lucky for Steve, he has a little bit of arcane eldritch heritage in him. Even luckier, he happens to be of the alignment and level to attract a spirit oni familiar! Most lucky of all, mask symbiosis is a thing!

The revelation doesn't really matter and I guess you could go deaf/clouded vision dual curse if you wanted. There is no mechanical benefit whatsoever to this character. It's just an interesting, mayyyyybe fun concept. (unless you convince your GM to give you goodies for the self-imposed disabilities)

tl;dr A deaf, blind, mute oracle who wears a furious little red oni as a mask and shares all it's senses when doing so.


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In the town of Kassen they hold a yearly ritual to ensure a good harvest. Every autumn, a few of the townsfolk make a pilgrimage to the Crypt of the Everflame to light a lantern from the flame and bring it back to town, where it is preserved all winter. This year, mayor Uptal has decided to give the honour of retrieving the flame to a group of young adventurous spirits, including you!

Sounds like a super fun time!

I'm looking for four players willing to post at least 4-5 times a week. (Due to my schedule every once in awhile I may have to go a few days at a time unable to post)

Crypt of the Everflame is a paizo module for level 1 characters. It leads into a couple other modules and, if the players are interested and I still have time we might be doing those afterwards. It's a dungeon crawl so if you're looking for something social-heavy this isn't it.

This will be my first experience GMing a PbP so tips, hints and patience will be appreciated.

Character creation

15 point buy

2 traits. 3 if you also take a drawback

Full health 1st level, max-2 or roll on level-up

Average starting wealth

Don't worry about rations, waterskins, backpacks or tents (unless you want extra)

No evil characters

Anything from paizo in the srd is available. I'd prefer core races but if you can convince me with a good backstory I'll allow non-core

The good backstory clause also applies to anything exotic (ninjas, samurai, gunslingers)

I may allow some third party materiel. Hard no on 3pp races and classes but ask me about feats and stuff

If anyone is interested in trying out this homebrew class of my design: The Wardkeeper that'd be cool. (I know, I know, the fluff doesn't fit. Maybe you came from Tian Xian or met one of those rare Avistani Kami) It hasn't be tested at all so if anyone chooses it I'll allow them to roll up a new character at any time if they decide it's not for them. If it starts to look like it's completely underpowered I'll work with the party on fair ways to tweak it so you can contribute. I doubt it'll be OP but the same applies in that case.

Your backstory should include a reason you're in Kassen (a small logging town in northern Nirmathas) and why you're being chosen for the everflame quest. (Local youth coming-of-age, saved a local's child from drowning so are being honoured, annoying guy they want out of the town for a few days to party... whatever!) I don't need a full stat block right away, just a character concept and background. If you want more information on the town and it's inhabitants shoot me a PM.

I'll keep recruitment open for at least a week.


Kami Druid

Alignment: In addition to the regular druid alignment restrictions, a kami druid cannot be chaotic.

Ward Sight: A kami druid can inherently tell if a something is a Kami’s ward by looking at it.

Ward: At first level, a kami druid chooses a location, landmark or object as his ward. His ward must be at least as twice the size of the druid and at most 1000 square feet. The ward must be stationary and cannot be moved. A kami druid gains a +1 ward bonus on all d20 rolls as long as he is within a distance to his ward equal to one mile per druid level. A kami druid has an empathetic connection with his ward and knows it’s condition at all times. If a kami’s ward is heavily damaged he does not gain the benefit of his ward bonus and takes a -1 penalty on all d20 rolls until the damage is repaired. If a kami druid’s ward is destroyed completely the kami druid gains one permanent level that cannot be removed until the kami druid has connected with a new ward. Once the kami druid has a new ward, the negative level is removed. The kami druid can connect with a new ward after a week through a 24 hour ritual.

Merge with Ward: As a standard action, a kami druid can merge his body and mind with his ward. When merged, the kami can observe the surrounding region with his senses as if he were using his own body. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami druid must be adjacent to his ward to merge with or emerge from it. If his ward is an object, the kami druid can emerge mounted on it provided the kami druid’s body is at least one size category smaller than it. If his ward is a location, the kami druid may emerge at any point within that location. This is a supernatural ability. If the kami druid’s ward is destroyed while the kami druid is merged with it, the kam druid dies.

Call Kami: At first level a kami druid can petition a local Kami to come to his aid once per week. This requires a ritual that takes one hour to complete. For the Kami to hear him he must be within a number of miles of their ward equal to the Kami’s hit dice. For the Kami to come to his aid he must be convinced. This requires a diplomacy check. The DC depends on the type of aid the kami druid is asking for. The kami druid gets a +4 bonus to this check if he is adjacent to or within his ward when he calls the Kami. How and for how long the Kami offers it’s aid is up to the GM. A Kami will not travel far from his ward. This ability replaces wild empathy.

Kami Familiar: At 1st level the kami druid gains a shikigami familiar. This functions like the wizard’s arcane bond class feature and the Improved Familiar feat, using the kami druid’s level in place of the wizard’s level. This ability replaces replaces nature bond.

Teleport to Ward: At 9th level a kami druid can teleport to his ward. This requires a ritual that takes one hour and can only be performed once per day. The kami druid can bring along objects as long as their weight doesn't exceed his maximum load. After a kami druid teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his druid level-8. He must be adjacent to or within his ward to teleport back. This ability replaces venom immunity.

I love the idea of the kami and decided it would be kinda-sorta neat to play as one. Ward doesn't replace anything and call kami and teleport to ward are more powerful than venom immunity and wild empathy but I'm hoping it balances out by downgrading the AC to a familiar.

Are the abilities that replace nature bond enough to keep the kami druid near the level of the regular druid? Are they too much? A little underpowered is fine in my opinion, so long as it's not horribly unplayeable.

Your thoughts? My goal is to build an archetype that is quirky and fun to roleplay.


I do. (In a pbp at least, when you're never rushed)
Just got in on a game where the DM told us to all start at level 1 with 500 gold and no magical gear. Instead of rocking masterwork weapons, I took the opportunity to make my PC the boy-scoutingest guy around.

I just enjoy the huge amount of useful mundane gear there is available. Even without magic, the stuff a PC can pull off is pretty impressive. Only real limit is carrying capacity, but a heavy horse only costs 200 gold.


So, touch spells can be delivered with natural attacks. Can the soul drain ability also be delivered with natural attacks?

If the answer is no, is amulet of mighty fists with conductive on it the only way to do so? If I do make them conductive, would only the first natural attack made in the round conduct, or would all of them so long as I'm using a different natural weapon for each?


I'm new to the game so I'm sure I've made a ton of mistakes here but I just had this vision of a four-armed raging beast throwing greatswords at people and wanted to share. Tell me what you think, what improvements I can make, etc. Also curious about some items (besides that hurling belt thing) that would specifically help this build.

1. Ragechemist1 throw anything, combat reflexes, opening volley
2. alch2 rage mutagen, vestigal arm
3. Hurling invulnerable rager barb1 hurling, Raging hurler, rage
4. barb 2 DR1, Reckless abandon +STR
5. barb 3 trap sense, two weapon fighting
6. Twohanded fight 1 Power attack
7. fight 2 shattering strike, quick draw, Extra discovery: vestigial arm
8. barb 4 DR2, lesser hurling
9. barb 5, two-handed thrower
10. barb 6 DR3, hurling charge, +STR
11. fight 3 overhand chop, extra rage
12. fight 4 +STR double slice

With 20 strength, the belt of hurling (or whatever it's called) rage mutagen, rage and enlarge person infusion up he'd have a +16 strength bonus that would apply to all attack and damage rolls. I think. His range with longswords is 40ft. He could throw a sword mid-charge then hit with two more with a +4 attack bonus.

Of course, I have no idea how this would actually play, but it sure looks cool.


Ok, say I'm a halfling witch with a fox familiar. I use shared spell to enlarge person the fox making it small. I then reduce person myself making me tiny. Is the fox rideable? If not, is there a way to MAKE the fox rideable?

This is more a fun idea role-play wise than anything core to my build. The witch rides a ram, but if the ram dies, she can hop on her fox for a few minutes to... do... whatever...


Oh good, you're here! I'm a new player to pathfinder (well, I've never played before. I GM'd Crypt of the Everflame a little while ago so I've got a decent grasp of the rules and I've experience in freeform written RP as well) and I had this cool character idea that I'd like some suggestions on.

He's not for any specific campaign right now because I don't actually have a game going. I'm looking for one though! (if anyone can point me to other websites that do pbp pathfinder I'd appreciate it. The competition for spots here seems fierce)

OK, so this guy... I was just browsing the SRD and came across a neat combination that I think would be fun to play. He's not really super-focused in any one thing but he's definitely not a melee brawler.

My goal is, by eighth level, for the first two rounds of a combat encounter to look like this:

round1: quaff potion of haste/cat's grace, then double-infuse true strike and longshot
round2: fire an explosive missile from my light crossbow, poisoned with a concentrated wyvern poison. 1d8+4d6+DC19 1d3con damage 1/round for 9 rounds.

Beyond that, pinging away with poisoned bolts, bombs and alchemical items I guess.

What I need to do this:

Trait: Accelerated Drinking (drink a potion as a move action so long as you start the round with it in your hand)

Discoveries:
Vestigial limb (so I always have a potion in hand)
Explosive missile (level 4)
Concentrate poison
Combine extracts (level 8)

He's going to be a Chelaxian human (already have a fun and interesting backstory in mind) so that leaves a trait and two feats unaccounted for.
(his sixth level feat is reserved for Master Alchemist)

I was thinking of using the third level feat for Extra Discovery: Extract, since I don't see me needing all my infusion slots for myself.

With a 20 point-buy these were that stats I was thinking:

STR 10
DEX 15
CON 12
INT 18 (with the +2 for being human)
WIS 13
CHA 8

So... opinions? advice? revelations that I'm totally breaking the rules somewhere? Doing all that at level eight is the goal but if it ends up taking a little longer in order to still be useful at lower levels that's fine. I don't need uber-optimization, just something that will be fun to play and useful in and out of combat.


Yup.
My friend and I want to play some pathfinder badly but don't know anyone else/are too antisocial to want to meet other people who play so we're doing a solo campaign with me as the DM and he as the PC.

He's told me he'd like to play something like 'Drizz't if he changed his mind about being a good guy'so that's what we're doing.

He was raised on the surface for some reason he'll come up with, knowing nothing about drow. Then he stumbles upon an entrance to nar-voth, learns he's not that unique underground and it becomes a quest to find the drow.

Once he finds them, I dunno. Maybe awaken the tarrasque to kill all elves or something.

I'll be providing him with GMPCs and cohorts throughout to help him along.

OK, advice time: I'm not a very experienced DM and have never played through the darklands before. Is there any source material beyond 'Into the Darklands' and the second darkness AP I should check out?

If anyone has neat ideas for underground encounters or cool adventure hooks they're just itching to share and be stolen I'd appreciate that too!

To save me some work in the early game (pretty much a random-adventure-plot through the darklands) I'm finageling some adventure modules to work in the darklands. I'm putting Midnight Mirror in there, just changing races and locations. I also took the dungeon in Hungry Are The Dead, removed plot elements and made it a forgotten drow tomb overrun by ghouls.

Any suggestions for other modules I could do the same to easily? Yeah, I am lazy.


Had this thread in the advice forum, moving it here upon suggestion.

I'm the DM for a brand-new pathfinder group. We're six sessions in and the story is getting rolling. Unfortunately, my schooling is starting up again and I've a heckuva lot of other things going on at the moment as well so I've found myself with less and less time to prep, much less invent and design an entire plot.

So the advice I'm looking for: Adventure paths? The group is level 4 right now and is escorting the mysteriously exiled princess of the Crimson Throne of Korvosa back to the city to help overthrow the court wizard that kidnaped her and usurped her father. With this I was thinking jumping into the Curse of the Crimson Throne path might work pretty well since we're headed to Korvosa anyway but since I don't know the plot of the AP at all, and considering we'd be starting with the second module... asking if it will fit, or suggestions on how to make it fit with what I've done so far.

What I've done so far:

The party cleared out the Crypt of the Everflame, defeating a Dark Stalker mook of the evil wizard (who escaped, dundunnn) and discovered Melara Skorra, princess of Korvosa, in suspended animation in a hidden chamber. They rescued her, found a way to return her memories and are on their way to korvosa, stopping to smite some Derro and Goblins on the way.

The plan was to have the party join an underground resistance once in the city, putting pieces together to infiltrate the palace and overthrow the Necromancer. There was a twist wherein the reason the necromancer took power was that the King had been influenced by a much eviler Efreeti, which the wizard sealed away within the Princess's body to defeat. (explaining why she was hidden and not killed like her father)

So, I've the basic plot down but have no time anymore to flesh it out and design encounters. I'm willing to abandon it and use an AP since the alternative is straight up quitting but I need to work in the plot elements I've introduced thus far and work around skipping the first module. Major issue: I don't want to/can't afford to buy any of the modules unless I know for certain they're what I'll be using. Can youse guys give me some opinions, ideas, explanations as to how, why of if I can work the plot I made thus far into that of COTC, preferably starting with the second module?


1 person marked this as a favorite.

First up: Kevin, Jo, Christopher, Dana. Out. Shoo. Away with ye.

I'm the DM for a brand-new pathfinder group. We're six sessions in and the story is getting rolling. Unfortunately, my schooling is starting up again and I've a heckuva lot of other things going on at the moment as well so I've found myself with less and less time to prep, much less invent and design an entire plot.

So the advice I'm looking for: Adventure paths? The group is level 4 right now and is escorting the mysteriously exiled princess of the Crimson Throne of Korvosa back to the city to help overthrow the court wizard that kidnaped her and usurped her father. With this I was thinking jumping into the Curse of the Crimson Throne path might work pretty well since we're headed to Korvosa anyway but since I don't know the plot of the AP at all, and considering we'd be starting with the second module... asking if it will fit, or suggestions on how to make it fit with what I've done so far.

What I've done so far:

The party cleared out the Crypt of the Everflame, defeating a Dark Stalker mook of the evil wizard (who escaped, dundunnn) and discovered Melara Skorra, princess of Korvosa, in suspended animation in a hidden chamber. They rescued her, found a way to return her memories and are on their way to korvosa, stopping to smite some Derro and Goblins on the way.

The plan was to have the party join an underground resistance once in the city, putting pieces together to infiltrate the palace and overthrow the Necromancer. There was a twist wherein the reason the necromancer took power was that the King had been influenced by a much eviler Efreeti, which the wizard sealed away within the Princess's body to defeat. (explaining why she was hidden and not killed like her father)

So, I've the basic plot down but have no time anymore to flesh it out and design encounters. I'm willing to abandon it and use an AP since the alternative is straight up quitting but I need to work in the plot elements I've introduced thus far and work around skipping the first module. Adivse me, oh Pathfinder advice board!

Grand Lodge

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Exactly what it says on the tin, fellas.

1. The PCs find a stash of gems in a cave but before they can pocket them a Xorn pops out of the wall, mows down, and pops back the way it came! The chase (through solid rock...) is on!

2. The PCs must traverse through a dangerous area of the woods, but in order to do so safely they must make a deal with the local Dryads: Sabotage or otherwise put an end to a nearby logging operation.

3. The PCs are deceptively lead to a safehouse of the local La Resistance and are given a choice by the Clockwork crafting leader of the cell: "Join us or leave town."

4. The PCs come across a grisly scene: People strapped to tables, being injected with concentrated Russet mold by some sick, mad 'scientist' and exploding into Vegepygmies!

ok now you.


My PCs will soon be entering a town with a spoooooky secret. Derro are kidnapping and experimenting on the po' folk! The advice I'm looking for: How do you nudge the PCs into investigating the mystery? They're all new players and so far have only experienced dungeon-crawling. I'd like to work in some cool RP encounters like this one but I'm not sure how to go about it.

Originally I was just going to have them happen by while a kidnapping was in progress then follow the derro back to their lair, but as I said, I wanna get my roleplay on!

So suggestions and advice on how to craft a compelling mystery and convince hacknslashy PCs to investigae?


Might be in the wrong forum here, sorry folks if that's the case.

So I'm going to be the GM for a brand new group. (When I say new I mean none of us have ever played any kind of tabletop RPG before) I chose Pathfinder under the advice of my local game-shop guru and have been scouring the interwebs and core rulebook to familiarize myself with the rules and setting. Figure we'll be playing it very fast and loose to start, getting into the more finicky stuff as we go along so as to avoid the huge infodump our first session would otherwise become.

I'll be starting with the Crypt of the Everflame module but (in no small part due to being the brokest of broke-ass) afterwards will be moving on to a homebrew "main campaign."

Know that while new to d20 and tabletop rp I am certainly no stranger to RP in general. I've taken part in many intense and indepth messageboard roleplays (the multi-paragraphic, ridiculously flowery post kind. Not the /stabyouintheface kind.)so am somewhat practiced in... er... playing roles. Yeah. Basically saying I'm mostly confidant in my ability to GM and build a unique and engaging storyline for my players to follow.

Oh man what a ramble. What was the point of this post? I suppose just to introduce myself and open myself up to criticism and advice.

Sooooo... anyone wanna be the willing mentor to a slowly-less-ignorant, highly ambitious and agog-with-the-possibilities new GM?

Oh man. I don't know. Tl;Dr: Hi I'm new lets be pals.