Hand of the Inheritor

Matt, Garnished Game Designer's page

Organized Play Member. 121 posts (1,658 including aliases). No reviews. 2 lists. No wishlists. 1 Organized Play character. 15 aliases.


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Love it. This is a simple and great take on the half-undead! Kudos

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Bumping up one last time.

It'd be really nice to see if anyone has any thoughts on this simple Epic Level Prestige Class.

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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.

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Thanks very much Owen.

I think I'll take your last line of advice to heart and work from that.

And as someone who's just now begun to actually consider publishing, I figure I will definitely need to get more advice on the Open Gaming License.

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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!

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I'm going to bump this back up and see if anyone has any ideas on continuing this for more levels, more scion abilities, etc

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I'd be very interested in seeing the finished version of this. It would be picture-perfect for my Steampunk idea.

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Gary Teter wrote:
Improving this kind of control is on the todo list, but it hasn't bubbled to the top just yet.

No problem, the Inactive button works quite well for what I wanted.

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DM Alexander Kilcoyne wrote:

No.*

No.

No.

*Well, actually, yes. You can denote a campaign as inactive in which case it'll become a "Previous Campaign" and take up much less space. But even if you have "dotted" an IC thread purely for the purpose of lurking, your stuck with that campaign in your list until you ask the GM nicely to tweak your tickboxes.

Thanks for the reply, I'll see if I can manage.

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I have yet to figure this out, or if it even exists:

Are there ways to

- remove online campaigns from your Campaigns list
- manage the order of your campaigns
- differentiate between Campaigns where you GM and those in which you are a player

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My computer has been having issues so I won't be able to post for a while

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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)

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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

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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
Encounter 3; Combat (CR 1 x2); XP/player: 200 (550/3000)

The Tanning House

Enemies
2x Small Fire Elementals

Neutral
None

Description
The Tanning House is in fact a lure to bait in the guards. Two fire elementals were placed here to burn anything that entered. They attempt to start as many fires as they can throughout the building.

Conclusion
While this lead may be a dead end, the players still have another lead to follow.

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After having worked the story a bit more I'll be making some modifications to both storyline and presentation methods

The Uncharted Edge
Encounter 2/30; Combat (CR 1/2 x4); XP/player: 200/3000

Flames on the Water

Enemies
4x Fiendfire Pyromaniac (CE male half-elf sorcerer (elemental (fire) 1)

Neutral
30x Colonials (N male and female commoner 1)
6x Sailors (N male human expert 1/warrior 1)
1x Leopold Welsky, Ferry Captain (NG male human expert 4/rogue (smuggler) 3)

Description
After the Cavendel Captain of the Guard thanks them for their aid upon the low road, he asks them if they would be willing to take a small job for him. He needs to have a shipment of last minute trade supplies delivered to Anchorfall Harbor in time for the SCS Seahawk's departure. The players take the Southsea Ferry there but during the ten hour journey are set upon by Fiendfire Pyromaniacs attempting to burn the ship to the ground. Though there are lots of them, the players only need to fight four of them.

Conclusion
The players receive the gratitude of the crew and passengers and the Captain offers them free passage whenever they need it aboard the Ferry. As well, he promises that he'll send a message to a friend of his in a few days to get about another reward for them.

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@Foghammer: Alright, going for CR 10 for ninja 5/monk 5.

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Will update Encounter #2 and #3 later on today after having got back from a long day with friends. Expect a large event and a smaller one.

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Lord Fyre wrote:
Matt, Garnished Game Designer wrote:
Do you want him more of a solo build, because he sounds to me like someone with henchmen.
He would have henchmen, but I would be concerned about a possible TPK if he has too much back-up. Hopefully, most of his followers would have been whiped out before the PCs confront him.

Alright, so for level 3 PCs, are we aiming for a Lv4 with more backup or lv5 with minimum backup?

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Do you want him more of a solo build, because he sounds to me like someone with henchmen.

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Sounds great Lord Fyre. I own Bastards of Erebus myself so I'll see what flavor I can add to this friend of ours.

You're third on the waiting list.

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+1 to that my friend. I can still hear the arena's roars.

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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)
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

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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)
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

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Adventure Part I: The Low Roads of Cavendel
Encounter 1/30; Combat (CR 1/2 x2); XP/player: 150/3000

Fiendfire Thief Ambush

Enemies
2x Fiendfire Thieves (CN male half-elf rogue (cutpurse) 1)
1x Fiendfire Pyromaniac (CE male half-elf sorcerer (elemental (fire) 1)

Neutral
1x Farmer (N male human expert 1)
1x Horse, Light

Description
The thieves ambush the party on both sides of the road (one of the thieves on the left and the pyromaniac on the right), while the other walks along the same road as the players and attempts to pickpocket one as they help the farmer fix his wagon wheel. When found out, he feigns ignorance but if the players persist he threatens them. If battle ensues, he and his allies draw weapons and attack the players.

Conclusion
The farmer is not only grateful for the help in fixing his wagon but also in taking care of the thieves. He grants them a ride on his wagon all the way to the town of Cavendel and thanks them by refering them to the Captain of the Guard.

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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.

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Foghammer wrote:

Just a thri-kreen in PF.

I always pegged him for a ranger, but ninja or monk might work better. Actually, I would say a monk/ninja multiclass would be perfect.

I picture him having epic leaps into combat based on the thri-kreen racial bonus to jump, not that there's any real mechanical benefit to it.

Still working on your Thri-Kreen, any archetype preferences? He's just basic monk/ninja for now.

As well, what CR do you want?

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@Epic Meepo: Hmmm that's an interesting idea. Thanks ^^

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Orthos wrote:
Matt, Garnished Game Designer wrote:
Orthos wrote:

How about a request for some bodyguards? I've got two NPCs, an elderly Witch and a Clouded Eyes Oracle, who could stand some protective companions. CR 8-10 ish.

Thanks in advance =)

I'll put you next on the list after Foghammer's request.

Were you looking for general type bodyguards like Fighters or something else?

Thanks! No rush =D

Something a little more flexible, maybe Cavalier?

Sounds great.

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d20pfsrd.com wrote:
Matt, Garnished Game Designer wrote:
I'd be honored, your site is the one I use most often when gaming anyways.
Woot! Ok, I've spent some time cleaning them up (changing around the order of AC modifiers to match Paizo standards etc.) and bolding/linkifying. As soon as the beastmasters give them a once-over for mechanical accuracy I'll put them up. Thanks!

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

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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.

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I'm actually surprised it's not been brought up before.

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1 person marked this as a favorite.
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.

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Thorin2011 wrote:
Matt, Garnished Game Designer wrote:

Valishaz Naera (CR 6)

Melee quarterstaff +5 (1d6)

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

Note a nick pick but a question My understanding is the the quarterstaff can't be used one handed unless the person has the quarterstaff master feat. Am I wrong?

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.

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Orthos wrote:

How about a request for some bodyguards? I've got two NPCs, an elderly Witch and a Clouded Eyes Oracle, who could stand some protective companions. CR 8-10 ish.

Thanks in advance =)

I'll put you next on the list after Foghammer's request.

Were you looking for general type bodyguards like Fighters or something else?

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WeirdGM66 wrote:

Here is an NPC classed Theif for use as a low level member of a guild. They are not great fighters/ combatants, this repesents a less specal theif then a Rouge class does.

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.

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Thorin2011 wrote:
Matt, Garnished Game Designer wrote:

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.

Thank you again, I think I have some great ideas for just how to use this NPC She will be a awesome bady. one quick question do the Eidolons have equipment?

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.

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d20pfsrd.com wrote:
Hey Matt - Do you mind if we re-post some of these on d20pfsrd?

I'd be honored, your site is the one I use most often when gaming anyways.

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Foghammer wrote:

Just a thri-kreen in PF.

I always pegged him for a ranger, but ninja or monk might work better. Actually, I would say a monk/ninja multiclass would be perfect.

I picture him having epic leaps into combat based on the thri-kreen racial bonus to jump, not that there's any real mechanical benefit to it.

Thri-Kreen Ninja/Monk is next on my list.

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@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.

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Thanks again, you've helped me more than you know.

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@MagiMaster Thanks again for your insight!

And yes, salting, smoking and drying are all awesome. The idea of sun-dried dragon jerky is echoing around here.

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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?

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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.

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Interzone wrote:


Sort of related: Came up with some fun medicinal herbs and things too, one of my favourite concepts was a type of mushroom called Obelcap (anagram of Placebo) that could be used to create a special 'healing tonic' that only worked on people who didn't know anything about it.
When you drank it you had to make a Knowledge: Nature or Profession: Herbalism check, and if you passed it it had no effect, but if you failed it (i.e. didn't understamd) then it would remove Sickness/Fatigue...

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
Gathering Meat type Resources: fisherman, trapper
Preparing Food: baker, brewer, butcher, cook

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?

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Foghammer wrote:

Will you use 3.5 material? I have a cool idea for "thri-kreen" NPC... a bit of expository info if you don't mind:

He was actually some other kind of humanoid, maybe an elf, and a prince but some weird magical implosion caused lots of weird mutations (hence the thri-kreen as the race). His primary tactic is to spring attack/jump into combat and dash away before making another pass. His favorite things to kill are hideous creatures, like aberrations, undead, etc, though he thinks himself a monster now as well. His personal Batman-like crusade against the creatures of his one beautiful homeland is futile, but cathartic.

Class levels and character level don't matter much. I can never settle on any builds.

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.

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1 person marked this as a favorite.
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
Eidolons
Init +4; Senses Perception +14
DEFENSE
AC 23, touch 14, flat-footed 19 (+9 natural, +4 dex)
hp 23 (3d10+6)
Fort +4, Ref +9, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee bite (1d6) or tail slap (1d6)
STATISTICS
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +8; CMD 21
Feats (1) Improved Natural Armor
Skills (12) Knowledge (planes) +4, Perception +14, Sense Motive +6, Stealth +10
Evolutions (5) Improved Natural Armor (2), Improved Damage (Bite), bite, climb, reach (bite), tail, tail slap, Scent, Unnatural Aura, Skilled (perception)
Languages
SQ link, share spells, devotion

Letherys
Eidolons
Init +4; Senses Perception +14
DEFENSE
AC 24, touch 14, flat-footed 20 (+10 natural, +4 dex)
hp 20 (3d10+3)
Fort +3, Ref +9, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee bite (1d8) or tail slap (1d6)
STATISTICS
Str 13, Dex 18, Con 13, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +7; CMD 20
Feats (2) Improved Natural Armor (2)
Skills (12) Knowledge (planes) +4, Perception +14, Sense Motive +6, Stealth +10
Evolutions (5) Improved Natural Armor (2), Improved Damage (Bite), bite, climb, reach (bite), tail, tail slap, Scent, Unnatural Aura, Skilled (perception)
Languages
SQ link, share spells, devotion

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@Kybryn: How would you recommend assigning Profession (Cook) DC's and actual ingredient values though?

Example
Mobat Wing Ragoût (Serves 2)
Difficulty: 25 (Essentially a lv3 recipe and assuming a 3rd level character has 3 ranks and a +3 in Wisdom, that already gives him a nice +9 bonus. With masterwork cooking tools (55 gp), that's another +2 bonus, giving him 11. A 25 isn't an unreasonable DC)
Components: Mobat Wing (2), Fire, Cooking Kit
Effect: Once, within one hour after consuming this recipe, you may screech loudly, emulating the effects of a sonic burst spell. (Caster Level 3).

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.

Sovereign Court

I apologize, I have been overloaded with work and my new job's internship this past weekend. I'll try and have her up tonight.

Once again, I apologize for the late response.

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