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Hello,
Not sure if anyone would be interested in this, but my group is doing a run through of this in PF 1e, so I'm posting a google doc of the updated conversion of box set. Work in progress, but feel free to use this or make suggestion on classes/archetypes/weapons/items and such.
I've left comments on, so feel free to make comments here or within the document.
Hello,
Just posting a number of homebrewed archetypes and classes that I've made for my home table. Mainly posting these cause my table reads the forums more often then my direct emails to them. :) Please feel free to comment, feedback, make threats, etc.
Bowsinger This is an elven racial ranger archetype.
Chi-Strike Master This is an unchained monk archetype (think Iron Fist flavor).
Clueless Crook This is a lucky idiot rogue (No high Int needed - unchained rogue archetype).
Hellbound Rider A cavalier archetype (think ghost rider on a nightmare - still working on mount stats).
Hey all,
I just started to convert this adventure into PF1 rules. Not sure if anyone has any tips or possible already done this? If not, I'll open a google document and share with all interested. :)
Hey peeps, not to resurrect an old thread, but my group will be undertaking this adventure in a month or so, so took the info presented here and made a single reference document. I have not yet edited it, but feel free to check it out, download it, or comment with ideas. I am setting it on the Island of Kortos outside of Absalom...the Red Hand pushing out or recruiting the centaurs and harpys into their army.
I am unable to attend PaizoCon this year (sad) and so in dedication to the amazing people I've had the pleasure to work with and to the supporters of Paizo's great products...I wanted to give a little bit of my time to make a quick map. Feel free to use it in a campaign or not. :)
I call it Emptyskull Mountain. It was created by the Leonardo Da Vinci of goblins and carved into a small mountain range...
Players confront a massive black dragon, "Welcome to my lair... you have all been a thorn in my side for far too ****" Player interrupts, "BLah, blah, blah. I attack him!"
A5 says they are 200 feet above ground, A2 says if you look out the window you can see the top of A5c and the bottom of A5b and doesn't mention A5a being visible at all, even though that part of the map is more or less symmetrical.
I wonder if they used to be aligned vertically, not horizontally?
Hey Jared,
My initial thought was to have the platforms in descending elevation from left to right, so that A5a was around 230 ft. above cavern floor, A5b 220 ft., and then A5c 210 ft. This would leave A6 at 200 ft., allowing players which make it A5a to be able to jump down from one platform to the next and finally make the jump into A6.
We're running this tomorrow and I anticipate a great deal of trouble with the puzzle on page 8, with most groups either being stopped dead until they figure it out (massive time-waster) or just giving up and hoping they can smash the door down or as truly enterprising PCs sometimes do, cut a path through the wall next to the door. Either way, it has the potential to turn into a big time-sink and will have to be managed carefully, especially as it comes at the very beginning of the scenario when it's harder to gauge how much time spent on something like this is too much time.
Even having read the explanation, it took me a long time to figure out how the author was arriving at the numbers. This puzzle should have had a visual to expedite its solution in real time. They went to the trouble to do a handout, but not one that was actually of much use.
Interesting puzzle, however the execution of it in the scenario is lacking, and as GMs, we'll want to make sure too much game time isn't spent getting past it.
Hey Janet,
This might be a little too late, but if the players have trouble solving this challenge, the GM could hold up their own fingers or draw hands showing the numbers as a Visual Aid. Alternatively, the GM could allow something like a successful DC 18 Perform (musical instruments, including [keyboard, sing, string, and wind instruments]) or Knowledge (history) skill check to recall the melody of an ancient Jistkan nursery rhyme to be played. If they fail at this, they may possibly open the door by casting a spell with a sonic descriptor.
I know delays suck and it is difficult to wait, especially when you've put forth money, but as I finished my development/editing part of the Setting book all I could do was smile. This is bada**. I can't wait until you all get this and start having nightmares from the horrors contained within! Please keep the faith, this is massive, but I have no doubts you will all be so pleased with it. :D
Wow Mike! Who all contributed to this wonderful product of monster and mayhem!? (For those also interested in authors: Jacob Michaels, Jarryd Webber, Jason Owen Black, Jeffrey Swank, Joe Smith, Joshua Hennington, Kim Frandsen, Landon Winkler, Margheita Tramontano, Maria Smolina, Marr Kimmel, Mike Welham, Nikolai Samarine, RObert Thomson, Scott Janke, Wojciech Grynchala, and Jeff Gomez)
I liked the Neverspill Goblet as well. For utility, I also enjoyed the universal lock. Not happy with the simple lock on the door to your rented room? Apply a universal lock to thwart the common theif!
I'm glad you liked the u-lock! I had a lot of fun with this project!
Eleven, or “El” was born Jane Ives. She was abducted at birth and raised by Doctor Losandro within the walls of the Briarstone Asylum. Doctor Losandro referred to the young child as “Eleven,” after the patient’s room number. At an early age, Eleven began to exhibit powerful psychic abilities. These powers were to be exploited, as the asylum staff believed they could train and focus Eleven’s powers to manipulate and potentially cure other patients. Eleven was subjected to various experiments to increase her psychic abilities until the fateful day she was placed into a special sensory deprivation tank. This tank was designed to amplify Eleven’s powers and she was instructed to look into the mind of another disturbed patient, Ulver Zandalus. That night, Eleven breached the bounds of the Material Plane and released something from a shadowy dream world. This dark creature is somehow a part of El, yet its bond to her was broken in an instant. The creature has now journeyed to the Material Plane through the very rift Eleven created to hunt for blood.
Eleven:
Eleven, born Jane Ives, also known as El CR 3 XP 800
Female young human telekineticist 2/psychic 1/summoner (unchained) 2 (Pathfinder RPG Bestiary 295, Pathfinder RPG Occult Adventures 10, 60, Pathfinder Unchained 25)
N Small humanoid (human)
Init +2; Senses Perception +7
----- Defense ----- AC 15, touch 15, flat-footed 13 (+1 deflection, +2 Dex, +1 enhancement, +1 size)
hp 30 (5 HD; 1d6+4d8+7)
Fort +5, Ref +6, Will +6; +2 trait bonus vs. fear
Weaknesses lassitude
----- Tactics ----- Before Combat Eleven prefers avoiding fights, instead staying out of sight and fleeing if confronted. If cornered, she tries to use telekinetic blast powers on her enemies. If she has time to prepare for an encounter, she will cast mage armor and protection from evil.
During Combat If cornered into combat, Eleven uses basic telekinesis to impede enemies and gain cover when possible. She then attacks with her telekinetic blast and mind thrust.
Morale Eleven attempts to resolve confrontations by fleeing, but if she is cornered or her friends are in danger, she will fight to the death.
----- Statistics ----- Str 7, Dex 14, Con 13, Int 14, Wis 10, Cha 14
Base Atk +2; CMB –1; CMD 12
Feats Empath (OA), Eschew Materials, Planar Sensitivity, Psychic Defender (OA)
Skills Bluff +6, Disguise +3, Heal +4, Intimidate +6, Knowledge (arcana) +7, Knowledge (planes) +9, Perception +7, Sense Motive +5, Spellcraft +10, Stealth +12, Survival +5
Traits courageous, focused mind
Languages Abyssal, Common, Infernal
SQ bond senses (2 rounds/day), burn (1 point/round, max 4), eidolon (unchained), gatefinder (perception), gatekeeper (knowledge [planes]), gather power, power from pain (maximum 0)
Combat Gearpotion of cure moderate wounds, potion of heroism, potion of invisibility; Other Gear dagger, backpack, bedroll, belt pouch, disguise kit, Eggo waffles, flint and steel, prismatic crystal (OA), [location] sensory deprivation tank (acts as a crystal ball with clairaudience/clairvoyance), (torch (10), trail rations (5), waterskin, 288 gp
----- Special Abilities ----- Bond Senses (2 rounds/day) (Su) As a standard action, El can share senses with the demogorgon while on same plane.
Burn 1/round (5 nonlethal/burn, 4/day) Burn HP to gain greater effects on El’s wild talents.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatible with Elevens.
Gatekeeper (Knowledge [Planes]) Once El is aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2.
Kinetic Blast (Sp) El can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) El can heal others equal to her blast damage.
Lassitude (Su) Whenever a spellcaster with this spellblight casts a spell, she must make a concentration check (DC 15 + twice the spell level of the spell being cast). If she fails the check, the spellcaster takes 1 point of nonlethal damage per spell level (or 1 point of nonlethal damage when casting a 0-level spell or 1 point per 2 caster levels if using a spell-like ability). This nonlethal damage cannot be reduced in any way so long as the spellcaster suffers from lassitude. Lassitude can be cured by lesser restoration, restoration, or any effect that completely removes exhaustion. Simply resting has no effect. Creatures immune to nonlethal damage are immune to this spellblight. This debilitating condition adjusts Eleven's CR by –1.
Mindtouch (Su) 1 pool: El can detect surface thoughts of spell target (as the 3rd-round effect of detect thoughts).
Painful Reminder 1d6 (5/day) (Su) Swift action: deal nonlethal damage to enemy that El has damaged with spell on previous or this turn.
Phrenic Pool (2/day) (Su) Pool of points El can use to modify psychic spells as they're cast.
Planar Sensitivity Gain access to gatefinder and gatekeeper skill unlocks.
Power From Pain (Su) El can regain 1 pool when painful reminder does at least 5 damage.
Psychic Defender El is adept at defending herself during psychic duels.
Pushing Infusion Eleven’s kinetic blasts makes Bull Rush CMB using Con.
Summon Monster I (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Telekinetic Blast (Sp) Eleven can throw a nearby unattended object at a single foe as a ranged attack. If the attack hits, the target and the thrown object each take 1d6+2. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals the blast damage. Alternatively, she can loosen the strands of aether in order to deal damage to both the target as though she had thrown the object herself (instead of dealing her normal blast damage).
The demogorgon exists as an unfettered eidolon, but without its link to its summoner, it is perpetually driven to bond with another life-form. It attempts this by hunting, feeding upon, and occasionally dragging its prey back to the shadow world.
Unfettered Eidolon:
Unfettered Eidolon, aka “The demogorgon” CR 5 XP 1,600
Shadowbound biped unfettered eidolon (Pathfinder RPG Bestiary 3 110, Pathfinder RPG Horror
Adventures 250)
CE Medium outsider (extraplanar)
Init +6; Senses darkvision 120 ft.; Perception +8
----- Defense ----- AC 17, touch 13, flat-footed 15 (+1 deflection, +2 Dex, +4 natural)
hp 45 (5d10+15)
Fort +7, Ref +3, Will +4
Defensive Abilities improved evasion; Immune morale bonuses
Weaknesses light blindness
----- Offense ----- Speed 30 ft.
Melee bite +12 (1d6+7), 2 claws +12 (1d4+7), gore +12 (1d6+7)
Special Attacks regretful gaze
----- Statistics ----- Str 2, Dex 15, Con 16, Int 7, Wis 10, Cha 12
Base Atk +5; CMB +12; CMD 25 (29 vs. trip)
Feats Blood Feast, Improved Initiative, Power Attack
Skills Climb +8, Intimidate +6, Perception +8, Sense Motive +5, Stealth +10, Survival +2
Languages Common
SQ profane vengeance
----- Special Abilities ----- Blood Feast The demogorgon gains morale bonuses after biting living creatures.
Immunity to Morale Bonuses The demogorgon is immune to morale bonuses.
Profane Vengeance (Ex) When the demogorgon takes 3 dam/HD in 1 attack, it gains +2 to all rolls for 1 round.
Regretful Gaze (30 feet, DC 13) (Su) Foe is shaken for 1 round (Will neg).
Related to the topic of playing a monster PC: Monster Classes They all contain a base race and additional progression of the race as a class (similar to Savage Species).
Air0r is correct. Not only does the monster classes include dragons, earth elementals, succubi, hound archons, and dryads, but also include astral deva, barghest, bugbear, centaur, ghost, erinyes, gelatinous cube, ghouls, gnolls, minotaur, ogre, satyr, harpy, hill giants, imps, janni, lizardfolk, manticore, medusa, mummy, pseudodragons, rakshasa, flesh golems, treants, troglodytes, trolls, and winter wolves...(and that's just from Bestiary 1)
I need to re-download the file... I don't recall all of those being in there yet...
As one of The Blight's developers, I can tell you all... the time is close. Very close. You will soon know why you are afraid of the dark. You will soon learn why you fear the night. :)