Lascer, Lord of the Shadow Shoal

Jeffrey 'Zerzix' Swank's page

52 posts. Alias of Jeffrey Swank (Contributor).



Contributor

3 people marked this as a favorite.

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.

A Night Below - Box Set PF 1e Conversion

Contributor

1 person marked this as a favorite.

This is a work in progress, as there are a lot of Deities in Golarion. I always liked the idea of a gods "chosen" or favored...
The Chosen

Please feel free to give feed back, tips, suggestions, threats...etc.

Contributor

3 people marked this as a favorite.

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).

Hellspawn Redeemer This is a paladin archetype (think Spawn flavor).

Idiot Savant This is a wizard archetype (No high Int needed).

Illithid Adept A psychic archetype (Our campaign is set in a mixed Golarion/Forgotten Realms world (think of this as a mind flayer wanna be).

Juggernaut This is an unchained barbarian archetype (this Colossus).

Pactbound Warlock This is a witch archetype (simulates flavor of D&D5e warlock).

Phase Spider Style This is a new set of monk style feats.

Phaseblade This is an android racial ranger archetype (think the Vision type flavor).

Sorcerer (Oni Bloodline) added in an additional bloodline.

Spiderfang This is a drow racial unchained monk archetype (think spider-man flavor).

Verdant Vanguard This is a druid archetype (think Venom symbiote but of vines and vegetation like mech suit.

Vampiric Ravager This is a dhampir racial unchained barbarian archetype (think blood thirsty lust for combat).

Mutant Warior This is a full class mix of barbarian/ranger/shifter wrapped in Wolverine flavor.

Thunderborn Champion A take on Thor as a full class, mixing warpriest, fighter, barbarian, and some cleric.

Contributor

No idea if anyone would be interested in this but, I recently started this 1e version of Rappan Athuk with my table group and after reading it I wanted to **spoilers** do a more direct by-the-level approach versus PCs haphazardly stumbling into a room with a CR way above there ability. (I know this is kind of the point in a way to give it more of a dangerous feel, but I wanted a full 1-20th level campaign).

So below is a pathway to this. The entry and exits have to be adjusted but since the PCs don't know where things go, its been easy to railroad them from one map to the next appropriate level map.

Start
PCs level page
1-2nd 130pg
1-3rd 151pg
3rd 95pg
3rd 107pg
3-5th 193pg
4th 150pg
4-6th 122pg
5th 210pg
6th 139pg
6-7th 218pg
7th 241pg
7th 460pg
8th 62pg
8th 73pg
8th 159pg
8th 245pg
9th 56pg
9th 228pg
9th 236pg
9th 279pg
9th 406pg
9th 477pg
9 (16) 168pg
10th 114pg
10th 202pg
10th 257pg
10th 273pg
10th 286pg
10th 322pg
10th 336pg
10th 454pg
11th 483pg
12th 264pg
12th 304pg
12th 311pg
12th 329pg
12th 365pg
12th 372pg
12th 389pg
12th 396pg
12th 432pg
12th 471pg
13th 418pg
15th 412pg
15th 467pg
15th 467pg
15th 496pg
15th 503pg
17th 512pg
18+ 523pg
20th 179pg
20+ 543pg

For my campaign I set the entrance of the Mouth of Doom under a ruined castle on Devil's Elbow just off the coast of Riddleport with the mouth's access tunnel doubling back towards the city for additional hidden entrances.

I know its a bit late, but hope it helps if anyone is running this 1e, 2e, or whatever.

:)

Contributor

3 people marked this as a favorite.

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. :)

Contributor

3 people marked this as a favorite.

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...

Map Here: Emptyskull Mountain

Enjoy!

RPG Superstar Season 9 Top 8

If anyone has any questions about this event, please feel free to contact me or discuss below. :) Just, please note...you may have nightmares after playing this. *evil laugh*

RPG Superstar Season 9 Top 8

I am excited by this release. I've had a blast playing the ghost of my last PC (was a TPK) in a new campaign. lol

RPG Superstar Season 9 Top 8 , Dedicated Voter Season 8, Dedicated Voter Season 9

4 people marked this as a favorite.

Kynoon’s CrossingFlip-Mat: Battlefield
==========
Near the Tian Xia city of Zom Kullan, along the southern trade route leading out of the jungle lies Kynoon’s Crossing, a bridge famous for being crafted from the bones of a massive dinosaur.

Kynoon, a tanuki bandit, uses the bridge to waylay unsuspecting travelers, putting them to sleep by playing a haunting lullaby on his enchanted shamisen.

Disturbingly, a kaiju has been recently sighted in the area and is headed for a densely populated region of innocent villagers.

Encounter Setup: The PCs have seen the kaiju’s path of destruction and have heard rumors of a tanuki highwayman whose music can lull creatures to sleep (including kaiju). They’ve tracked the tanuki to Kynoon’s Crossing in the hopes of gaining his aid to put the kaiju to sleep so they can board the howdah on her back and end the beast's rampage.

Battle for the Slumbering Shamisen (CR 9)
==========
As the jungle path opens into a large clearing, moist heat hangs thick in the air. In the center of the clearing, a babbling brook flows under a bridge made from enormous, bleached-white bones. At the bridge’s apex sits a squat figure plucking a soft melody on an exotic 3-stringed instrument and wearing a silk kimono and conical, straw hat.

The PCs emerge from the jungle path in the northwest corner of the map. With a successful DC 20 Knowledge (nature) check, the PCs can recognize the bridge is made from the bones of a brachiosaurus.

At this point the PCs may attempt Diplomacy or Knowledge (local) checks to recall any information they may have gathered while traveling.

Diplomacy or Knowledge (local)
15+ A bandit robs travelers crossing the bridge.
20+ The bandit is a tanuki who calls himself Kynoon. He is mischievous and typically intoxicated.
25+ Kynoon can be bribed with gold, a new song, or even liquors. He is not a great musician, but he can lull passersby to sleep with his magical instrument.

At this time, allow the PCs to attempt a DC 15 Perception check to notice the ground mildly shake (caused by the unseen kaiju moving closer).

When the PCs come within 10 feet of the bridge, unless they approach stealthily, Kynoon merely glances up at them and flashes a charismatic smile. If they step onto the bridge or attempt to speak with Kynoon, read the following:

The figure lifts his head, raising the brim of his hat above his eyes to reveal a raccoon-like face. In a chattering voice he says, “Ah, weary travelers, I am master Kynoon. You look tired. Please have a seat and let me play you a tranquil song.”

If the PCs make no effort to change his attitude, Kynoon begins to play a melody on his slumbering shamisen. Creatures within 30 feet hearing him play immediately fall asleep as if affected by symbol of sleep unless they succeed at DC 17 Will saving throw.

Kynoon’s initial attitude is hostile towards creatures showing disregard for nature or that make disparaging remarks about his music or alcohol. Otherwise, his initial attitude is indifferent.

If the PCs question Kynoon, they can attempt to change his attitude. Bribing him with gold, food, or booze can also improve his attitude one step.

If his attitude has been improved to friendly, the PCs convince him to come along with the party to play for the kaiju. At the mention of Mogaru’s Consort, Kynoon states the kaiju has been in the area recently, and he has been feeling the monstrous vibrations from her footsteps.

Kynoon also mentions he has been tempted to try his song on an enormous kaiju, but has noticed the larger the creature, the louder he must play for his song to take effect. He states that putting a kaiju to sleep would require a massive megaphone to amplify his song (such a megaphone exists in the ruins of Kashang).

GMs should roleplay Kynoon as an opportunistic tanuki, whose dark sense of humor has a certain charm, but more often gets him into more trouble than he can handle. He steals for what he needs and plays his music to keep himself company. A trickster by nature, Kynoon loves to con people, not always for wealth, but for the sheer amusement.

As Kynoon begins his song or the PCs improve his attitude, they again feel a tremor, allow a DC 20 Perception check to notice the two tengu terra-cotta soldiers flying downstream.

The syrinx, have crossed oceans in search of a powerful weapon, a kaiju. Rather than continue to discuss the elimination of the lesser races (those without wings), the syrinx have decided to put a plan into action. Journeying from Arcadia to the jungles of Tian Xia, they have discovered the Consort of Mogaru, a kaiju 140 feet tall with a weakness for song. The syrinx exploited this susceptibility, enthralled her, and constructed a howdah atop her head.

Now, the syrinx are worried about Kynoon as a possible threat. They have heard rumors of his ability to lull creatures to sleep with his songs, and send a contingent of terra-cotta soldiers to destroy Kynoon and retrieve his shamisen. The syrinxes’ terra-cotta soldiers are unique in that they are sculpted in the likeness of tengu ninja warriors.

They enter the map from the northeast, having followed the river to the only bridge in the area and attack as soon as they spot the tanuki.

Read the following:
Two 5-foot-tall bird-like figures resembling crows, with long beaks and taloned hands and feet, swoop down to attack. As they close in, it becomes apparent they are life-sized clay figures dressed in the shinobi garb of a ninja.

The bridge has a sturdy frame, but the rest of the planks of bone have slowly succumbed to jungle rot. With a successful DC 15 Knowledge (engineering) check, the PCs can assess the bones are thinned and weakened. Any Medium or larger creature fighting on the bridge must make a DC 15 Reflex saving throw to avoid cracking the floor bones and falling through into the water below.

During this time the ground shakes more violently as a result of the kaiju’s footsteps (see Tremor Hazards). A successful DC 25 Perception check reveals the flow of water suddenly slows and its water level begins to lower. These PCs may attempt a DC 20 Knowledge (nature) or Survival check and if successful become aware a flash flood is imminent. This flash flood (see Hazards) is caused by Mogaru’s Consort fording across the river a few miles upstream. The flash flood arrives 1 round later.

Creatures:
Kynoon, tanuki CR 4 Link
XP 1,200
hp 47 (Bestiary 3 259)
Tactics Kynoon attempts to protect his shamisen, but not at the cost of his life. Even if the PCs offended him (but not if they attacked him), he joins their fight against the terra-cotta soldiers. Thereafter, he will stand over any fallen PCs and defend them as best he can. If he believes the PCs are winning, but was not persuaded to help them pacify the kaiju, he attempts to escape into the jungle.
Skills Perform (string instrument) +8
Gear Slumbering shamisen: A wielder with ranks in Perform (string instrument) may activate symbol of sleep once per day.

Tengu Terra-Cotta Soldier (2) CR 6 Link
XP 2,400 each
hp 64 each (Bestiary 3 262)
Speed 30 ft., fly 40 ft. (poor)
Tactics The terra-cotta soldiers attack whoever holds the shamisen or any others that get in their way.

Hazard:
Tremors (CR —) The kaiju's massive footsteps cause a tremor that lasts for 1 round. Creatures standing on the ground during such a tremor must succeed at a DC 15 Reflex saving throw at the start of their turn to avoid falling prone (Ultimate Campaign 159).

Flash Flood (CR —) Treat a flash flood as an avalanche, except that it recedes after 10 rounds (Core Rulebook 429).

Flowing Water (CR —) The water under the bridge is treated as flowing water (Core Rulebook 432) that sweeps characters or objects 40 feet per round (Swim DC 15). PCs can catch themselves with a DC 20 Swim check.

Development: If the PCs improve Kynoon's attitude and defeat the terra-cotta soldiers, Kynoon agrees to go with them to help pacify Mogaru’s Consort. This will help to save the lives of local villagers, but earn the wrath of the syrinx.

RPG Superstar Season 9 Top 16 , Dedicated Voter Season 8, Dedicated Voter Season 9

3 people marked this as a favorite.

This tall, emaciated creature’s decaying skin is flayed up to its distended, fanged jaws. Black ichor seeps from its rail-thin limbs and massive, clawed hands.

Corpsebound CR 9
XP 6,400
CE Large undead
Init +7; Senses darkvision 60 ft.; Perception +23

----- Defense -----
AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 105 (14d8+42)
Fort +6, Ref +7, Will +13
Defensive Abilities bind corpse, channel resistance +4, consume spell; Immune undead traits; SR 20

----- Offense -----
Speed 30 ft., burrow 20 ft.
Melee 2 claws +17 (1d8+7 plus grab), bite +16 (2d6+7/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1 Constitution)

----- Statistics -----
Str 25, Dex 17, Con —, Int 10, Wis 15, Cha 14
Base Atk +10; CMB +18; CMD 31
Feats Alertness, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (claws)
Skills Climb +24, Intimidate +19, Perception +23, Sense Motive +23
Languages Common
SQ compression, horrid destruction

----- Ecology -----
Environment any
Organization solitary
Treasure standard

----- Special Abilities -----
Bind Corpse (Su) A corpsebound can inhabit the carcass of a Medium, Large, or Huge creature, but can only do so within 24 hours of the creature’s death. It takes a corpsebound 1 minute to inhabit and bind to a corpse, and it can shed the corpse as a full-round action.

A corpsebound gains any movement types, natural attacks (except bite and gore), and any energy vulnerabilities of the corpse it inhabits. If the corpse had energy immunities or resistances, the corpsebound gains up to resistance 20 to those elements. Natural attacks made with the corpse use the corpsebound's base attack bonus and Strength score. It does not gain the corpse’s spell-like or supernatural abilities.

While inhabiting a corpse, a corpsebound gains bonuses based on the corpse’s size.

  • A Medium corpse grants DR 5/—, a +2 armor bonus to its AC, and a +1 size bonus to its attacks.
  • A Large corpse grants DR 5/— and a +4 armor bonus to its AC.
  • A Huge corpse grants DR 5/—, a +6 armor bonus to its AC, a +4 size bonus to its Strength, a –4 size penalty to its Dexterity, and a –2 penalty to its attacks.

Once the corpse has prevented a total of 25 points of damage for a Medium corpse, 50 points of damage for a Large corpse, or 100 points of damage for a Huge corpse, it is obliterated, and the corpsebound loses all of its applied benefits.

Consume Spell (Su) A corpsebound that is inhabiting a corpse gains the ability to absorb spells that fail to overcome its spell resistance. Upon absorbing a spell, the corpsebound immediately converts it to negative energy and heals a number of hit points equal to twice the spell’s level.

Horrid Destruction (Su) Once inhabited by a corpsebound, a corpse cannot be returned to life with raise dead or reincarnation. The corpse can only be restored to life via resurrection, true resurrection, miracle, or wish.

A corpsebound is an abomination that devours the head of its prey and burrows within. Thereafter, its exposed nerve endings grow into the carcass, allowing it to control the dead body like a second skin. Corpsebound normally stand 12 feet tall and weigh 500 pounds.

In the ancient Thassilonian lands of Gastash, the runelord Zutha experimented with ways to quell infestations of ankhegs and bulettes. Zutha originally designed the corpsebound to exterminate these overgrown populations within Gastash. Since their inception, the corpsebound have moved on from their birthland, following their base instincts to hunt in overpopulated areas.

RPG Superstar Season 9 Top 32 , Dedicated Voter Season 8, Dedicated Voter Season 9

14 people marked this as a favorite.

Captured in the Valashmai Jungle while searching for her mate, the Consort was enthralled by a magical instrument, and now serves as a mobile base. The howdah is stable while she stands still, but treated as a ship in rough weather while she moves. Her surface is considered difficult terrain.

Contributor , Dedicated Voter Season 8, Dedicated Voter Season 9

9 people marked this as a favorite.

Boots of Ethereal Wake
Aura strong transmutation; CL 13th
Slot feet; Price 32,000 gp; Weight 2 lbs.
Description
A vibrant blue nimbus scintillates upon this pair of sturdy boots. The glow blinks in and out of sight, revealing the sleek tawny hide from which the boots are made.

Up to 3 times per day as a free action, the wearer may become ethereal as part of a charge. This movement through the Ethereal Plane is unobstructed and at the wearer's normal speed. After this movement ends, the wearer instantly returns to the Material Plane and may complete the charge action by making a single melee attack. The wearer may move through obstacles and difficult terrain, but must have line of sight to the target.

Alternatively, the wearer may choose to forgo the melee attack and instead charge up to their full movement through the target creature’s space. This causes an ethereal wake to wash over and envelope the target of the charge. A non-ethereal target must succeed at a DC 20 Will save or be pulled into the Ethereal Plane for 1d4 rounds. If an ethereal creature is targeted, this ability instead forces the creature onto the Material Plane. At the end of this duration, the creature reappears where it had been when subjected to the charge. If this location is filled with a solid object, the subject appears in the nearest open space.
Construction
Requirements Craft Wondrous Item, blink, ethereal jaunt; Cost 16,000 gp

Contributor

1 person marked this as a favorite.

Endzeitgeist reviews Secret Societies of Vathak: The Final Phase HERE.
Thanks Thilo!

Contributor

So any GenCon advice for a first timer? Any "must see" events?

Contributor

I have a player at my table, his pc secretly worships Amodeus and the pc seems to get killed often. He always seems to be in the wrong place, wrong time, so i had an idea that this last time that he died and the party brought him back, that he "brings a little devilish nature" with him.

So ~ just looking for advice what that should be...any advice would be welcome.

Contributor

Hey just curious what other DM's would adjust encounters to:

Playing Wrath of Righteous adventure path, I have 8 players at the table...they are 5th level/1 mythic. Realistically what level CR encounter should I be using for this group?

Contributor

Ok, so my grouo used advanced race builder to create pc's and one of my players obviously modeled his character off of wolverine.

Hes been doing a great job role playing and want to reward it...other characters have been getting magic items and weapons relevant to class and proficiencys.

Question....to encourage his 'wolverineish'i was trying to think of a magic item or way to enhance his natural claws to make his bone structure metal.

Like a suit of armor that magically absorbs into the pc's body and fleshwraps itself to his bones?

And how would that affect his pc? DR? Fortification?

Any advice would be great.

Contributor

I know this section of the message boards is dedicated to solving technical issues and such, but I just wanted to say that I LOVE this site. I love these boards. I love Paizo's involvement with the customers and fans and mostly who ever designed the MY ACCOUNT has my appreciation. Its ease, organization and simplicity is brilliant.

Thanks to all of you at Paizo.

Contributor

I know the easy way out of this as a gm...just change the item, but id like other suggestions if possible.

I have a player who just made a new paladin after his last Pc was eaten. As bad luck has it he picks up a cursed item that slowly turns the holder into an undead ghoul.

It has a few will saves to prevent the transformation and I was sure as a paladin he'd make them...he didn't.

So now onto what to do...the item has nice rules with it to add in at first nice bonuses but then add in undead traits as his body dies.

Where I feel bad is that I know he will feel I am picking on him if I make him loose his paladin abilities when he is finally undead or if I just make him undead and he has to make a new Pc.

Any advice? Should I allow to become an intelligent ghoul and still play him? If so drop his paladin? He worships the God Erastil, so would he still allow him to be his paladin...could his alignment not change?

Contributor

Could someone wield a defending katana - with no martial weapon prof and no exotic weapon prof and still get the defending katanas defense bonus?

Contributor

So, I used to use the chosen template in 3.5 forgotten realms campaigns. I have been converting some of the Faerun God's chosen for Pathfinder and figured I'd work on Golarion Pantheon as well. I don't know them as detailed as Forgotten Realms so was wanting input on abilites.

I also changed from a CR +4 type template to a leveled base.

Example....

Chosen of Abadar

As the Judge of the Gods, Abadar selects his chosen very carefully and they must be of only lawful neutral alignment. A chosen of Abadar retains all special qualities of the character and gain the following.

Justiciar The chosen of Abadar are allowed to take the Justiciar prestige class, even if prerequisites are not met.

Alignment: LN

Summon mount (Sp): are allowed as per Paladin of equal level. This allows a chosen to gain the service of an unusually intelligent, strong, and loyal steed to serve. This mount is usually a giant eagle, hippogriff, or griffon, although more mundane mounts are allowed. This mount functions as a druid's animal companion, using the chosen's level as the effective druid level. Chosen’s mount have an Intelligence of at least 6.

Once per day, as a full-round action, a chosen may magically call the mount to their side. This ability is the equivalent of a spell of a level equal to one-third the chosen's level. The mount immediately appears adjacent to the chosen. A chosen can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a chosen's mount gains spell resistance equal to the chosen's level + 11.

Should the chosen's mount die, the chosen may not summon another mount for 30 days or until they gain a level, whichever comes first. During this 30-day period, the chosen takes a –1 penalty on attack and weapon damage rolls.

Gavel of the Lawgiver (Sp): This ability allows the chosen to cast spiritual weapon as a caster of equal level.

Keys of Vault Master (Sp): This ability allows the chosen to cast knock, detect secret doors, detect traps at the caster level of the characters level.

Truthtelling: This uncommon spell, granted by Abadar, functions as a zone of truth that affects a single creature touched

Word of Recall (Sp): The chosen can prepare the word of recall as a caster of equal level to return them to the designated sanctuary of the temple of their home city.

Level...BAB Fort Ref Wil...Special - Abadar
1.......+0...+0...+0..+0....+2 Con, +1 divine attack bonus with crossbows, Keys of Vault Master 3/day
2.......+0...+0...+0..+0....+2 Wis, Blessing of the Watch, Gavel of the Lawgiver 1/day
3.......+0...+0...+0..+0....+2 Con, Truthtelling, Gavel of the Lawgiver 2/day
4.......+0...+0...+0..+0....+2 Wis, Summon Mount,Gavel of the Lawgiver 3/day, Word of recall 1/day

Any ideas for this chosen or any other god's chosen please post! =)

Contributor

So in my campaigns I normally give each player an extra nice magic item at some point in the game. Its normally custom made to fit the character and I have a gunslinger musket master. This is what I came up with... (too powerful?)

The Eye of Heaven
(A scope)
The Eye of Heaven is a telescope made to be mounted onto the top of a gunslingers weapon. The Eye of Heaven gives a +2 bonus to attack. If the gunslinger uses a full round action to steady the weapon the Eye of Heaven allows a +5 attack. 3x/day true strike may be used and 1x/day true sight.

Contributor

5 people marked this as a favorite.

Hey hey,
I was wondering if someone would look this over or play test one? Its based off of the other Avatar airbender d20, but with a few differences and converted to pathfinder.

It also incorporates the style feats from advanced combat, but with more options for the "benders"

Could ANYONE play test one of these?

Elemental Bending Monk

Contributor

I know, I know...another conversion of this. I did use multiple sources to pull from, including other conversions to incorporate into this.

Its Sat Night, I'm bored, watching the cartoon and thought I'd try a version. Whatcha think?

The 'style feat' each level can be used to select a form of "bending" or a ki level (kinda the power level) that gives the attack its damage, distance and DC.

Elemental Bender Monk

Contributor

Sea Table and Ships!

Table is a 8' x 4' Dry Erase board scored into 1" squares. The Ships are plywood, cut and wood glued with extra head room between decks to move figures around and floors scored in 1" squares. =)

Contributor

1 person marked this as a favorite.

In my current campaign, my players are fighting Drow. The dwarf fighter has been captured and taken to the drow city. I hate splitting the party, but it seemed fitting for the storyline and so I added more to it so the player of the dwarf isn’t just sitting there and actually has a bit of fun. The rest of the party has been fighting their way into the darklands to attempt a rescue mission.

So I came up with that the drow didn’t just take the dwarf by accident…they needed a dwarf for his high Con – to survive an experiment.
The drow houses are in a status competition with the other houses of the city in gladiator fights. Most houses use monsters as there warriors, but this particular house hates using mindless monsters – hence the dwarf.

Now as to not send the dwarf in without armament they have experimented with and modified fleshwarping – i.e. bloodwarping and bonewarping.

Basically infused him with Troll blood (to give fast healing) and laced his bones with adamantine and possibly the claws (hence the Dwolfverine heading)

And my question is – any ideas on what bonus that would give to a pc in game… a damage reduction or maybe since the metal covers vital areas it provides Fortification against critical hits? How much damage would three claws actually do (d4 x3? d6?)

Contributor

1 person marked this as FAQ candidate.

This has prob been answered before, but I can't seem to find the solution. What gets resolved first if a caster has Mirror Image and Blur active? Are the Images blurred as well? Or when an attack is made the mischance is only active if it hits the "true" caster?

Contributor

Deception Subdomain
Associated Domain: Trickery.
Replacement Power: The following granted power replaces the copycat power of the Trickery domain.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

So, have a player who's pc has this domain power and his pc and another pc were placed into a 10'x10' iron barred cell. He and the other pc stood by the bars and the second pc made a melee attack against the first and missed.

The question is can they do this as a means to activate this domain power and thereby have the first pc "teleport" outside the cell bars as a means to escape?

Contributor

I was hoping to ask in general what the rules other GM's use for bringing in a new character into a campaign. Just curious how other's deal with characters that were to meet a grim fate (or retire to a condo down in Florida).

Things I was addressing:
•Any Level Penalties to new PC
•Loot Pertaining to Fallen Comrades and wealth/treasure over gain...or do they bury the persons belongings with them?

Just been having issues with players using death to bring in a new pc at higher levels with EXACTLY the right everything. As the actual PC's who are surviving have had to make due with what they explored and found and or could buy and sell.

Contributor

I know this is a basic and dumb question; but looking at Attack bonus - says to apply Base Attack Bonus and Strength modifier to hit.

Why wouldn't someone using two hands get the 1 1/2 str bonus to hit as well as damage?

Contributor

I know its very compatible with Pathfinder, but tech isnt pathfinder...so just curious if any one has a pdf or anything with conversions of bad guys and such into Path rules? Or maybe I'll start one... =)

Contributor

3 people marked this as FAQ candidate. Staff response: no reply required.

So, one of my players is wanting to play a Unicorn and with additional levels in a spellcaster class. Any one know rules on such things? ie..somatic components and such having hooves.

Contributor

Just curious if anyone else is playing Supers20? I have been playingit for awhile now and doing massive conversions of DC/Marvel characters into a multi-universe campaigne. So far I love the system and just seeing if anyone else out there is playing as well.

Go to Supers20 Link

Contributor

Awhile back I posted an idea and level chart of a Gold Dragon to be played by levels...

A "burning" question came up in my play testing this gold dragon from first level and up.

One of the other players’ couldn’t imagine me as a small hatchling growing larger as a creature as we gained experience...instead of this happening by passage of time.

That got me thinking; yeah I guess this could be a problem. In the play testing I am not overpowered, but how do I explain "realistically" that suddenly when I hit a certain level I grow a size category?

I came up with this idea...and would love feedback or help with the technical number crunching if possible.

So...there is the entry in the Draconomicon about the ageing Great Wyrm avoiding "twilight" and trying to die with dignity by ingesting its treasure hoard. (That idea stuck with me)

There also is a part about “Why do dragons hoard treasure” (being a packrat, sheer pleasure of shiny things, status symbol) and while those are all nice – sometimes might not fit the character of each and every dragon, but!

(Here’s my idea) If we combine the two and imagine if the hoarding of treasure could actually increase the power of the dragon itself – by the dragon ingesting it?!

So now instead of just jumping up a size category when the dragon levels with the proper xp, he would have a restriction to be fulfilled with the ingestion of a certain amount in magic items/gold value before his metamorphosis took place. And if he had not accumulated the proper amount he would have to take a character class (i.e. fighter, wizard or something) instead of advancing to the dragon class of the increased size category. Without such consuming of ones hoard the dragon would age normally and grow in size with age. But this could beanother driving force as why they hoard treasure...to increase in power and size more quickly.

Now I need to flesh out how much should be charged at each size increase.

Contributor

Just wondering if anyone knew of any good sea adventures, pathfinder/3.5 or 3.0 Full adventures/Dungeon magazine/or side adventures...

Contributor

So, I have a player that is in love with Dragons and as crazy as and unplayable they are I went ahead and did my best attempt at a Dragon by level...

So since the Gold and Silver dragon's have a shape changing ability and could most easliy walk amongst humans I converted them first, but here is the gold. Whatcha think...

Gold Dragon There be dragons!.

(sorry its kinda blurry - hard to post this cause its a big chart)

Contributor

So, have a player that has always been obsessed with Wolverine. After 6 years playing with him (and trying not to give into the obsession) I made a NPC that is similar in nature to Wolverine. As they travel together I had planned onhis abilities to be completely natural (or supernatural) and he was going to be killed off as a contact once he had served as plot hammer a few times.

Now I was thinking I might reward my player with a treat - a Weapon of Legacy - or sorts and would love feedback or ideas on rituals he would need to gain the abilities.

Wielder
Level Abilities
1 Adamantine Bladed Gauntlets –
Retractable/Extendable (70% to be able to control and extend blades)
2 Rage ability (as Barbarian), (80% to extend)
3 +1, (90% to extend)
4 Tracking Ability(as Ranger), Retract/Extend at will
5 Keen
6 Fast Healing 1, (Adamantine begins to bond with host –
adamantine fuse into hands and skeleton) Adamantine Skeleton
(Lightly engulfed skeleton – Light fortification 25%)
7 DR 1/-
8 Scent Ability
9 +2
10 Fast Healing 2, Adamantine Skeleton (Minor engulfed skeleton
– Minor fortification 50%)
11 DR 2/-
12 +3
13 Fast Healing 3
14 DR 3/-
15 Adamantine Skeleton (Moderately engulfed skeleton
– Mod fortification 75%)
16 Fast Healing 4
17 +4
18 DR 4/-
19 Fast Healing 5, Adamantine Skeleton (Fully engulfed skeleton
– Heavy fortification 100%)
20 +5 Keen Adamantine Bladed Gauntlets, DR 5/-

Contributor

Ok, I know I am being being scammed...but I have a player that SWEARS he read in a Dragon Magazine a version of a crossbow that is:

Bladed Great X-bow repeating 2d8 ranged dam, 2d6 melee dam

So, I basically called him out to findit and show and he couldn't. So I did some research and found the Great x-bow in Dragon 349, pg 22 doing the 2d8 dam ranged (but not repeating)

So I agreed that it was possible to make a great x-bow repeating at a higher price. I agreed that it could even have a bayonet attached and be considered bladed - maybe d4 damage (or d8 pushing it with a friggen sword attached) But 2d6?! A greatsword attached underneath?

Is this player for real? Anyone ever heard of this in Dragon magazine? James Jacob, you ever hear about this weapon? lol

Contributor

4 people marked this as a favorite.

Just curious if anyone as a list of all Pathfinder deities to Forgotten Realms Pantheon list? Or whom its suggested might be swapped in for certain deities?

My group plays in Forgotten Realms, but we are now using Pathfinder products, but love a list of the closest forgoteen realms god the pathfinder ones would be.

Contributor

2 people marked this as a favorite.

Ok, just a random thread to see how other people would convert Wolverine from X-men into Pathfinder rules.

Post'em if you gottem.

Making an adventure with a NPC contact that has been "tortured" and infused with troll blood while he was a slave gladiator. Uses bladed gauntlets.

Contributor

Making a second level gestalt Monk(pathfinder)/_________ (Pathfinder)

Thinking maybe; Human Monk/Paladin with sacred vow/vow of poverty for roleplaying aspects.

or; Human Monk/Fighter

Any thoughts which of these two would work best?

Contributor

I have a situation in my game which I was curious how others would rule on this. I have a player character that was hit with a Prismatic Spray (violet) and sent to another plane. I had not yet rolled or chosen which plane of existence he was on when it returned to his turn. At which point he announced that he was going to cast the spell, “Banishment” on himself. There by sending himself back to his home plane of existence.

My first instinct was to say no way, but he made a few good arguments.

1. I wasn’t sure he could target himself with this spell or with dismissal? The spell reads Target - One or more extraplanar creatures – which he stated that he was now currently one – being on a different plane.

2. If he could target himself would it “banish” him from the current plane he was on to his home plane?

3. Or would it default to Dismissal and have a 20% chance of ending up on a different plane? (which then we rolled a 13%) He then argued that “Banishment” spell was a more powerful version of Dismissal and didn’t have the 20% mischance listed and therefore shouldn’t be accounted for.

Any one else have thoughts on this situation?

Contributor

One of my favorite (although prob broken) aspects of old was the Savage species book. This might have already been covered somewhere else, but anyone know if the Pathfinders beast book covering the monsters in a way that one can "play" a monster type as a PC?


zerzix wrote:

I have a situation in my game which I was curious how others would rule on this. I have a player character that was hit with a Prismatic Spray (violet) and sent to another plane. I had not yet rolled or chosen which plane of existence he was on when it returned to his turn. At which point he announced that he was going to cast the spell, “Banishment” on himself. There by sending himself back to his home plane of existence.

My first instinct was to say no way, but he made a few good arguments.

1. I wasn’t sure he could target himself with this spell or with dismissal? The spell reads Target - One or more extraplanar creatures – which he stated that he was now currently one – being on a different plane.

2. If he could target himself would it “banish” him from the current plane he was on to his home plane?

3. Or would it default to Dismissal and have a 20% chance of ending up on a different plane? (which then we rolled a 13%) He then argued that “Banishment” spell was a more powerful version of Dismissal and didn’t have the 20% mischance listed and therefore shouldn’t be accounted for.

Any one else have thoughts on this situation?

1) Yes, he is an extraplanar creature on any plane he is not a native of, and therefore, would be a legal target of the spell.

2) Yes

3) Toss up. From the wording of banishment, I'm inclined to say no, theres no miss chance, but, I can see the arguement for it still being there. Ultimately...how much do you, as the DM, want to screw with the player in this situation. If theres no point, then let it slide...forget the miss chance, send him to his home plane...and note that nothing says it sends him to where he was on his home plane...just that he gets there.

Oh...and technically, this is a rules question, not a conversion =)