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Basically - Combat is getting kind of static, and part of that seems to be a strong incentive against actually moving. Or throwing things at people. Or swinging from light fixtures. Part of that seems to stem from Full Attack - To get their damage output Martials and archers pretty much need to pick a spot and stay planted.

So how bad does the game break if they can just full attack as Standard action?

What I'm trying to get away from is players standing adjacent to an enemy rolling D20s at it until it runs out of hit points. Honestly, I'd like to get more action movie stuff going - Throwing weapons, throwing people, rolling around, shoving people into furniture.

So, uh... Help plox?

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/r/Pathfinder_rpg was talking about Spelljammer and the idea came up to try to convert it to work with the Pathfinder rules. Thus /r/Pathjammer was born. If you've got fond memories of Spelljammer or just like the idea concept of an adventurer standing on the deck of a tall ship sailing through space you should come over and help us figure this thing out.

And tell your friends! It'd be nice to get the various D&D/Pathfinder communities worked up about this. The more brains we bring to bear on it the better the results should be.


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I wrote up twenty-odd rumors. I mean to print them out, cut them up, and hand a few of them out to my players whenever they happen to go ashore and visit a tavern. If you want to use them then it's up to you which of them, if any, is true. Or even remotely accurate. They are sailor's stories, after all, so you can bet half are lies and the other half exaggerations. You might have your players make the appropriate knowledge check to decide whether the rumor is plausible or utter wash.

Also: this is massive three or four page wall of text. And the grammar is atrocious.

Twenty Rumors:
They say Three Tongues Laschey managed to take a Slaver's Tradesman bound for Egorian with two hundred halflings in the hold. Well they cut the crew's tongues out, finished the voyage, and sold the whole lot for 130 gold Thrones a head! Course they only got 50 each for the crew on account of their tongues being cut out and their hands all mangled!

Tale is there's a bay near Long Dog Island what holds a who village of beautiful sirens. Any who find it are lured beneath the waves, but they don't drown! The kiss of the Siren fills their lungs and gives them life and they live in luxury beneath the waves with the comely sea women. And after a few years they're let go with a kiss and a wink and a string of fat pearls! Probably all rot, butwouldn't that be a fine thing?

Word's come that the Devil B***& has sent a pair of pirate-hunters down into the Shackles to bring her own vision of hell to honest pirates. Captain's said to be a Hellknight name of Ardas and rumor is she's got a flock of harpies or some-such that flit about the rigging of her ships. And that's not all. Barley Finger's Bill was boarded by the Hellknight. She didn't find Bill's smuggling holds but he got a good look at her ships. Two cannons! Great bloody long ones, finest make with snarling devil's heads on each! Aye, that Hellknight Ardas will make a right mess of things until some Free Captain sorts her out.

I heard from me mate Rum Ron who had it from the carpenter's hand on the Red Aquila that he saw a whole island rise up out of the ocean! The Aquila's captain just had to have a look and hove to to send a boat over. Couple of sailor's alight on the strange island and it's all covered over in seaweed and slime. Naught of interest to honest sailors, y'see. But 'twas so big they spent half an hour exploring the nooks and crannies. Then the whole island shudders and there's a terrible scraping racket so they all scarper back to their boat. As they're paddling back to the Red Aquila a great cloud of scalding fog overtakes them! Cooks everyone on the boat stone dead and even burns some of the crew aboard ship! Well, the captain he don't like that one bit so he orders them to let out all sail and be away as fast as they're able. So me mate's mate, he's up in the rigging and he looks back the way what they come and he claims the islands all gone save for one great bloody huge rock standing up out of the ocean. And no get this, get this... he says the island has an eye! Tall as a man and staring back at them! Well he didn't want none of that so he fixes his eyes on his lines and when he chances to look back there ain't nothing behind them but their wake.

They say another ship turned up broke by a kraken. Masts ripped up, hull holed, and no crew to be found. I ain't even want to put to sea if such a beast is out there. Mayhap it's all hogwash and them ships was just beat up in a storm, but it puts the chill in me thinking about it.

That so called dragon pirate's been seen again in Port Peril. They say he comes over the horizon seated atop his ship rowing it like a holly boat! Just sculling along, happy as you please, and when the dockmaster finally bullies a pilot to go out and meet him the dragons just as pleasant as can be, doesn't even argue about his docking fees and pays up for a plum berth full in advance! Well me sister was down at the docks that day and she says the dragon's crew hauled out eight chests, each as big as a man and packed with silks stole off from who knows where! Imagine that, a dragon pirate! It'd be a sight to see, though I wouldn't sign with him for fear he'd just eat me up!

Aye, the Eye of Abendego is as bad as she ever was. Ain't natural, a hurricane that goes for a hundred years round and round one spot. And her daughter storms are worse this year than ever. Three mean hurricans spun down towards the shackles, two into the coast of Rahadoum and that was a fine mess with flooding and whole towns washed to see. And one spun up Cheliax way and damn near drowned Corentyn. They say water was standing in the streets for near a week and it was mud for three weeks after. Ain't natural, I say.

Banana crop is expected to be good this year. Me sailing masters planned the whole summer's voyage around being in Sargova at just the time to take on breadfruit and sail for Absolom. Winds willing we can bring em in for the noble's dainty dishes before they all go to rot and make good for the whole year.

I hear Sargovas in a bad way. Them inland Mwangi is forming up an army lead by some demon child to batter down the gates and cart all the Sargovans away as slaves or sacrifices. Awful thing really. The Free Captains squeeze them for protection from Thrice Damned Thrune while them jungle nations is pushing in from the interior. If there's still a single Taldane in Sargova in ten years time I'll eat my shoe

Goblin sailors, they say! Aye, search me how any goblin could belay his love of fire long enough to build a wood ship, but that's what they say. First ones were sighted off Wizard's Quay ten or twenty years back. Ain't seen much of them but once in a while, but now ships say they're coming across great mucking long sailing canoes with a hundred goblins in each one. Ship sails too close to a river mouth and these canoes just come dartin out at them, trying to take them at anchor. Course they is goblins, so half of them wants to steer right and the other half left, but apparently they do a good clip when they're all of a mind for it. And the stories come from the ships that got away. I don't like to think about what happens to the ships that don't.

Aye, more Hadozee in the Shackles than ever. Didn't used to see ought of them in me da's time but now it seems every fifth ship has a few. They're proper sailors, they are, and with those wings they can get about the rigging faster'n almost anyone else. Real dedicated, too. Once they sign on with a ship they stick wither til the ship drowns or the monkey drowns. Course you can't call them monkeys. They don't like it at all.

They say the Red Mantis whacked one of the Beys of Botosani. Strange thing is everyone thought he was the Bey's nephew til he puts his hood back and everyone see's that creepy mantis head of theirs. Kills the Bey in two flicks of his saber and disappears in a blast of smoke. Later they find out what ship he'd come on on by account of everyone on the ship was dead. Shame, really. Word is the Bey had a bit of a business on the wayside smuggling this and that. Some smuggler's purse is going to be thin til they can find a new contact.

Speaking of which Botosani's still caught up in famine. Damned fool atheists, what should they expect but to go hungry if they shun all the Gods. Even Erastil, and you'd never find a more pleasant bunch of priests nor ones better suited to lift a famine. But that's not here or there for us sailors. For us the word is that grain is worth its weight in gold, and the nobles are paying thirty golden Hands a head for beef on the hoof!

No, see, one Cheliax Throne weighs as much as two Taldane Royals, unless the Royals' been clipped. And each Royal is as much as three silver Pearls, which isn't the same as real pearls, except when it is. And them Rahadoumi Hands is as much as a Throne and just a bit more, so they're right fine to get paid in, but don't spend them in Cheliax on account of the moneychangers got a law says you can't spend ought but Thrones and they only pay one Throne for one Hand. And then you got the Shackle's own press, the Anchor, but you'd have to be a fool to take pay in Anchors on account of no one trust's the King's mint not to skimp on the gold for them. But if they was all gold they'd be seven Anchors to one Throne. Course you can use Taldane royals in Cheliax, some legal exemption or somesuch, so they're a good piece to take your pay in. And if you ever come across an oblong coin with a bug on one side and some funny little pictures on it you hold on to that. It's a Osirion Scarab and it's said they're the purest gold in the Inner Sea. It's five Scarabs to seven Thrones by weight, though you'd best be watchful for fakes and forgeries, for there's always some rascal forger that means to cheat a soul. And of course you should never take Sargova scrip unless you got no choice or they're having a plum hear for bananas and slaves. In a bad year that paper ain't worth anything but to roll up and smoke, but in a real good year they'll honor the face weight in Sargovan gold Reals, and it's eight Thrones make ten Reals. Ain't many Reals around so them Sargovan's make a point to keep the gold in them.

Aye, so the Master says to teh Captain we're putting in at some God's forsaken little spit of a village in the Sodden Lands to take on a lot of rice. And the Captain, he thinks the Master's gone mad and it's clear on his face, but he's no fool and knows who holds the purse strings. So we sail up the coast til we find the place and we put down anchor. The boats go out with the Master and they come back and say all's well and the locals start rowing out their scows loaded with rice. We're loading it into the hold and tying it down, all very nice and how does it please. You. Well we don't have the last crate in the hold when someone starts calling out "fire, fire!" from the rigging. And sure enough on the far side of town there's a lot of smoke coming up and a great ruckus. Master says he wants not part of it and we haul up anchor and let out some sail to be away from there. Well, later I hear the whole town was run down by Boggarts and they put everyone they found to the slave's chain and ate the dead! Horrible thing, and I'm glad we were clear of it.

Don't pass it around too loud, but I heard a rumor that big ugly lad who was in here last week was a scout for the Grey Fleet. They say he broke into Cut-eye Mag's place, killed her in her bed, and rifled all her papers. Which means he's got the schedules for at least a few month's voyages of half a dozen companies. On his way out he breaks the locks on the slave pens and he' vanished by morning. Only way they know it was him is they get the priest of Asmodeus down to do some magic on a spot of blood. Well, no need to say there's a price on his head and another on those papers. But if he is what they say he is then there's a Grey Fleet Squadron somewhere in the Shackles. I wouldn't want to be caught up with slaves in the hold by them.

Aye, sea turtles. Word is he straps one of them on each of his feet and rides them all the way back to Port Peril. Of course it's wash, you oaf, but wouldn't that be a funny sight to see?

Aye, White Pensheaf found his brother all right. Still know one knows what happened to the Flying Maiden, but Black Pensheaf he found marooned on a tiny island out near the tip of the shackles. I guess the seer's word was true, for all the good it did. Whoever put Black Pensheaf off left him with a dozen of his crew and officers. When White Pensheaf rowed ashore he found Black Pensheaf stark mad and surrounded by gnawed bones. Black Pensheaf rushed him with a bent cutlass and White Pensheaf had to cut down his own brother what he spent near a year and a hell of a fortune to find. They say the last Pensheaf ain't come out in public since, but he's laid out a good price for any information what lead's him to them as took the Maiden and drove his brother to madness.

Nah, I'm telling you, I saw a mermaid. Aye, I know we've all seen mermaids, but this one was different, right? She ain't got the back end of a fish, you see, but a whole great striped shark's arse! Aye, and a her face was too long and full of teeth. Like a mermaid is half a woman and half a fish but this one was like as half a shark! Well we were in the boat when she came up and thought she maybe wanted to do a bit of trade but when she got close she lunges at poor old Olaf and chomps off his hand! Jari clocks her in the gob with an oar and she dives down, but Olaf near bled to death and then near died again when he took a fever. He'll be wearing a hook for the rest of his days. I hope to never meet one of them shark-maids again, I tell you.

I heard the ropeworks in Bloodport burned down to ashes, and a few blocks of warehouses as well. Aye, it's a shame, they made damned good lines and hawsers. It'll be a year before they're all up and running again. Price of lines and rigging will go up, mark my words. You had best look over your books and make sure you spot a bit more for keeping up your ship if you want to make it through next year.

I mean, I know the OOG reason is that the Negative Energy Plane has always done that and there needs to be some explanation for how necromancy works, but seriously - What?

Why the heck does the magical black-hole at the bottom of reality cause dead stuff to get up and dance around? That seems like sort of exactly the opposite of its thing.

And it leads to other questions. Like does it have to be dead animals? Could it be, say, a dead plant? Does it even have to be dead stuff? What happens if you pump a bunch of negative planar energy into a doll or a statue or something?

Is it some kind of sympathetic magic thing where the skeleton gets up and behaves like a person because the bones remember being a person? Or does anything pumped full of negative energy become animate?

Basically - Is there any fluffy reason why the energy from the plane of ultimate entropy would be able to animate dead creatures? Fluff-wise it seems like positive energy should do that, energizing them to a semblance of life, while negative energy should sap that false life and destroy the undead creature. But in practice it's the opposite.

What gives? What would a level 15 sage in Absolom tell me if I paid him enough to put up with my annoying questions?

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If you go back. Way back. Way back to the 2nd Edition Monstrous Manual, you will find that

Monstrous Manual, Tim Beach et al, Random House New York, 1993 wrote:
"Gorgon blood, properly prepared, can seal an area against ethereal or astral intrusion"

Gorgons in the D&D tradition are consistently described as being physically similar in size and shape to domestic cattle. Turning to the Wikipedia article on blood volume we find that a cow has, on average, 50ml of blood by kg weight. The Wikipedia article on cattle suggests that their weight varies greatly based on age, sex, and breed. For our purposes we shall assume a 600kg gorgon.

At 50ml per 1kg of body weight our 600kg gorgon has approximately 30,000ml or 30l of blood.

According to the paint calculator at the BBC's home improvement page a room of 3x3x3m with two 2mx1m doors will require ~3l of paint to cover the walls.

Therefore it is reasonable to conclude that a single gorgon will provide enough blood that, when properly prepared, one may ward no less than ten separate 10'x10' rooms with an orc and a treasure chest in the middle.

And this is the nerdiest thing I have ever done involving math.

I'm running Skull and Shackles and have been doing research to try to get some kind of grasp on how sailing works. I've noticed that real world ships tend to have many times the crew and many times the number of guns as the ships in S&SH. The Wormwood, for instance, starts with ~35 crew. A very roughly comparable real world ship would seem to have had a fighting compliment of about 100 people and 20 or more cannon. By contrast the Wormwood has two ballista.

The Santa Maria was 60x20ft with a compliment of 40 and four cannons. That seems pretty close to what the Wormwood is, though the Wormwood has another forty feet of deck.

The Sao Gabriel was about 75 ft long, had a compliment of 60, and held twenty guns!

I was reading one of those "100 more things so and so isn't allowed to do in Pathfinder" lists and got to thinking about non-standard means of conflict resolution.

Which got me to thinking about everyone's favorite wizzard and his "sock with a half brick in it".

Which got me to thinking that gold coins are pretty dense and 50 to the pound.

And Pathfinder characters do amass quite a lot of gold in just a few levels.


In what ways could you weaponize gold pieces?

The most obvious one I can think of is load a bag or a sack or someone's hosen with a few hundred GP and make an improvised bludgeon, but some other possibilities suggest themselves - For instance would Magic Stone work on a handful of gold? Could you cast Magic Weapon on some gold coins and use them as sling-ammo? That sort of thing.

I just started a Skull and Shackles campaign and had a player ask about firearms. I hadn't really thought about it, so I took a look at the rules for firearms. Alkenstar has some interesting backstory and Golarion's "It's totally not 1759 Europe, guys, really" setting does have a place for various sorts of firearms. But I thought some modification was in order to fit things in a bit better with history (and the real-world tech tree) and keep guns from edging out any of the normal swords-and-sorcery types. Here's what I came up with.

The first firearms were produced in a distant city-state called Alkenstar some 150-200 years ago. While chemical explosives had long been known and rockets have been used both for entertainment and warfare for hundreds of years the quality of explosive powders has always been quite low. In a world saturated with magic the rockets and chemical explosives were seen mostly as curiousities. Wizards might be rare but explosive powder was complicated, difficult and dangerous to manufacture, difficult to transport, and useless when wet. Wizards, on the other hand, were quite stable and only mildly irritable when wet. Thus while alchemists' fire is well known and combat wizards are always in demand the pursuit of chemical explosive has languished for hundreds and hundreds of years.
What firearms exist are produced in the city-state of Alkenstar. Alkenstar is unique in being a place without magic yet surrounded by monsters. It is speculated that this has spurred Alkenstar to pursue more and more sophisticated forms of rockets and firearms.
Firearms remain rare everywhere, but are not unknown. The most common form is the hand gonne. A hand gonne is a cast bronze tube with a hole drilled most of the way through it. Another small touch-hole is drilled into the tube. The gonne is often mounted to a long wooden stick allowing it to be braced against the ground or held similar to a spear. Many gonnes have a hook cast into them so they can be hooked over a parapet or a railing to brace them when firing.
An alchemical powder from Alkenstar is placed in the tube with a small lead or stone ball. When a match is held to the touch-hole it ignites the powder and propels the ball with great force. These weapons produce terrifying noise and great sheets of smoke. They are reputed to be able to kill an armored knight from a great distance and even slay demons and other monsters. The truth of this is questionable – Gonnes remain very rare and are only generally only used by specialized military units. If they can be called common at all they are most commonly used to defend fortresses and mounted on large navy ships. Many speculate that they are little more than noisemakers, or an attempt to dress up old magic as some new discovery for politcal purposes.
At any rate they're fiendishly expensive. Only Alkenstar knows the formula for producing the black powder used to fire the gonnes. They tightly control the production and export of the powder. They also produce the best quality of gonnes – It's said that foreign knock offs are prone to exploding when used. On top of that Alkenstar will cut off the supply of powder to nations known to be producing knock-off gonnes, quickly making them useless.

This is the version my players get, but it's not the whole truth. Alkenstar is actually quite good at making guns. The hand gonnes, identical to the simple real world hand-cannon guns that were developed in Europe or China in the 13-14th century, has long been their state of the art and chief export product. It's fiendishly powerful, but also devilishly inaccurate. It can actually kill an armored knight in a single hit but the chances of hitting a knight with anything less than a massed volley are slim.

The best use in combat is to get a whole mess of them and use them as shock weapons. The noise, smoke, and damage will give pause to even the best drilled foot troops leaving them vulnerable to an immediate charge.

Larger gonnes and bombards can be used as siege weapons, either on the defense or on the attack, and some are mounted on ships as well.

As mentioned Alkenstar tightly controls the production of these weapons. They're less stingy than in the default setting - They'll sell half-inch caliber hand guns by lots of a hundred or a thousand, and powder to match, but they still command a fearsome price. They also deliberately sell adulterated powder - The powder is laced with alchemical substances to inhibit attempts to decipher it's contents or reverse-engineer the material.

Alkenstar keeps the good stuff for itself. Forty years or so ago they quietly developed a massive improvement on the hand gonne. The hook gun (Harqeubus) is fitted with a wooden stock that can be braced against the arm. The barrels use high quality metal that reduces the chance of bursting. Better manufacturing tolerances, along with the shoulder stock and the use of a fork to support the barrel, allow a degree of accuracy that actually makes targeting individuals somewhat productive. Finally the hook gun has a novel triggering mechanism - Whereas old hang gonnes required the gunner to apply a match to the touchhole by hand the hook gun has a small lever with a clamp to hold the burning match. By pressing a trigger the lever moves back to bring the match into contact with the touch-hole. This allows the gunner to hold and stabilize the weapon with both hands, again improving accuracy dramatically.

The gunpowder Alkenstar exports is flour - a dusty powder prone to separating in transit and absorbing water. The powder they use for their own purposes is corned powder - mixed while moist into tiny grains of consistent and regulated size. This increases the surface area of the powder allowing it to ignite much more consistently, cleanly, and with greater force.

The result is that Alkenstar's hook guns can use less powder and a smaller ball while being just as powerful as the older hand gonnes. This has been their state of the art for a generation, the secret held close to hand and used only for the defense of their nation.

Lately, though, there are rumors among the gunworks that something new is on the way in. Reputedly this new weapon solves the problems inherent in having to keep a slow match constantly lit and ready for use, as well as keeping the touch-hole dry and clear of obstructions. Supposedly the new mechanism doesn't use a match at all, and will fire consistently every time simply by pulling a trigger. If this is true it would represent a major step forward - Matchlock weapons are notoriously unsuitable for humid climates or use at sea as well as simply going out at inopportune moments. This new matchless mechanism could even allow weapons to be concealed without ones clothes catching fire or the distinctive smell of the match giving one away. The prototype allegedly incorporates the finest metallurgy and craftsmanship and is by far the most compact firearm yet produced in the gunworks, yet it retains much of the power of it's larger cousins.

There is one other rumor about this so called "Wheel-lock pistol". The rumor is that it's missing.

Which actually gets to the campaign. The wheel lock is more or less the first firearm in history that let's you do cool tricks - hand cannons and the harquebus were heavy, cumbersome devices that were tricky to fire and painfully unreliable. A wheellock pistol, by contrast, can be easily operated with one hand. It is also the first firearm that could be stored away ready to fire as all previous weapons required a burning match to ignite the powder.

For the purposes of the campaign hand gonnes are not common, but aren't rare, either. They're expensive, but not nearly as much as the default prices would suggest. Harquebus' simply don't exist outside Alkenstar. Alkenstar has only lost a handful of them over the years and they diligently hunt down any that escape them. Somehow one of my players has come into posession of one of the only Wheellock weapons in existence and fled across the face of the world to escape the wrath of Alkenstar.

The wheellock has a couple of advantages - For one it can be concealed. two - The clockwork mechanism of a wheellock gun is appropriate to the setting. Three - It's a very complicated device that requires a fair degree of maintenance, meaning I have a perfectly legitimate reason to temporarily remove it from play whenever I need to.

For day to day encounters both hand gonnes and rockets are going to show up. Hand gonnes are effectively noisy long-bows that have a chance to shake up enemies and do a lot of damage at close range. They pay for it by taking 3 full rounds to re-load and having a habit of exploding. For practical purposes they make a good opening argument and can be handy against fortifications.

Rockets will show up as moderately expensive, very unpredictable consumables. The default way to use rockets is to get a lot of them and fire them in volleys in the general direction of a bad-guy. They're primarily a ship to ship or siege weapon, though you could have some fun lighting them off in a cramped dungeon corridor.

For the purposes of the game the intention is to add some more flash and bang to things. Not quite at the level of the Age of Sail, but enough that you can expect clouds of canon smoke to occasionally obscure a ship and add some more variety to combat.

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Basically - The seas of Golarion, or any fantasy world, are completely different than the seas of earth. Magic totally changes navigation and ship to ship combat. Powerful characters with class levels alter the dynamics of a boarding action. And there are a tremendous number and variety of sentient underwater creatures that will have a great influence on shipbuilding, trade, and other aspects.

So here's a piece of equipment and a magic spell that might be handy on a Pathfinder ship

Boarding Nets: A set of heavy nets strung out around the edge of the ship on short booms. The nets are held ten feet away from the sides of the ship and extend to 20 feet under the surface. The nets are strung with bells, weighted, and woven with barbed hooks. Any swimming creature entering a square adjacent to a net is subject to a grapple attack as though made by a medium creature with +0 BAB. A creature moving into a square containing nets suffers a grapple as though made by a medium creature with +5 BAB. Resolve the grapple normally, with the net receiving the +5 bonus on subsequent rounds of the creature fails to free itself. Each round the net deals 1d4 points of damage to creatures tangled in the net. Anyone on deck succeeding on a DC 15 perception check will notice that the bells in that section of the net are ringing more than they ought to with the normal motion of the ship. The dense net has a hardness of 0 and 20hp in each square. Setting or recovering the nets takes about one hour. A ship with nets deployed can move at up to 10 feet with no difficulties. For each 10 feet of movement beyond that there is a 10% chance per round that the booms will break free, tearing off the netting along one side of the ship. At the DMs option this may foul the rudder or cause other complications. Ships may not use oars while the nets are deployed. Nets cost 50gp for each section (square) of netting.

Moon Pool

School - Transmutation Level - Sorcerer/Wizard 2

Casting Time - 10 minutes

Components - V, S, F (a silver mirror set with moonstones worth 250gp)

Range - Touch

Target - One 6x6 foot section of ship's hull below the water line

Duration - 1 hour/level

Saving Throw - none

A 6'x6' hole appears in the hull of a ship. The hole is protected by a magical force that prevents water from entering the ship through the opening. Creatures may enter the ship through the hole or exit into the water as a move action. In every respect the hole behaves as a hole in the ship except that water is prevented from entering. The caster may will the hole to close or open as a standard action for the duration of the spell. The hole closes when the spells duration ends. If a creature is partially within the hole when it closes that creature has a fifty/fifty chance of being expelled safely into the water or into the ship, size permitting. The focus is a silvered mirror set with moonstones worth at least 250gp. It is placed against the hull of the ship and expands to form the moon-pool. It re-appears when the spell ends.

Sahuagin and worse creatures lurk in the seas of Golarion. it pays to have some way of preventing creatures from crawling onto your deck while the ship lies at anchor. Boarding nets serve to deter attackers from attempting to climb onto the ship and give the crew some warning in case of an attack.

Ships crews have many reasons why they might want to enter directly into the sea - Smugglers may take on illicit cargo under the nose of the port authorities. Amphibious crew may want a secure way to enter or exit the ship without being observed. Traders might wish a comfortable way to meet undersea guests. Whatever your reasons are the Moon Pool spell creates an opening in the hull of the ship through which creatures and cargo can move freely.

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So Dread Cthulhu appears to be on the cover of Bestiary 4. I though I'd try stating up the priest of the Great Old Ones

Dread Cthulhu

CR: Whatever you can handle +infinite

XP: You're kidding, right?

BO Gargantuan Great Old One

Init + Tuesday Senses: None Perception +22,000^4

Aura: Madness (infinite)


AC: Fish, Touch -120, Flatfooted ? (+1 Squamus, +231 Stellar Alignment)

DR pi x (i^3 - 34x)/Tramp Steamer

HP: Lovecraft

Fort + make something up, Ref + Oh god they're under my skin Will + None


Speed: Arbitrary

Melee: Every round Dread Cthulhu consumes 1d6 adventurers, devils, minor gods, major gods, or anything else that strikes it's fancy. No save.

Space: Time Reach: The minds of men

Spell Like Abilities : All


Str: Unknowable Dex: Ineffable Con: Unkillable Int: Madness Wis: Devourer, Cha: The stars have come right

Base Attack - None, Cthulhu devours 1d6 adventurers regardless of any other considerations up to and including DM intervention. In the case of DM intevention Cthulhu may devour the DM at its option.

CMB - See previous

CMD - HAHAHHAHAHAHAHAHA (Can't be tripped)

Feats: Inspire Madness, Perfect Telepathy, Astral Plunge, Cannot Die, Astronomy, Favored Enemy (Tramp Steamer)

Skills - Knowledge(Religion) +1022 Knowledge(Astronomy) +3302 Knowledge (Psychology) -25^2

Languages Madness, madness, madness, madness, MADNESS, MADNESS MADNESS MADNESS


Environment Ry'leh or Anywhere

Organization: Church

Treasure: Unlikely

Special Abilities

Inspire Madness(su) Anything within line of sight of Dread Cthulhu becomes utterly, irrevocably, incurably mad. No magic or divine intervention can reverse this madness. Subject is permanently afflicted as if by the Confusion spell. All entities with an intelligence greater than 0, including major and minor gods and other supernatural beings, are subject to this ability and receive no saving throw.

That Is Not Dead (su) If Cthulhu is ever reduced to 0 hp he returns to his sunken house at Ry'leh until the stars are right.