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![]() A little bit of cross-posting from the Advanced Class boards... My party was just about to finish the first Kingmaker book, The Stolen Lands, so I took the opportunity to test out some of the new classes. I'm running with 5 well-statted PCs, so I'm using the six player fan conversion. Auchs Spoiler:
Auchs Male human brawler 4 CE Medium humanoid (human) Init +1; Senses Perception +8 ------------------ Defense ------------------ AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) hp 38 (4d10+12) Fort +8, Ref +5, Will +2 ------------------ Offense ------------------ Speed 35 ft Melee unarmed strike +11 | +9/+9 (1d8+10) Special: Brawler's Flurry ------------------ Statistics ------------------ Str 20, Dex 12, Con 14, Int 3, Wis 13, Cha 4 Base Attack +4; CMB +9 (+10 trip), CMD 20 Feats: Fleet, Great Fortitude, Toughness, Weapon Focus (unarmed strike) Skills: Perception +8, Swim +12 Languages: Common (illiterate) Special Qualities: Maneuver Training (trip), Martial Maneuvers Combat Gear: 2 potions of cure moderate wounds, 1 potion of lesser restoration Other Gear: masterwork chain shirt, amulet of mighty fists +1, knight and dragon toys (45 gp), silver Stag Lord amulet (20 gp) Base Stats: Melee unarmed strike +11 | +9/+9 (1d8+6) Auchs used Martial Maneuvers to give himself Weapon Specialization (unarmed strike) as combat starts, which is already factored in to the damage above.
The Stag Lord Spoiler:
The Stag Lord Male human slayer 9 CE Medium humanoid (human) Init +4; Senses Perception +10 ------------------ Defense ------------------ AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 deflection, +1 dodge, +1 natural) hp 84 (9d8+27) Fort +10, Ref +10, Will +24 DR 5/cold iron ------------------ Offense ------------------ Speed 30 ft Melee +1 longsword +12/+7 (1d8+3/19-20) Ranged +1 composite longbow +12/+7 (1d8+8/x3) Special: Favored Target +2, Sneak Attack +3d6 ------------------ Statistics ------------------ Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12 Base Attack +9; CMB +11, CMD 25 Feats: Deadly Aim, Diehard, Dodge, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (composite longbow) Skills: Acrobatics +13, Appraise +1, Climb +11, Intimidate +10, Knowledge (geography) +4, Perception +10, Stealth +13, Survival +8, Swim +11 Special Qualities: Track (+4), Slayer Talents (combat trick x3, weapon training), Stalker Combat Gear: 2 potions of cure serious wounds Other Gear: +1 leather armor, +1 longsword, +1 composite longbow (+2 Str), 20 arrows, amulet of natural armor +1, ring of protection +1, stag's helm, cold iron band, one +1 human-bane arrow Base Stats: Ranged +1 composite longbow +15/+10 (1d8+2/x3) The Stag Lord is currently using Deadly Aim to take a -3 on his ranged attacks, and gaining +6 damage. Auchs performed like a champ, elbow-dropping our cavalier from the upper floor and almost knocking off her mount. He held off the cavalier, her auroch mount, and the cleric of Gorum, dealing scads of damage bare-handed. While that was going on, the Stag Lord made the cleric his favored target (from cover and hidden) and sunk an arrow into the holy warrior's side. Luckily for the cleric, not close enough for sneak attack. Mobility is incredibly limited due to the party wizard's web, so those engaged stay close. With a quick jab from Auchs, the cleric drops to negatives, and the cavalier responds with a yard of steel through the simpleton's spine effectively ending the brawler playtest. The Stag Lord, still hidden thanks to fantastic dice rolls, switches his favored target to the wizard and lets another arrow fly. Still standing, the wizard dumps a healing potion down the cleric's throat. The cleric, now in the positives, sits bolt-upright and hits the Stag Lord with hold person, turning the villain from threat to statuary, and then statuary to bleeding pile. Overall, the brawler feels good. Nicely balanced between fighter and monk. The martial maneuvers, for an NPC, only really add a feat. It's nice to be able to swap on the fly, but the average NPC lasts a few rounds at most. It's something that I really want to see a PC use before I pass judgement. The slayer has a LOT of potential for wrecking faces. Admittedly, I tried keeping him as "canon" as I could, so instead of trying some of the more interesting slayer talents, he just took more feats. I really want to toy with more of the talents. Deadly Range, Slowing Strike, and Sniper's Eye would have drastically changed the shape of the battle (if our wizard hadn't gummed up the battlefield with his web...). All in all, the brawler and the slayer feel like a lot of fun, I just need more time to play with them. ![]()
![]() My party was just about to finish the first Kingmaker book, The Stolen Lands, so I took the opportunity to test out some of the new classes. I'm running with 5 well-statted PCs, so I'm using the six player fan conversion. Auchs Spoiler:
Auchs Male human brawler 4 CE Medium humanoid (human) Init +1; Senses Perception +8 ------------------ Defense ------------------ AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) hp 38 (4d10+12) Fort +8, Ref +5, Will +2 ------------------ Offense ------------------ Speed 35 ft Melee unarmed strike +11 | +9/+9 (1d8+10) Special: Brawler's Flurry ------------------ Statistics ------------------ Str 20, Dex 12, Con 14, Int 3, Wis 13, Cha 4 Base Attack +4; CMB +9 (+10 trip), CMD 20 Feats: Fleet, Great Fortitude, Toughness, Weapon Focus (unarmed strike) Skills: Perception +8, Swim +12 Languages: Common (illiterate) Special Qualities: Maneuver Training (trip), Martial Maneuvers Combat Gear: 2 potions of cure moderate wounds, 1 potion of lesser restoration Other Gear: masterwork chain shirt, amulet of mighty fists +1, knight and dragon toys (45 gp), silver Stag Lord amulet (20 gp) Base Stats: Melee unarmed strike +11 | +9/+9 (1d8+6) Auchs used Martial Maneuvers to give himself Weapon Specialization (unarmed strike) as combat starts, which is already factored in to the damage above.
The Stag Lord Spoiler:
The Stag Lord Male human slayer 9 CE Medium humanoid (human) Init +4; Senses Perception +10 ------------------ Defense ------------------ AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 deflection, +1 dodge, +1 natural) hp 84 (9d8+27) Fort +10, Ref +10, Will +24 DR 5/cold iron ------------------ Offense ------------------ Speed 30 ft Melee +1 longsword +12/+7 (1d8+3/19-20) Ranged +1 composite longbow +12/+7 (1d8+8/x3) Special: Favored Target +2, Sneak Attack +3d6 ------------------ Statistics ------------------ Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12 Base Attack +9; CMB +11, CMD 25 Feats: Deadly Aim, Diehard, Dodge, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (composite longbow) Skills: Acrobatics +13, Appraise +1, Climb +11, Intimidate +10, Knowledge (geography) +4, Perception +10, Stealth +13, Survival +8, Swim +11 Special Qualities: Track (+4), Slayer Talents (combat trick x3, weapon training), Stalker Combat Gear: 2 potions of cure serious wounds Other Gear: +1 leather armor, +1 longsword, +1 composite longbow (+2 Str), 20 arrows, amulet of natural armor +1, ring of protection +1, stag's helm, cold iron band, one +1 human-bane arrow Base Stats: Ranged +1 composite longbow +15/+10 (1d8+2/x3) The Stag Lord is currently using Deadly Aim to take a -3 on his ranged attacks, and gaining +6 damage. Auchs performed like a champ, elbow-dropping our cavalier from the upper floor and almost knocking off her mount. He held off the cavalier, her auroch mount, and the cleric of Gorum, dealing scads of damage bare-handed. While that was going on, the Stag Lord made the cleric his favored target (from cover and hidden) and sunk an arrow into the holy warrior's side. Luckily for the cleric, not close enough for sneak attack. Mobility is incredibly limited due to the party wizard's web, so those engaged stay close. With a quick jab from Auchs, the cleric drops to negatives, and the cavalier responds with a yard of steel through the simpleton's spine effectively ending the brawler playtest. The Stag Lord, still hidden thanks to fantastic dice rolls, switches his favored target to the wizard and lets another arrow fly. Still standing, the wizard dumps a healing potion down the cleric's throat. The cleric, now in the positives, sits bolt-upright and hits the Stag Lord with hold person, turning the villain from threat to statuary, and then statuary to bleeding pile. Overall, the brawler feels good. Nicely balanced between fighter and monk. The martial maneuvers, for an NPC, only really add a feat. It's nice to be able to swap on the fly, but the average NPC lasts a few rounds at most. It's something that I really want to see a PC use before I pass judgement. The slayer has a LOT of potential for wrecking faces. Admittedly, I tried keeping him as "canon" as I could, so instead of trying some of the more interesting slayer talents, he just took more feats. I really want to toy with more of the talents. Deadly Range, Slowing Strike, and Sniper's Eye would have drastically changed the shape of the battle (if our wizard hadn't gummed up the battlefield with his web...). All in all, the brawler and the slayer feel like a lot of fun, I just need more time to play with them. ![]()
![]() Yes, the idea is swiped from Minmax's new sword in Goblins, and the name is swiped from a China Mieville novel, but look past all that. Are there any loopholes I'm missing to cover with this artifact? Spoiler:
The Possible Sword
Aura strong transmutation; CL 20th
Description The Possible Sword has the stats of a nonmagical longsword, save that it cannot be sundered, damaged, nor given the broken condition. When the command word is spoken as a free action, the Possible Sword takes on the properties of whatever the blade is touching. For example, if the blade was touching a +2 flaming warhammer, it would gain the warhammer's +2 bonus to hit and damage and its flaming enchantment. If touched to a headband of mental superiority +2, it would grant its wielder a +2 enhancement bonus to all mental ability scores while drawn. If used with a substance that would normally deal damage on its own, such as alchemist's fire, it adds the extra damage to the base damage of the sword, though it does not have splash damage. If used with a potion, the effects of the potion are applied to the target on a successful hit. If used with a nonmagical substance, the Possible Sword deals damage as a nonmagical sword, though it may bypass certain types of damage reduction. A sword made of water or air still deals damage, while a sword made of fire deals no extra fire damage. The Possible Sword cannot duplicate spell completion nor spell trigger items. Destruction The Possible Sword shatters if ever brought into contact with another version of itself. Thanks in advance. ![]()
![]() Be gentle... Crown of the Kobold King -- Level 6 Spoiler:
This burnished bronze crown is adorned with blood-covered skulls. Item Slot: Head -- 1,800 gp
Heartripper Blade -- Level 3+ Spoiler:
A hateful and wicked looking weapon, black smoke wafts off the blade. Lvl 3 -- +1 -- 680 gp
Weapon: Light blade
Grasp of Droskar -- Level 4 Spoiler:
This blackened iron gauntlet seethes with vile power. Item Slot: Hands -- 840 gp
Any comments or suggestions would be very helpful. ![]()
![]() Ryth'a
Ryth'a CR 15 [CR 1 {base lizardfolk} + CR 1 {2HD of nonassociated class levels} + CR 13 {13HD of associated class levels}]
Abyssal Inheritance
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![]() Ok, let's say we have an 11th level sorcerer with a black draconic bloodline. Now, said sorcerer gets his claws (pardon the pun) on a pair of +1 flaming spiked gauntlets. Assuming a Strength of 14, if he were to make a full attack with his claws, what would the damage look like? This: 1d6 + 2 plus 1d6 acid
Does the sorcerer add extra damage from other sources to his claw damage, or is there no way to add an extra oomph the the claws? EDIT: Does the inverse also apply? Can the sorcerer add the additional 1d6 acid damage to his gauntlet attacks? ![]()
![]() The 3rd Round Rules wrote:
If PosterX says "Hey, your math is wrong in areas Q, R, and S.", are we allowed to acknowledge and refute those claims, or would that get us disqualified? ![]()
![]() Ssyth'ek, He Who Devours Demons Unique male half-fiend lizardfolk fighter 4/holy warrior cleric 7 Description: Born of the unholy union between between the tribe's former shaman and a hulking hezrou, Ssyth'ek rules over the Scything Claw tribe of lizardfolk with absolute impunity. Clearly different than other “standard” half-fiends, Ssyth'ek stands over nine feet tall, wingless, and able to exude a poisonous musk from his warty, gray skin. He stares out over his people with small eyes set forward and high upon his head, giving him more of a toad-like appearance then that of a lizard. He shows his wrath plainly, bloating and puffing up when angered, with beads of dark green poison flowing from his skin like sweat. Clad in armor made from the scales of an immense black dragon that recently opposed his tribe, Ssyth'ek strides into battle using his claws and teeth as his favored weapons, reserving his Abyss-borne magic to gird himself before battle, but unleashing the remainder at his fleeing opponents. Despite his savage upbringing and demon-tainted blood, Ssyth'ek has a mind for strategy beyond pure barbarism, drawing enemies into traps and turning minor skirmishes into running battles with his swamp-skimmers and their monstrous crocodilian companions. His reptilian nature is decidedly evident in his cunning strategies; slow and sluggish to the casual observer, but snapping tight in sudden, vicious maneuvers. Motivations/Goals: Ssyth'ek is a canny and ruthless leader who is no longer satisfied with the simple dominion of the surrounding swampland. He desires nothing more than to become an unstoppable, demigod-like being. Schemes/Plots: When he assumed power, Ssyth'ek's first decree forbid the practice of the druidic faith, turning instead to a dark, primal power that answered the ruler's guttural prayers and bloody sacrifices. With the blessing of this mysterious abyssal patron, Ssyth'ek's priestesses uncovered an ancient and dark ritual that allows an idolater to feed upon the soul-essence of evil outsiders and grow in power. Using this ritual, Ssyth'ek called and consumed dretches, babaus, a vrock, and most recently a rank-and-file hezrou. Bolstered by this string of successes, Ssyth'ek plans now to call his own father, the massive hezrou Gragrorrp, so that he may devour him. Should he also succeed in this, Ssyth'ek will cease to be a mortal creature, transforming into a full-blooded demon. All that is needed are the right astral alignments, and the dark ceremony can begin. Adventure Hook: The ritual to summon Gragrorrp is still beyond the abilities of Ssyth'ek, though fortune seems to favor the fiendish chieftain as his scouts have brought word of a human bearing the mark of a summoner that travels the tribe's estuaries. Pavius Alvonar, a Chelaxian devil-binder, is traveling through the area on a mission for his house and might employ the PCs as bodyguards for the long trek. Alternatively, the PCs may learn about the wizard's kidnapping, especially if any have ties to Cheliax, and be dispatched to rescue him. ![]()
![]() The Rules wrote:
Emphasis mine on what I'm asking; When it says "original content", is that limited to the wondrous items we recently submitted, or can we use other original content as long as it falls within the realm of the other allowed sources? ![]()
![]() What with Adamant Entertainment putting out angelic and vermin lord pacts, I thought I'd try my hand at it too, so I'm working on the dragontouched pact. I'm mainly trying to adapt the dragonfire adept from Dragon Magic into 4E without coming up with an entire new class. Considering how the dragonfire adept was, essentially, the warlock with a different flavor and attack shape, a warlock pact seemed the way to go. That said, I do have a question: I'm trying to create a controller warlock as opposed to a striker with this pact. Is that a feasible endeavor or should the controller be the sole purview of the wizard? ![]()
![]() Temporal Bracers
Description
Both incarnations are subject to damage and effects, using only one hit point total. All effects of a failed save against any persistent effect, such as poisons or the scare spell, remain with you when you reappear on the third round after activating the bracers. This includes death effects and dying due to hit point or ability loss. A pair of temporal bracers can be used three times a day, but can only be activated once every four rounds. Construction
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![]() I have a PC in my gaming group who's a half-orc, wields a non-masterwork spiked chain, and worships Cayden Cailean. The party has just started into D1, and I suspect they'll be dealing with the Spoiler: either in the next session or the one soon after.forge spurned Spoiler:
The forge spurned effectively has a +3 flaming spiked chain as per the Soul Chain ability and its 30 links. Despite the armor and attack bonus, I'm willing to put money on this PC in particular wanting to destroy it (big anti-slavery back story). So, instead of not rewarding good RP, I was debating that when the PC sunders the chain, some of the trapped spirits pass through it, imbuing it with some of their power. Looking through the Second Darkness Player's Guide, Luthier's Rapier looks like a pretty nice item. Considering that if they sold the chain (which would have repercussions all its own) they'd get 24,000 gp, an RP-based treasure that costs about 5,000 gp doesn't seem so bad. I may knock the +4 to Charisma and versus fear off until it gets fitted with a ruby, but all in all, not a bad "trade". Any thoughts or insight would be greatly appreciated. ![]()
![]() The quote the rage ability "Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier." Now does "at each level after 1st" mean any class, or only barbarian levels? Does a barbarian with a 14 Con who takes a level in fighter at second level have 6 or 10 rage points? ![]()
![]() So, I've been recently working on updating the thaumaturge base class for the PRPG, mainly due to the two prominent thaumaturges in the Rise of the Runelords AP. As such, I decided to update the given domains in the back of the "Armies of the Abyss" book. So here they are. They should be balanced with the rest of the Pathfinder domains, but I really don't know, hence my asking you, the forum goers, for your input. Thanks in advance. Catastrophe Domain Spoiler:
Patrons: Deskari, Groetus, Rovagug
Change Domain Spoiler:
Patrons: Haagenti, Jubilex, Valani
Crippling Domain Spoiler:
Patrons: Achaekek, Kostchtchie, Shax, Zon-kuthon
Disease Domain Spoiler:
Patrons: Apollyon, Cyth-V'sug, Ghlaunder, Urgathoa
Eloquence Domain Spoiler:
Patrons: Arshea, Asmodeus, Belial, Nocticula, Ragathiel
Fear Domain Spoiler:
Patrons: Lamashtu
Pain Domain Spoiler:
Patrons: Andirfkhu, Besmara, Droskar, Norgorber, Shax, Zon-kuthon, Zyphus
Pleasure Domain Spoiler:
Patrons: Belial, Calistria, Cayden Cailean, Nocticula, Socobenoth
Prophecy Domain Spoiler:
Patrons: Nethys, Pharasma
Subterfuge Domain Spoiler: Patrons: Baalzebul, Norgorber, Shax
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![]() Hello everyone. I'm going to be running a campaign using the final Alpha playtest of the Pathfinder System (we'll be upgrading to the official version next August). It looks like the campaign is gonna be mostly set in the Darkmoon Vale. That said, has anyone had any issues running these modules with the new system? I've got a party of five players, so I'm going to be bumping the encounters up some as it is already, but any specific points any other DM's could share would be most appreciated. ![]()
![]() For those of you that have/are successful game designers, what exactly do you need to do to break into the business? Unemployment compensation is surprisingly kind to me right now, so instead of trying to find another wage-slave job, I thought I'd try and do something I like. Yeah, I missed the boat with RPG Superstar (stupid me for not seeing it in time), but aside from that what do I need? Schooling? Playtest-type knowledge? Dumb luck? Any and all thoughts, suggestions, and/or et cetera will be greatly appreciated. Thanks. ![]()
![]() [Re-posted from the General sub-forum] Would a simple Skill Focus (Survival) be in order for creatures that would normally receive Track as a bonus feat? I'm restatting a dire badger and, while it's not terribly important, I'd like to get a semi-official answer before getting too far into the system. ![]()
![]() If we're going to get rid of cure minor wounds, we should also get rid of inflict minor wounds simply out of a sake... purity? Regardless, an undead cleric who gets away and has sufficient time can completely heal himself without touching any spells or rebuke attempts. My suggestion is this: Quote:
Thoughts? ![]()
![]() FotSG Spoilers Spoiler:
If a non-giant corpse was polymorphed into a giant corpse and dumped into said cauldron, which would happen?
1 - The non-giant would arise as a runeslave giant and stay that way.
Help? ![]()
![]() After my PCs cut through nearly every encounter during my last session, I've decided to raise the stakes a bit and beef the throne-sitting boss of the ogres up a bit.
Spoiler:
I'm thinking of giving Barl the skeletal minion variant necromancer and the animated skeletal remains of the chatty stone giant bodyguard, if for nothing else to give the party more targets than just Barl and the remaining bodyguard. A favored tactic of my PCs' is to silence a pebble, give it to the barbarian/ranger, and watch as the spellcaster screams silently. So I'm decided to return the favor by giving Barl some oils of silence which he'll pour onto the boulders that his living bodyguard will toss at the party. I've also swapped some of his feats, making him much more the caster than "fighter/mage". Any other suggestions? ![]()
![]() Has anyone thought of beefing up Mammy Graul? My group consists of:
After two dispel magics from the cleric and beguiler, they tore Xanesha apart and I'd like this to last a bit longer than usual. I'm thinking of swapping some stats and making her a 10th level dread necromancer. Has anyone else bumped her big fat fanny up in levels? ![]()
![]() Long story short, I'm working on an Golarion homebrew class that has some ties to the Outer Realm (you can thank the Hounds in Pathfinder 4) that culminates with the character getting a template. I had originally thought about using one of WotC's templates, but I like keeping with the OGL spirit. Any suggestions for a good C'thulu-esque template? As a frame of reference, I have the Advanced Bestiary but I wasn't able to really find anything that fit the feel I was looking for. Thans in advance. ![]()
![]() Just finished the first half of Skinsaw and my PCs are soon to be on their way to the City of Monuments. I intend on bringing one of my player's siblings in as a slaver. If I recall, Korvosa is rather lenient on the slave trade, but what about Magnimar? I forget if this has been covered before, the holidays are finally starting to take their toll on my stress-addled brain. Thanx in advance. ![]()
![]() I'm planning on running D0 as a one-shot this weekend for, more than likely, four players. While Valeros and the gang are cool and all, I 1) have too much time on my hands and 2) like adding my own twist of things, so I'm coming up with new pre-gen characters. Here's what I'm thinking right now: Human (Varisian) Battle Dancer 1
Has anyone else changed or ran D0 with a "non-traditional" party, and if so, how did it turn out? I don't want a TPK because of my bad planning/character creation. ![]()
![]() I think this has been brought up before, but I'll ask anyway. Do you guys have a "Paizo Gallery" where we can print out some of the artwork found in the Pathfinder AP and Gamemastery Modules? My fiance is running a "Kristmas Kobold Kampaign" and the art from "Crown of the Kobold King" would be a great visual aid for the players. ![]()
![]() In my campaign, I'm going to add something for our cleric, who seems to be getting the short end of the stick. I like the thought of flametouched iron from Eberron, but I wanted to have something that wasn't just "Here, look what I ported over from this setting for you". So I came up with celestial ore. Spoiler:
Celestial ore is a dusty yellow ore with dark spots when mined, but takes on a shimmering golden hue with vibrant blue flecks when properly smelted. Celestial ore has Hardness 11 and 30 Hp per inch. When crafted into a weapon, it is considered Good-aligned and gains a +1 bonus on Critical Hit confirmation rolls against evil outsiders. When crafted into a suit of armor or shield, the wearer gains a +1 Sacred bonus on saves vs. the spells, spell-like abilities, and supernatural abilities of evil outsiders and undead. If crafted into a holy symbol, the cleric adds +2 to any turning check she makes. Price adjustment: +1,500 gp Any thoughts and/or comments would be greatly appreciated. ![]()
![]() My players are just about done with Burnt Offerings and I'm giving them a few weeks in-game for downtime. One of my PCs wants to organize and help sponsor a fishing contest, with first prize going to the one who catches Murdermaw. Now is "red snapper" Golarion slang for some type of huge crimson-shelled aquatic turtle, or is the famed boat-eater just a large version of what my wife made for dinner last night? ![]()
![]() My players beat the ever-living snot out of Malfeshnekor (A well placed glitterdust from the beguiler and a roll of a 2 for the save ensured that), but still have the treasury, howling hole, and tentamort's lair to explore. I want to give my 4th-level PCs a challenge, so I'm thinking about advancing the tentamort. Now the stats in Pathfinder don't list advancement and I was wondering when the thing got to be Large-size. Can anyone help me out? ![]()
![]() As was brought up before in other threads, the multitude of shatter-using spellcasters may be a bit of a problem for the players. I know one of my PCs, the half-orc barbarian, will have her spiked chain targeted at least once. Now, I could just put a +1 spiked chain in with the random treasure, but that feels to hokey. So instead, I came up with a legacy weapon for the campaign. Any input anyone has on this would be much appreciated. [Notice: I don't know how to do tables on the boards, so please forgive the more than likely bad formatting.]
Spoiler:
SHACKLE BREAKER At first glance, Shackle Breaker appears to be a sub-par example of a spiked chain, heavily rusted and only having seven spikes running along its length. However, despite these cosmetic flaws, Shackle Breaker’s spikes retain a razor’s edge. Those who unlock its power find themselves a mighty foe of spellcasters and those who bend others’ will to their own. Nonlegacy Game Statistics: +1 cold iron spiked chain; Cost 4,350 gp. The seven spikes that run along the chain are actually pieces of a Sihedron rune. Omen: Shackle Breaker refuses to be sheathed or stowed, instead wrapping itself around the wielder’s waist or chest. The chain’s spikes do not in any way damage or hinder the wielder, the chain does not take up a magic item slot in this manner, and the wielder may draw Shackle Breaker as a free action. HISTORY
In the coastal province of Eurythnia sat Sorshen, Runelord of Lust. Her empire was one of trade and merchant traffic; both in pleasure slaves and exotic goods. One such slave was a half-elf, whose name has been lost to history, owned by the wizard Belzart. Given to cruel whims, Belzart was reviled by her “subjects” and often had slaves killed for displeasing her. The half-elf was a competent minstrel and, unknown to Belzart, warrior in his own right. Using his natural talents for seduction, the half-elf soon became Belzart’s favored slave, a status that afforded him free range throughout the wizard’s estate. It was in the hours when Belzart took to the other slaves when the half-elf began crafting Shackle Breaker. Secretly and over the course of months, the half-elf worked on his weapon, using only his former bonds and a broken Sihedron rune. When he finally finished his work the half-elf presented himself, seemingly bound and helpless, to his mistress. It was then he slew Belzart, slaughtered her guards, and freed his fellow slaves (DC 25; Humble Liberator). The slave revolt was put quickly down and the half-elf and his weapon were cast into the sea. Shackle Breaker lay in the sand and silt for years until found by sahuagin pirates who bartered it to the half-giant chieftain Nen’Tuum. Nen’Tuum, an escaped slave in the greed-powered empire of Shalast, used the powers of Shackle Breaker to build a small fiefdom of ogres and dwarves. Eventually Nen’Tuum’s holdings caught the attention of runelord Karzoug, who personally came to see who would dare to grow so powerful under his shadow. Using guile and mollification, Nen’Tuum stayed Karzoug’s hand from destroying what he had built (DC 29; Placate Thy Enemy). Nen’Tuum’s reign was cut short by an attack from the neighboring bugbear legions of runelord Alzanist’s empire; Bakrakhan. Seeing the rage and fury that Nen’Tuum fought with, the bugbear warlord Vurdnott took Shackle Breaker for himself, unaware of its true power. Vurdnott eventually lost Shackle Breaker to agents of Karzoug. Drawing upon its power, the runelord’s human agents bound the barghest Malfeshnekor with Shackle Breaker, keeping him inside one of Karzoug’s sentinel statues. Yet, when the end of Thassilon came, both Malfeshnekor and Shackle Breaker were forgotten (DC 34; Subdue the Demon). LEGACY RITUALS
Humble Liberator: You must defeat a slave owner who’s Challenge Rating must equal or exceed your character level and then free the owner’s slaves. Cost: 1,500 gp. Feat Granted: Least Legacy (Shackle Breaker). Placate Thy Enemy: You must convince a Hostile enemy to a community to halt their actions. This may be done with words (a Bluff, Diplomacy, or Intimidate check) or by the offering of a gift (the total of which is subtracted from the total ritual cost). Cost: 13,000 gp. Feat Granted: Lesser Legacy (Shackle Breaker). Subdue the Demon: You must defeat an evil outsider with a Challenge Rating that equals or exceeds your character level in personal combat. If summoned using a summon monster spell, the outsider must be defeated before the spell duration ends. Cost: 40,000 gp. Feat Granted: Greater Legacy (Shackle Breaker). WIELDER REQUIREMENTS
SHACKLE BREAKER WIELDER REQUIREMENTS
"TABLE" 1-1: SHACKLE BREAKER
LEGACY ITEM ABILITIES
Arcane Sight (Su): You can use detect magic or read magic at will as the spells, using a different command word for each effect. Detect Runelord Servant (Su): While wielding Shackle Breaker you can detect the presence of any creature with the Giant type within 60 feet, but you must concentrate (a standard action) to do so. If any giants or giant-kin are detected, Shackle Breaker sheds an orange glow equivalent to a torch. If the giant or giant-kin possesses any type of damage reduction, you ignore it when attacking with Shackle Breaker. Unshackle Mind (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can use break enchantment as the spell (CL 10th). No More Locks (Su): At will on command, you can open locked or magically sealed items, as with the knock spell. Slip the Bonds (Sp): Once per day, when you issue the command word and gesture (a standard action), you can use freedom of movement as the spell (CL 10th). Mettle (Su): At 16th level, the wielder of Shackle Breaker can resist magical attacks with great willpower and fortitude. If the wielder makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. If the wielder is unconscious or sleeping he does not gain the benefit of mettle. Slip the Prison (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can teleport a short distance, as if affected by the dimension door spell (CL 15th). Mental Freedom (Su): Shackle Breaker grants the wielder a +3 insight bonus on Will saving throws to resist mind-affecting and compulsion effects. As I said, input is most appreciated. |