![]()
![]()
![]() Jadeite wrote: There was Open Content Material, but not much. The d20 Dragon Annual had OGC, of course, as well as some older issues which I'd have to check. Although the Paizo staff should be more qualified to answer that question. What d20 Dragon Annual is this? I know of the DRAGON Compendium Volume 1 and the Dragon Annual 2009 (this last one is 4th Edition). As for the DRAGON Compendium, the only OGC is the following: Quote: The following text is considered Open Content: "Arcane Alterations: Templates for Spells." This Paizo Publishing game product contains no other Open Game Content. To learn more about the Open Gaming License and the d20 System License, please visit wizards.com/d20.
![]()
![]() A quick and very simple question: Is any material in these magazines available as Open Gaming Licences material? That is to say, is any of the material in these magazines available for use in our own products? If not, can they be converted to the Pathfinder Roleplaying Game and then used? And finally, if none of the above is correct, say a magical item or character option interested me, can I simply create a new option in Pathfinder that uses the same rules? How would I go about this? Thank you in advance to those who help! ![]()
![]() DM Alexander Kilcoyne wrote:
Thanks for the reply, I'll see if I can manage. ![]()
![]() In the meantime, while I crash 3.5 and PF together and wonder how to balance the race... here's another NPC from my Campaign Exercise. As well, the Fiendfire Thief above should have Perception +4. Fiendfire Pyromaniac: Fiendfire Pyromaniac (CR ½) Male half-elf sorcerer 1 N medium humanoid (half-elf) Init +2; Senses low-light vision; Perception +3 DEFENSE AC 17, touch 13, flat-footed 14 (+4 armor, +2 dex, +1 dodge) hp 6 (1d6) Fort +0, Ref +2, Will +3 Immune elven immunities OFFENSE Speed 30 ft. Melee -1 dagger (1d4-1; 19-20/x2) Bloodline Spell-Like Abilities (CL 1st; concentration +4) 6/day -- Elemental Ray (1d6 fire) Spells Known (CL 1st; concentration +4) 0 (at-will; DC 13)-- acid splash, daze, flare, light, ray of frost 1st (5/day; DC 14) -- burning hands, magic missile Bloodline elemental (fire) STATISTICS Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats (1) Eschew Materials, Dodge, Skill Focus (Spellcraft) Skills (3) Knowledge (arcana) +5, Spellcraft +8, Use Magic Device +7 Languages Common, Elven, Ignan Gear dagger, potion of mage armor (included in stat block) ![]()
![]() Fiendfire Pyromaniacs:
Fiendfire Pyromaniac (CR ½) Male half-elf sorcerer 1 N medium humanoid (half-elf) Init +2; Senses low-light vision; Perception +3 DEFENSE AC 17, touch 13, flat-footed 14 (+4 armor, +2 dex, +1 dodge) hp 6 (1d6) Fort +0, Ref +2, Will +3 Immune elven immunities OFFENSE Speed 30 ft. Melee -1 dagger (1d4-1; 19-20/x2) Bloodline Spell-Like Abilities (CL 1st; concentration +4) 6/day -- Elemental Ray (1d6 fire) Spells Known (CL 1st; concentration +4) 0 (at-will; DC 13)-- acid splash, daze, flare, light, ray of frost 1st (5/day; DC 14) -- burning hands, magic missile Bloodline elemental (fire) STATISTICS Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats (1) Eschew Materials, Dodge, Skill Focus (Spellcraft) Skills (3) Knowledge (arcana) +5, Spellcraft +8, Use Magic Device +7 Languages Common, Elven, Ignan Gear dagger, potion of mage armor (included in stat block) Corrections: The Fiendfire Thief should have +4 Perception ![]()
![]() After delivering the package to the Seahawk, the players are directed to Anchorfall Harbor's Barracks to receive their commission. From there, they are asked to help end the Fiendfire activity. Therefore, if they accept, they are given two leads. One leading to a small ruin close to Anchorfall Harbor and the other to a tanner's house where members of the group may have been spotted. The Uncharted Edge
The Tanning House Enemies
Neutral
Description
Conclusion
![]()
![]() After having worked the story a bit more I'll be making some modifications to both storyline and presentation methods The Uncharted Edge
Flames on the Water Enemies
Neutral
Description
Conclusion
![]()
![]() Lord Fyre wrote:
Alright, so for level 3 PCs, are we aiming for a Lv4 with more backup or lv5 with minimum backup? ![]()
![]() Souls of Old NPC Fiendfire Thief: Fiendfire Thief (CR ½) Male half-elf rogue (cutpurse) 1 N medium humanoid (half-elf) Init +2; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 shield) hp 9 (1d8+1) Fort +1, Ref +4, Will +2 Immune elven immunities OFFENSE Speed 30 ft. Melee +2 short sword (1d6; 19-20/x2) Special Attacks sneak attack +1d6 STATISTICS Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10 Base Atk +0; CMB +0; CMD 12 Feats (1) Weapon Finesse, Skill Focus (Sleight of Hand) Skills (9) Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +6, Knowledge (local) +5, Perception +8, Sleight of Hand +9, Stealth +6 Languages Common, Elven, Ignan SQ measure the mark Gear studded leather armor, short sword, buckler Measure the Mark (Ex)
![]()
![]() Fiendfire Thief: Fiendfire Thief (CR ½) Male half-elf rogue (cutpurse) 1 N medium humanoid (half-elf) Init +2; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 shield) hp 9 (1d8+1) Fort +1, Ref +4, Will +2 Immune elven immunities OFFENSE Speed 30 ft. Melee +2 short sword (1d6; 19-20/x2) Special Attacks sneak attack +1d6 STATISTICS Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10 Base Atk +0; CMB +0; CMD 12 Feats (1) Weapon Finesse, Skill Focus (Sleight of Hand) Skills (9) Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +6, Knowledge (local) +5, Perception +8, Sleight of Hand +9, Stealth +6 Languages Common, Elven, Ignan SQ measure the mark Gear studded leather armor, short sword, buckler Measure the Mark (Ex)
![]()
![]() Adventure Part I: The Low Roads of Cavendel
Fiendfire Thief Ambush Enemies
Neutral
Description
Conclusion
![]()
![]() I like having many, many projects going on at the same time, be it Play-by-Post Campaigns, writing short adventures, playing Pathfinder with friends or actually having a job consisting of playing and teaching D&D to kids at summer camp. As we enter summer, I feel that the best way to keep the old creativity flowing is to set goals for yourself. I quickly learned that "Write a level 1-20 adventure this summer" is about as easy and reasonable as learning how to ride a flying hippopotamus while dancing the tango and making Eggo waffles. Trust me, it's not. Therefore I've gone ahead, and much like I would for creative writing, decided to write 1 encounter a day. No, this isn't a complete, furbished encounter with all the glitter. It's one encounter, described and perhaps with the stat blocks for the NPCs if I have the time. This exercise is simply meant to keep the creativity flowing and allow me to link together these encounters and perhaps turn that into an adventure in the end. The reason I'm putting this up is simply so that I have it both online and offline and for others to both read and perhaps also get inspired. I'm not making any promises that I can keep this up perfectly day for day though. Life happens. And so, without further ado, let us begin. ![]()
![]() Foghammer wrote:
Still working on your Thri-Kreen, any archetype preferences? He's just basic monk/ninja for now. As well, what CR do you want? ![]()
![]() Orthos wrote:
Sounds great. ![]()
![]() d20pfsrd.com wrote:
Can't wait! The same goes for all future NPCs I put up, you may add them to the site. I make them for others and everyone I know uses d20pfsrd ![]()
![]() I plan on having my own campaign go past 20th but I'm setting classes at a hard 20 level limit. The players can take other classes, prestige classes or take levels in the Epic Scion prestige class. I don't want it getting out of control but I do want them to have some opportunity to feel Epic. ![]()
![]() Thorin2011 wrote: noted and fixed thanks ... I am dropping into combat manager and it did not add up is all ... You do great work thank you it is a big help to have this boss fleshed out. As I work by hand, and not using HeroLab, it is entirely possible that some errors may pop up in some calculations. I try and do NPCs level by level to make sure that nothing is missed and then recalculate everything to double check but sometimes I may miss things. ![]()
![]() Thorin2011 wrote:
That is an error on my part, she originally just had the quarterstaff as a placement item. I removed it from her gear but forgot to remove it from her melee slot. She should have no armor or weapon purchased as of writing. ![]()
![]() Orthos wrote:
I'll put you next on the list after Foghammer's request. Were you looking for general type bodyguards like Fighters or something else? ![]()
![]() WeirdGM66 wrote:
Thanks for putting these guys up. In fact, anyone can put up NPCs they've made I guess. Could you just put them in Spoilers next time to save space? Aside from that, while I personally don't use HeroLab by principle, I love the idea of using NPC classes to represent more common folk. ![]()
![]() Thorin2011 wrote:
The Eidolons were not given any equipment as I believe the Summoner herself must buy it for them. If you're missing a bit on gold pieces, give her wealth equal to a PC of her level. It ups her CR by 1 but you'll have more to play with. ![]()
![]() Foghammer wrote:
Thri-Kreen Ninja/Monk is next on my list. ![]()
![]() @Kybryn: I understand why you'd call this unrealistic but it's a key part of my campaign that the region the players find themselves in is not only unexplored but also rather savage. There's not much "normal food" out there, so people had no choice but to use what they could get. This in turn led to the realization that certain monsters and other ingredients could preserve some of the powers and reproduce them to a certain extent. I do like that Wolf Tongue though. EDIT: And also, as I mentioned above, it's a way to reduce those random treasure hordes that every random monster seemingly needs to maintain a fair WBL. Now they have the option of turning the monsters into single-use items or selling the remains for cash at the settlements. ![]()
![]() Wow, MagiMaster, amazing post and I will definitely take this to heart. I agree with the cliche part. Certain things need to be linked between the food and the creature: The Mobat's screech is represented in the Mobat Wing Ragout for example. I'll try and keep ingredient prices relatively in the low end, as I feel that 3K for a pound of plant is overkill. I'm guessing the high price comes from the 32 pints of the stuff so I'd instead make it require more of the ingredient, but costs much less each. I'd make it require 64 of the plant, with 115 gp per plant, just to avoid the massive cost so I can mix and match the resources when discovered. I was also indeed going to use certain "dangerous foods" such as poisonous foods, undead flesh, etc. My own campaign takes place in a jungle-esque region at the heart, with Caribbean islands around it, so there's plenty of different resources that can be found. (Much like the Mwangi Expanse, Shackles, Sodden Lands, Sargava type areas) My final design will look like this for the moment: - A selection of recipes separated by style. Recipes can be purchased. (Southsea Cooking, Colonial Cuisine, etc) - Ingredients are separated by type and region (your list helps enormously MagiMaster) and listed in order of value. - A simple three-level prestige class that focuses on making unique recipes and prolonging and enhancing food effects. - I'll include a new small selection of feats related to cooking these new foods. Any other possible ideas? EDIT: How should we use time to prepare, quantity, rarity, etc to modify the cost of preparing the recipe and the effects? ![]()
![]() Hey there Epic Meepo, I was wondering on the possibility of creating two templates representing the sun and moon? I was initially going for just two individual construct type monsters but I think that a template would work best. I'm aiming for an ancient Aztec/Mayan type feel with beings empowered by the goddess of the sun and the god of the moon. ![]()
![]() Interzone wrote:
That mushroom is hilarious, the naming included. And yes, I too hate how Profession does nothing but net gold pieces. I'd probably allow the following: Gathering Herbs/Plant type Resources: farmer, gardener, herbalist
Certain ingredients can be grown by the use of farmer and gardener while others need to be found in the wild with herbalist. Fisherman and trapper could find certain simple fish and meats. So, this would mean that using the Profession formula for making gold, we assume that a 1st level Professional can already make 10 gp/week (1 rank, +3 trained, +3 stat bonus, +2 tool with a roll of 10, averaging to a total of 20). Therefore, the player would instead have found 10 gp worth of ingredients, which the GM would choose from a table, which could range anywhere from simple ingredients worth cp to rare and valuable spices and fish worth up to 25 to 50 gp each. Certain recipes (breads, alcohols and meats) would be easier for those using baker, brewer or butcher for example, while cook is a general use skill. Anyone else have any ideas, opinions? ![]()
![]() Foghammer wrote:
I haven't looked through 3.5 in a long time. Are you asking for a 3.5 NPC or just using the thri-kreen in PF? If yes, I would need a more detailed build, as in classes for me to make him. ![]()
![]() Thorin2011 wrote: no problem, thank for remembering me. And here you go. Sorry for the late reply. As with all my NPCs from here on out, I did not purchase equipment as I feel the choices are too varied for me to choose. Valishaz Naera, Broodmaster Summoner:
Valishaz Naera (CR 6) Female drow summoner (broodmaster) 7 NE medium humanoid (elf) Init +0; Senses darkvision 120 ft.; Perception +4 DEFENSE AC 10, touch 10, flat-footed 10 hp 35 (7d8) Fort +2, Ref +2, Will +7 Immune magic sleep effects SR 13 OFFENSE Speed 30 ft. Melee quarterstaff +5 (1d6) Special Attacks Summon monster IV (7/day; concentration +7) Drow Spell-like Abilities (CL 7th) 1/day -- dancing lights, darkness, faerie fire Summoner Spells (CL 7th: concentration +7) 0 -- (~) daze, detect magic, guidance, message, read magic, resistance 1st -- (4/day) expeditious retreat, grease, magic fang, reduce person, rejuvenate eidolon (lesser) 2nd -- (3/day) barkskin, bull’s strength, cat’s grace, invisibility 3rd -- (1/day) evolution surge, fly STATISTICS Str 10, Dex 10, Con 10, Int 13, Wis 14, Cha 18 Base Atk +5; CMB +5; CMD 15 Feats (4) Focused Eidolon, Defending Eidolon, Resilient Eidolon, Vigilant Eidolon Skills (21) Fly +10, Spellcraft +11, Use Magic Device +14 Languages Elven, Undercommon, Aklo SQ eidolon brood, brood link, bond senses, shield ally, maker’s call, Racial Abilities keen senses, light blindness, poison use Gear 6,000 gp Aspeth and Letherys, Eidolons: Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref(good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap. Aspeth
Letherys
![]()
![]() @Kybryn: How would you recommend assigning Profession (Cook) DC's and actual ingredient values though? Example
Value: 300 gp (Assuming that a single use, use activated item casting sonic burst would cost 150 gp to create, and that this serves two creatures. Therefore, each Mobat Wing would be worth 150 gp. As my campaign uses the slow experience table, a typical Mobat would have 550 gp worth of treasure. With this, I'd only need to fill 250 gp of treasure, its wings worth the rest. Of course, the players are free to sell the wings as well, so the loot is not wasted if no characters use the cooking system.) As well, I believe I'd have to create my own herbs and other ingredients as the Adventurer's Armory only presents some black market items. It shouldn't be too complicated to make a list of items that can be found in the region that are worth money. In fact, they can also be used as rewards as they could technically also be sold, once again reducing the "Every monster has to have a treasure horde of random magic items from dead adventurers. I mean seriously, that dire wolf is NOT carrying a masterwork bastard sword. No, he has a nice lean cut of dire wolf meat you can have instead.
|