Black Magga

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Hey guys, I fell off of the threads and everything for a while, so I was just wondering if someon could explain the references to "Tucker's Kobolds" on the threads? Thanks!


My PCs are currently on the Great plains, running from the tribe of orcs that is mercilessly hounding them for escaping their slavery. I intend on having them taken as ANOTHER group of slaves by K'Rori (half-fiend giant human barbarians. Very heavy japanese theme) and forced to be gladiators in the empirial arena. I was just wondering if anyone had experience with anything like this, advice to give, or just comments or thoughts. Below are the stats for the K'Rori:

NE Large Outsider (Native) Level 1 Barbarian
CR 2 Exp 800
Initiative: +0

Armor Class: 19 (+4 Natural, +6 Breastplate, -1 Size) T 9 FF 19
HD/HP: 20 (1d12+8)*
Saves: Fortitude +7, Reflex +0, Will +1
Special Qualities: Immune Poison, Resist Acid/Cold/Fire/Electricity 10, DR 5/Magic, SR 13

Speed: 40 feet (30 feet in armor), Fly 80 feet (60 feet in armor)
Melee: Naginata**+6 (2d8+7, 18-20), Bite +1 (1d8+2)
Ranged: Yumi***+2 (2d8, x3)
Space/Reach: 10 feet/ 10 feet
Special Attacks: Smite Good 1/Day (+1 Damage), Rage 10 Rounds/Day
Spell-Like Abilites: Darkness 3/Day

Abilities: Str 21, Dex 10, Con 20, Int 11, Wis 13, Cha 13
Base Attack: +1 CMB +7 CMD 17
Feats: Toughness
Skills: Acrobatics +0, Craft (weapon or armor) +4, Survival +5, Intimidate +5
Languages: Common, Infernal, Abyssal

* House Ruled to have Max HP
** Masterwork Elven Curveblade
*** Masterwork Greatbow


Looking on the threads it seems like these 3 classes have some grey areas within the rules. My aim for this thread is for everyone to collaborate to make guidelines for the codes, help with difficult in-game scenarios, answer FAQs, and do whatever else the Paizo community needs.

So, first of all, we need codes of action for the 3 classes. Spacelard did a pretty good job with the druid code I think. Here's a paragraph:
"You are young and can not bear much reality. Respect age. Respect women and the totems of the hearth. Respect the secrets which are too dangerous for you know. Listen before you talk. Speak only when spoken to and do not raise your voice. Sit only when invited. Treat everyone and everything with respect. Share everything you have and take everything that you need. That is our Law. Hunt and gather only what you need. Beware of young women who invite you to sleep at their hearth!
There was more too, I felt this paragraph was a good summary.
Paladins and Clerics need their codes explained and clarified. The Druid code seems pretty well explained (to me, anyways) by Spacelard. But, as I said, this is a collaboration, and everyones opinion helps.


Sorry if this is covered in the book, but I didn't find it. Do two bane qualities stack?
Example:
Devon the fighter attacks a bearded devil (outsider-devil, evil, extraplanar, lawful) with his +1 evil outsider bane/devil bane longsword. Does he get +4 to attack and +4+4d6 damage, or does he get +2 to attack and +2+2d6 damage?


and, following a similar line of thinking, should Kobolds and Mites begin with a one level advantage? (a 5th level kobold in a 4th level party, for example)
Thanks for the help


Just a place to post commetns on the art.

Goblin picture in the bestiary reminds me of lilo and stitch.


I've got 3 of these.

1) Mind flayer fighter. Max out your STR and CHA so you do massive damage and have a strong Mind Blast, Then get a weapon with a good crit modifier (not threat range). Then take death blow (standard action coup de grace) and you have an instant kill fighter. further increased by a small dip into rogue for sneak attack.

2) (race not important) Hulking hurler with a bag of tricks (preferably one or two of each kind) along with handle animal. If you don't immediately meet the prerequisites, try taking some ranger levels (wild empathy) this can also work well (GM discretion) with a small character.

3) Troll fighter or Barbarian. Best for solo campaigning, this character will be a troll king. equip him with acid or fire (preferably both) resist armor and give him 2H acid/fire weapon to destroy any troll who opposes you.


I'm a returning DM/GM running one of my favorite camapign styles: Post-apocalyptic creatures of the night. My characters are starting at level 5 so they have the ability to contribute. Basically, an army of Undead, Necromancers, Devils, and lycanthropes are taking over. My PCs have one week to discover the threat (after the completion of the triggering quest) before the war starts. I already have a good idea what happens. The army pushes all manner of living creatures inland (it begins on the south end of the southern kingdom) where the living must cooperate, in small amounts, In the upper underdark, entered through the largest mountain.

What I need are:

1) Quest Ideas

2) Miscellanneous suggestions to make things go smoother

(If it helps the party is a Elf Witch, Elf Summoner, Human Cavalier, Gnome Alchemist, and Human Rogue/Assassin