Krun Thuul

Maverick898's page

273 posts. Alias of Michael Wadden.



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Hello Everyone,

I want to challenge myself and build a little free adventure for lvl 3-4 characters. However; I would love some input on a few things.

A town (Names, size etc)
Random Quests players could do in the town
and 'final boss'

I'm open to plenty of suggestions, I'm just trying to think of a starting point and go from there.


1 person marked this as a favorite.

Just Curious, since the normal thoughts are to allow your players as much freedom as possible to come up with unique and interesting concepts, but what are some ways you've had to limit your players? Feats, Spells, Items, etc.

I'm thinking the next game I DM to just outright ban the fly spell and most items that allow players to fly in order to create a more 'grounded' style adventure.


Does anyone else just enjoy looking at stat blocks to see what other people come up with or how its formatted?

I personally love looking at high CR stat blocks to try and see all the potential tactics, abilities and gear that they have.


1 person marked this as a favorite.

So I'm thinking of doing up a little adventure and want to use a race that isn't often featured as enemies. Kobolds, Goblins, Orcs are your standard affair, but what other races don't get enough attention? I was thinking Gnolls. Thoughts or suggestions?


I was thinking about this, it doesn't need to be from an AP or anything. I'm just curious what are people's favorite BBEG?

From an AP it would have to be Jhavhul from the Legacy of Fire. Such a neat concept of a villain. Forcing people to make 'his' wishes so that he could merge with an avatar of the god of destruction. Just amazing stuff.

Homebrew, I had this succubus that just ruined an entire game for my players. I wish I still had the statblock, lost to the winds. But do to some poor roles; all the player character succumbed to her charms and one of the lucky PC's knocked her up. She would pop in every now and then just to torment and harass the pcs. Was just alot of fun and the players hated seeing her every time.


I'm curious if it allows the bloodrager to move at his maximum speed since it is basically the same as the fighter ability? I would probably allow it, but RAW does not include it in the description.

Thoughts?


Hey folks, I'm looking for some feedback on a town I designed for a game I plan to run once things are back to normal. Anything you like, dislike, additional adventure hooks. Its done in the style of Towns of the Inner Sea. Thanks In advance.

Grimmsburrow


This is more of an idea I had then anything I am looking to put into motion.

A great white shark that is a mohrg. Would I simply just combine the two creatures? I've seen third party companies do things like that in the past.

Any suggestions?


I am building a greatsword for an upcoming conversion character, a nasty ass villain.

But I'm struggling with how to build the sword. Basically, upon killing an enemy with the weapon, their body would distingerate and turn to ash, as per the spell.

But without the insane damage of the spell how would I go about creating this weapon?

Any help would be much appreciated


1 person marked this as a favorite.

10 year ago wizards of the coast released a book called Exemplar's of Evil for the 3.5 rules. In the book was a villain called the Thunder Tyrant, an ancient blue dragon who ruled over her desert kingdom. So being bored yesterday; I went and converted the boss to the pathfinder rules set; which proved to be a bit more challenging then I initially thought; but overall I'm happy with the way it turned out.

Notable changes: In 3.5 an ancient blue dragon had over 30 hit dice; compared to pathfinder's; as such her CR isn't as high.

Her sons are no longer fighter/sorcerer's. I changed them to magus for a better theme.

I also did my best to fit it in with the current way paizo designs their adventures.

So here she is in all her glory; The Thunder Tyrant, Boraksaghegirak


On December 5th 2016 I had tried to purchase 'Slaughter at Splinterfang Gorge' from TPK Games through this site and it refused my payment siting an error. I then went to DrivethruRPG and bought the product, but when I had checked my bank account, I had been charged by Paizo the same amount, and I do not see it in my downloads.

I would like the refund of 13.64$ (canadian) put back on my card. Please and Thank You.


So I'm building a Lich Necromancer for an upcoming game, and I'm wondering what to use for feats. There are so many now. What are the 'Core' feats that I should have?


So I'm looking at the mythic templates and I'm wondering a few things. In addition to all the stuff the template has to offer, do you also gain all the benefits of the tiers it offers?

Example, an 11th level character with the invincible template is a MR 2. Does he gain Hard to kill, mythic power, surge +1d6, Amazing Initiative, +2 stat bonus, and mythic feat?


Friend and I are discussing how this would work. The character in question is a Human Aristocrat 2, Fighter 4 NPC

I believe he's a CR 4
Aristocrat 2 = 1/2
fighter 4 = 3

Am I right? or is it a CR 5?


I recall there was a feat that allowed me to do that but I cannot remember what?

Anyone here know the name of it?


So i'm building this encounter for my PC's a bunch of LVL 4 characters. They are wandering around the forest and have come under assault by a brood of human sized spiders. Realizing what they need is in the den of the Clutch Mother our brave heroes are trekking into her underground cavern to root her out and cleanse the land of her presence.

What the PC's don't know however is that the Clutch Mother; an awakened giant black widow spider (from bestiary 2) is awaiting for them and has levels in necromancer after capturing, and consuming one that was in the forests doing usual necromancer things. She then learned from his spell-book and so forth. So here's the problem, there are no rules on awakening vermin (Yes the vermin heart feat would work on it) but the actual rules are messy enough as it is. Now this is my best attempt at it, and I would really appreciate others opinions on whether the math is correct or if the CR is appropriate.

CR breakdown: Base 3, Necromancer 5 (3 non key, 2 key) = CR 6

Clutch Mother Statblock


So Im looking for players in the city of Calgary Alberta. Im looking to DM and need 4 players that are looking for a challenge.

So who's interested?


4 people marked this as a favorite.

Hello everyone, I have been slowly moving all my homeworld notes from my binder to my laptop (and now google drive) and thought "Hey why not share it with everyone"

So here we go, what I have transferred so far. If anyone would like to add things to do I would not complain :)

Eagleheart World Map (I suck at map making in photoshop)

Cities
Alendur Falls
Home of the Dwarves

Asmdell City
Home of the Elves

Hammer's Valley
Major Metropolis

Heroes

Dragon Slayer Mitchell Gunnar

Thane Aurron Dawnbringer

Villains
Admiral Riviltra & Death's Grave

The Barbarian King (Thanks Valkyn Highwind for the work on this one)

This will be an ongoing thread so stay tuned and let me know what you think :)


So one of our groups regular house rules is that everyone gets weapon finesse as a free feat. This is done mainly to give dex characters like a rogue an extra feat to spend on something that matters.

What is the forums thoughts on this, as i am curious to hear other peoples opinions


Im a 12th level fighter with a +30 acrobatics, no armor check, and improved bull rush.

We are about to be attacked by sky pirates riding wyverns while we ride on our skyship.

my current plan is to jump from the ship to one of the wyverns, bull rush the rider off it and use my ride and handle animal skills to use the wyvern to aid us (through bribe if required)

Im thinking of waiting till they are within 30 feet to make the jump. I can get a running start. How would you as the dm handle this. (i want to come prepared to the next game)


I dislike the Magus class, and I'm considering rebuilding Adivion Adrissant. So How would you guys rebuild this villain?

Using the Forsaken Lich Template and 15 Class levels what do you guys think I should do?


When a fighter selects the Versatile Training option, he uses his BAB in place of his ranks.

But, what I want to know is, does the fighter still receive the +3 bonus for now having 'ranks' in that skill?


Do you need a Villain for your game? A Villain to help define your party of heroes? To push them in ways they never thought?

Well someone has cracked the code to my Vault of Villains, and they must be stopped!

So this will be an ongoing thread, I am hoping to post a new villain every 2-3 weeks, but I make no promises. I am providing everyone with a character that can be easily put into your game, complete with backstory, plot hooks, and stat blocks.

Now these guys won't be easy to defeat, (at least I hope not)

It is done in the same format as TPK Games Infamous Adversaries. I would also like to thank Valkyn_Highwind for making this PDF all pretty! Mad props bro!

The First Villain that was spotted escaping is...

THE BARBARIAN KING


I'm building a 16th level fighter for my home game world, and cannot decide on a cohort for his leadership feat.

He's a King of has united the barbarian tribes of the north and establish an ironfisted rule.

Any thoughts? I can't seem to make up my mind


Hey Folks! Hope everyone has been well over the holiday weekend. (So much Chocolate)

So I'm playing a Cleric of Sarenrae in a new campaign, and I took the healing and sun domains. Now I don't need a bunch of people telling me not to take these domains, I'm actually looking for constructive advice :)

So I'm Level 3 at the moment and here's how the character breaks down
Str: 16
Dex: 12
Con: 14
Int: 16
Wis: 18
Cha: 16

Feats: Fast Learner (Adv. Race Guide), Selective Channel, Armor Prof. Heavy

I'm going for a high survivability, wielding a shield and scimitar (cold iron)

I'm looking at what feats I should take, gear I should be aiming for. Any tips or tricks would be helpful as its been a very challenging game so far.

EDIT: Charisma should have been 16 aswell. My bad


Recently a friend of mine asked about using a Lyre of Building to build a massive house and wanted to know just how long it would take. So that required figuring out a few things, and once it was all set and done we've completed a formula that solved all the issues that was left out in the Lyre's description.

Please note that this what I've determined based on what the books have given us, and I thought I'd share to help other DM/Player's who may have or will run into this issue. Enjoy!

Lyre of Building

The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days.
(Assume that it is 100 human labourer's)

Convert cost of project from gold to silver (1gold = 10 silver)

1/3 The Cost goes to Materials, so subtract that from your total.

1 Labourer = 1 silver for 1 day (8 hours)
100 labourer = 300 silvers for 3 days (24 hours)

So for 1 hours work the Lyre will produce 600 silver (6 days) worth of work.

Divide Cost of project by 600 to determine Number of Hours needed to play the Lyre for the project to be completed


The other day someone linked an awesome picture of darth vader done up as a samurai that I absolutely loved.

This got me thinking...what would the Dark Lord look like if he were indeed a samurai in the pathfinder world...Well here's what I cooked up.

Thoughts?

Darth Vader


I'm looking for 3 more players for an online game via skype. A friend of mine is new to pathfinder and is looking to play a Half Orc Barbarian.

The goal is to have a small game once a week for a few hours.

Anyone interested?


A player in my game is running a halfling fighter (archer) and wants to switch up to a medium composite longbow.

I just need a rules clarification on this, can anyone help?


as topic

a friend and I are having a friendly debate about an encounter i've designed to end an adventure that would take the party to lvl 2.

Assuming a party of a fighter/cleric/ranged/support against a lvl 3 necromancer with the fungal creature template.


Good Luck & Happy Holidays to all of those taking part in this years RPG Superstar. I thought the deadline was later and missed it lol

I look forward to seeing what everyone comes up with.


As the title says I'm joining a game on sunday and i want to play an orc bloodrager (do not try to convince me of another race please)

I'm still trying to get the premise of the bloodrager, but it seems like I should be a primalist and I'm thinking crossblooded with elemental and draconic.

I'm looking for help with feats especially.

Here are the stats (we rolled)
18
17
16
15
15
13


As the topic states, im drawing a blank on what do use for magic items for my barbarian king. I got the basics belt of strength, weapon etc.

Im thinking he needs a crown that gives him a crazy special ability. Any thoughts? hints? suggestions?


I am currently playing an elf gunslinger in a campaign ran by my friend. Recently however; he asked about my characters backstory, the jist of it is he was run out of the town he lived at by a rival gang of thugs. As a result he's missing part of his left ear, and has scars up and down his body from the resulting fight.

The problem is I'm not sure who or what would be in this gang, so I'm open to suggestions.

Thanks in advance


Hello everyone and welcome to Maverick's Request a Villain thread! Ever had an idea for a villain but didn't want or know how to stat him? Well now you can post the idea here and I will create the villain.

-could be a concept (eg: an undead lord, elven archmage, demonic summoner)
-could be a monster (eg: fiendish flame drake antipaladin 10)
-could be specfic (eg: I want a dwarven fighter 4/Gunslinger 3, with a +2 rifle and can shoot fire bullets while on the run)

Or it could be anything else that you can think of! I only have a few rules

- Must post the CR your looking for, and nothing higher then a CR 23
- Any important details about the character that could be used in its creation. To help theme it to the best of my abilities. Such as certain feats or items.

I will do my darndest to get the requested villain created quickly, and it will be posted here unless otherwise requested.

Now let's see what you guys got! :D


WoW its been a long time since i posted on these forums, feels good to be back.

So I'm working on a Terriorst type villian that would be part of a larger sect. I figured a Grendadier would be a good way to go, maybe with a few lvls of rogue and assassin. But since i'm not as familar with the alchemist class as others I figure i'd ask for some aid.


Looking for some help on finishing this villian, its for a party of lvl 15 adventurers. Assimar Cleric, Human Wizard, Human Barbarian and Dwarf Rogue. Serious feed back please.

He's a strength build druid, built with a 20 pt by, and i'm planning to use PC wealth as he is the final encounter. But he has plently of power behind his spell casting. A blight druid trying to destory the life in the area so that "his" nature can thrive. He of course will raise the dead to serve him in protecting the forest. Thoughts? Suggestions?

Gear: Scythe of Demise hasn't been fleshed out yet, but prehaps an intelligent item. His armor is only masterwork right now.

Aerandir Plaguewood CR 18
XP 153,600
Advanced Male Wood Elf Lich Druid (Blight Druid) 15 (Pathfinder RPG Advance Players Guide 98)/Warrior 1
CE Medium humanoid
Init +; Senses Darkvision 60ft, Low light Vision 60ft; Perception +
----------------------------------------------
DEFENSE
----------------------------------------------
AC 32, touch 16, flat-footed 31 (+9 armor, +1 dex, +5 deflection, +7 natural)
hp 204 (15d8+1d10+128)
Fort +20, Ref +6, Will +20 (+2 vs. Enchantment)
Defensive Abilities plaguebearer, blight blooded, channel resistance +4, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
----------------------------------------------
OFFENSE
----------------------------------------------
Speed 20 ft (30 without armor)
Melee Scythe of Demise +17/+12 (2d4+12 /x4), or Paralyzing Touch +17 (1d8+8 plus paralysis)
Ranged
Special Attacks Bleeding Touch (7/rounds), Miasma (DC 28), Wild Shape 6/day
Druid Spells Prepared (CL 15th; concentration;
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—
D Domain Spell; Domain Death
----------------------------------------------
STATISTICS
----------------------------------------------
Str 26, Dex 12, Con —, Int 20, Wis 32, Cha 26
Base Atk +9; CMB +9 CMD 21
Feats
Skills
Languages Common, Druidic, Elven, Draconic
SQ Vermin Empathy, Death’s Embrace, Keen Senses, Elven Immunities, Weapon Familiarity
Combat Gear +6 Belt of Strength, +6 Amulet of Mental Prowess (Wis, Cha), Black dragon Hide Full Plate, +5 Ring of Deflection, Scythe of Demise

MORE GEAR

EDIT


1 person marked this as FAQ candidate.

Probably been asked a hundred times before but i don't wanna look for the topic(s)

Does Vital Strike work with Deadshot?

Yes, No and why?

Thanks :)


So here's the deal; I'm running a small side game for a few friends, and built this underwater temple dungeoun crawl for them to go through. Now the party consists of
Human Fighter
Dwarf Alchemist
Half Orc Inquisitor
Assimar Cleric

All of which are level 1, and this is the final encounter taking place infront of an alter decedicated to an evil water elemental lord. Is this guy to powerful for a party of 1st level party? and yes i know it varies on what the party plays like. I just want to know straight opinions. Thanks :)

Brozzar CR 3
Male Human Warrior 2/Sorcerer (Draconic Black) 3
NG Medium Humanoid
Init +6; Senses .; Perception -2
=============================
Defense
=============================
AC 21, touch 20, flat-footed 19 (+4 armor, +2 Dex, +1 Natural, +4 Shield)
hp 29 (5HD 2d10+3d6+8)
Fort +4, Ref +3, Will +1
Resist Acid 5
=============================
Offense
=============================
Speed 30 ft.
Melee Greatclub +8 (1d10+10/x2) or 2 claws +8 (1d4+7/x2)
Sorcerer Spells Known (CL 3rd; concentration +5)
1st (6/day)—Mage Armor*, Shield*, Sleep (DC 14), Magic Missile
0 (at will)—Acid Splash, Read Magic, Daze, Resistance, Detect Magic
*Already Cast
=============================
Tactics
=============================
Before Combat When the alarm is triggered Brozzar uses his potion of bulls strength, then casts shield, and mage armor
During Combat Brozzar will start combat by using his lesser elemental gem to summon a small water elemental (pg 126, bestiary), then attacks the strongest or most dangerous looking foe using power attack (already factored into his stats above)
Morale Brozzar fights to death
=============================
Statistics
=============================
Str 20, Dex 14, Con 13, Int 11, Wis 7, Cha 14
Base Atk: 3; CMB:+8; CMD: 20
Feats: Improved Initiative, Power Attack, Furious Focus, Cleave, Eschew Materials
Skills: Climb +10, Intimidate +10, Spellcraft +4, Swim +10, Use Magic Device +8
Languages: Common
SQ Claws, Draconic Resistances, Bloodline Arcana (+1 Acid Damage per damage die)
Gear Masterwork Greatclub, potion of Bulls Strength, Lesser Elemental Gem, Potion of Cure Light Wounds, 30gp, 28sp, 88cp


So last week I started running Trial of the Beast, and our players made it till the end of day one of the trail and have just begun investigating vorkstag and grines chem works. However I thought i would share a few funny moments that happened through the game.

My party consists of:
Nicola - Human Alchemist 5
Ronyar - Dwarf Cavalier 5
Fletch - Elf Ranger 5
Kelvar - Human Rogue 1/Gunslinger 4

So as the trial is set to start Gustov suggest that one of the PCS take the stand and present the evidence of what they had found. The Darkvision Extract, the human mask, the crocodile bite, and the six robbed graves. The Players select Ronyar because he had the highest dilomancy check of +7. They also decided to lead with the crocodile bite because it was the most obvious of the clues (+10 bonus) so as Ronyar is giving his speach about how there is no mark on the beast shoulder, he rolled his diplomacy check... 2 ....grand total of 19.

The party was aware that the DC was 20, so when they seen a 19 they collectivitly dropped there heads. Then the 3 others took off out of the court room and began searching the city for a potion or scroll of eagles spendor to raise Ronyar's charisma. All they found was a scroll; and hurried back to the court house. While it won't help him today they hope that day 2 and 3 will go better.

The rest of the evidence was hit or miss, with Ronyar passing 2 of the remaining 3 checks.

The Second event occured around one of our breaks. After day 1 of the trial was over the players decided to follow up on the leads of the surgical tools they found in the Morast Boneyard. However, with 1d4 hours for each check and only little time to investigate Herstag the party decided to split up, with Ronyar, Nicola, and Fletch heading to the ghost town, leaving Kelvar to track down leads. Everything was going fine until he came to Radniche shop. Now every check to get information proved worthless until Kelvar came up with the idea to give him a bribe.

He created 2 pouches, one with 10g, the other with 10 copper. He placed the copper pouch on the table, but with Radniche greed, he wanted more. So Kelvar placed his second pouch on the table. Then he took out his gun and placed it on the table and said "Do you know what this is?" to which Radniche replied "Yes. Its a rare gun" Kelvar smiled and said "Good!" then picked up the gun and held it point blank at Radniche head.

I had him make an intimidate check with +20 because of how well it played out, and right before Kelvar decided to leave, he head the gun back at Radniche head, smiled and reached down and picked up the pouch with the gold in it and left to scout out the chem works until the rest of the party got back from Herstag.

Please share some of your funny stories.


So I was reading the stat block on Vrood, and for the most part its pretty solid, now it may be just me but I think that one of the whispering ways high ranking members should have more then just a pair of gaint crawling hands to assist him. I was wondering if anyone else had thought of replacing them, and if so what? Perhaps a pair of plague skeletal champion warriors?


Hello all.

I'm looking for advice on how to run totb to its uttmost potiental. I've read it over serveral times, but i'm looking to know if there is anything I should be taking particualar interest in; notes i should have underlined. That kind of thing?

Any Suggestions?


Hello everyone. A friend of mine is running a very dark, undead heavy, ravenloft style of game in the next week or two. Now I dusted off my Soul Calibur 4 game and started messing around with character looks hoping something would click. While I got the look I wanted; I have no idea with what class(es) to make him. We are starting off at level 10.

Picture Here


1 person marked this as FAQ candidate.

I'm building a titan mauler who plans on using a large greatsword. But just to clarify, what kind of penalty would I be starting off with? According the PF rulebook a -2 penalty occurs for every size category larger than the user. So is it only -2? Or is it -2 for every size (such as light, one handed, two handed etc?)


I'm designing an encounter that would challenge 4 lvl 20 characters. Now I'm aware that according to the book the EL should be around 22, however; given all that players can do at high levels is that even enough?

So far the Encounter will consist of a great wyrm magma dragon (CR 20), and she was going to have a number of followers of different CRs ranging from Rock Troll Barbarians, Half Dragons, and Magma Elementals.

I am looking for opinions on the matter, and for your knowledge the party will consist of: Alchemist, Cavalier, Wizard (Conjurer), Fighter (Two Handed Weapon)


Hey guys, I'm detailing a little bit more of my world, and I got to thinking about the Elven Queen and King. I'm lookign for advice on powerful builds and maybe even a couple of magic items that only they would have.

For the Queen I'm going to use a Wizard/Fighter/Arcane Archer

and

For the King I'm leaning towards some kind of Druid/Barbarian build.

Any thoughts?


13 people marked this as a favorite.

So I was playing WoW, and wondered how would I create some of my favourites to use in pathfinder. So I devised a system:
lvl 20 PF = lvl 60 WoW
lvl 25 PF = lvl 70 WoW
lvl 30 PF = lvl 80 WoW
lvl 33 PF = lvl 85 WoW
So with that out of the way I decided to make the current major villain from the latest Expansion, Deathwing. I took the bulk of his stats from HERE and did a bit of math to increase his power level. Now I’m sure I’ve made mistakes here and there, but for the most part I’m satisfied with the way he turned out. I also probably would have customized his spell list, but the default one works. Hope you enjoy; and feel free to post some of your other favourites if you want.

Deathwing the Destroyer CR 36
XP 78,720,000

CE Extremely Advanced, Metal Bonded Colossal dragon (fire)
Init +6; Senses dragon senses; Perception +42
Aura frightful presence (360 ft., DC 35)
--------------------------------------------------------------------------- ----------------------------------------------------------
DEFENSE
--------------------------------------------------------------------------- ----------------------------------------------------------
AC 62, touch 4, flat-footed 60 (+2 Dex, +58 natural, -8 size)
hp 943 (37d12+703)
Fort +43, Ref +24, Will +37
DR 20/magic DR/10 Admantium; Immune fire, paralysis, sleep; Resist Electricity 10 SR 46
Weaknesses vulnerable to cold
--------------------------------------------------------------------------- ----------------------------------------------------------
OFFENSE
--------------------------------------------------------------------------- ----------------------------------------------------------
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +56 (4d8+33/19-20 plus 12 fire), 2 claws +56 (4d6+26/19-20), tail slap +54 (4d6+33), 2 wings +54 (2d8+19)
Space 30 ft.; Reach 20 ft. (35 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 47, 24d6 fire plus special), crush (DC 47, 4d8+33), magma breath, magma tomb, tail sweep (DC 47, 2d8+33)
Spell-Like Abilities (CL 37th; concentration +49)
Constant--fire shield (warm)
At will--burning hands (DC 26), scorching ray, wall of fire, wall of lava*
3/day--delayed blast fireball (DC 31)
Sorcerer Spells Known (CL 19th; concentration +41)
9th (6/day)--fiery body, meteor swarm
8th (8/day)--horrid wilting (DC 32), incendiary cloud (DC 32), protection from spells
7th (8/day)--grasping hand, greater polymorph, prismatic spray (DC 31)
6th (8/day)--chain lightning (DC 30), contagious flame* (DC 24), eyebite (DC 24)
5th (9/day)--hungry pit* (DC 29), polymorph, teleport, wall of force
4th (9/day)--acid pit* (DC 28), dimensional anchor, fire shield, wall of fire (DC 28)
3rd (9/day)--displacement, dispel magic, fireball (DC 27), wind wall
2nd (9/day)--darkness, dust of twilight*, flaming sphere (DC 26), glitterdust (DC 26), scorching ray
1st (10/day)--feather fall, flare burst* (DC 25), grease (DC 25), shield, true strike
0 (at will)--bleed (DC 24), detect magic, detect poison, ghost sound, light, open/close, read magic, spark*, touch of fatigue
* This spell is from the Pathfinder RPG Advanced Player’s Guide
--------------------------------------------------------------------------- ----------------------------------------------------------
STATISTICS
--------------------------------------------------------------------------- ----------------------------------------------------------
Str 64, Dex 14, Con 49, Int 36, Wis 36, Cha 37
Base Atk +37; CMB +64 (+68 bull rush); CMD 76 (80 vs. bull rush, 80 vs. trip)
Feats Flyby Attack, Great Fortitude, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (bite, claws), Improved Initiative, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Snatch, Vital Strike, Furious Focus, Dreadful Carnage, Diehard, Endurance, Awesome Blow
Skills Acrobatics +39 (+43 jump), Bluff +54, Climb +66, Escape Artist +39, Fly +26, Intimidate +54, Knowledge (planes) +53, Perception +53, Sense Motive +53, Sleight of Hand +39, Stealth +28, Survival +53, Swim +67
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, +6 others
SQ superheated, Heavy Fortification, Adamantine Limbs
--------------------------------------------------------------------------- ----------------------------------------------------------
SPECIAL ABILITIES
--------------------------------------------------------------------------- ----------------------------------------------------------
Superheated (Su)
Deathwings bite attack deals additional fire damage equal to its age category.
Magma Breath (Su)
Three times per day, Deathwing can breathe a cone of lava instead of fire. The damage is unchanged, but the magma clings to those it damages, dealing half damage each round thereafter for 1d3 rounds. After this magma cools, it crumbles to dust.
Magma Tomb (Su)
Once per day, Deathwing can spit lava onto a target within 120 feet, dealing damage normally for its breath weapon. This magma cools instantly—it does not continue doing damage at this point but does entrap the victim (DC equals the dragon’s breath weapon save DC, 3d6 minutes, hardness 8, hp 45).
Adamantine Limbs (Ex)
Deathwings natural attacks and grapple deal damage as adamantine weapons, overcoming hardness and damage reduction just as an adamantine weapon would.
Heavy Fortification (Ex)
When Deathwing is struck by a sneak attack or critical hit there is a 75% chance that it will be negated

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