Ury Sevenskulls

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Organized Play Member. 103 posts (376 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Does that mean they'll be replaced with newer, stronger iconics? :P

In another note I really look forward to this book as I love using all sorts of undead


Had I advanced to round 3 this is what I would have submitted. (Note i was bored and wondered what the stat block would like)

Captain Valnire Wynn
Portrait: Portrait 2
Description: Captain Wynn is an intimidating man, standing over 6 feet tall. Scars of battle itched across his face; and his eyes white, with a blue smoke escaping them.
Motivations/Goals: Captain Wynn was raised in the harsh Lands of the Linnorm Kings. He had heard rumours of ancient treasures that the Linnorm Kings would take with them on there final journey to die and will stop at nothing to obtain them.
Schemes/Plots/Adventure Hooks:
- Captain Wynn can be encountered at any port city around the Inner Sea; using his hat of disguise and ring of mind shielding to protect his identity; perhaps offering them gold for their assistance.
- Captain Wynn’s destructive search for treasure has drawn the eyes of Gozreh followers, who want Wynn’s quest ended before further madness occur.

Captain Valnire Wynn CR 9
Male Human Wight Fighter (Free handed Fighter, APG 105) 6
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +12
===== Defense =====
AC 26, touch 17, flat-footed 22 (+6 armor,+3 dex,+3 dodge,+4 natural)
hp 97 (4d8+6d10+37)
Fort 11, Ref 7 Will 8
Defensive Abilities undead traits
Weakness resurrection vulnerability
===== Offense =====
Spd 20 ft.
Melee +1 Keen Cutless +17/+12 (1d6+9 /15-20 x2), or slam +12 (1d4+4 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 16)
===== Tactics =====
Before Combat Captain Wynn will start by throwing an elemental gem at the party to distract.
During Combat Captain Wynn targets clerics first, followed by any other spell casters trying to take them out as quickly as he can. When facing melee combatants, Captain Wynn will use hit and run tactics until he can successfully disarm the target. He will always try to kill his enemy with his slam attack.
Morale If reduced to 40 hp Captain Wynn will toss down another elemental gem; then if reduced to fewer then 15 he will drink his potion of gaseous form and attempt to escape; unless of course fought on his ship; then he fights to the death.
===== Statistics =====
Str 16, Dex 16, Con -, Int 13, Wis 13, Cha 18
Base Atk +9; CMB +14 (+18 Disarm); CMD (31 vs. Disarm & Sunder)
Feats Blind-Fight, Skill Focus (Perception), Weapon Focus (Cutlass), Dodge, Mobility, Weapon Specialization, Combat Expertise, Improved Disarm, Greater Disarm
Skills Climb +12, Intimidate +17, Knowledge (religion) +7, Perception +12, Stealth +18, Survival +10; Racial Modifier +8 Stealth
Languages Common
SQ create spawn
Combat Gear potion of gaseous form, potion of inflict serious wounds (3), elemental gem (water)(2) Other Gear [I]+2 Armored Coat, +1 Keen Cutlass, gloves of duelling, cloak of resistance +2, hat of disguise, ring of mind shielding[/]
===== Special Abilities =====
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a –2 penalty on all d20 rolls and checks, as well as –2 hp per HD. Spawn are under the command of the wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed wights. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.


Well i started with a concept for a game, and designed a world map. I picked one location on the map and decided that it would be the center for my game, and that i would expand out into the surrounding area`s little by little; like the above poster mentioned sometimes your going to have a hole in the world (like were pc`s come from); but nothing that you can retcon later in the game.


Cavalier, Fighter, Paladin, Achemist & Me (Wizard)


I'm actually curious to find out the stats on the vampire that is currently wielding Thrist, bet he is one badass do.


So I gave the gunslinger a shot and recreated a villan that my players are going to be facing soon. I also posted below a different version of him using other classes. He has a revolver which is just a pistol with a larger capacity. Would like some feed back on what you guys/girls feel is the better version.

Please note that we have a house rule that all players are considered to have the weapon finesse feat. (No since in handicapping high dex players)

Jimmy James CR 6
XP 2400
Leader of the Maverick Brotherhood

Male Human Gunslinger 7
CE Medium Humanoid
Init +9; Senses .; Perception +2
=============================
Defense
=============================
AC 19, touch 15, flat-footed 15 (+4 dex, +5 Armor)
hp 64 (7d10+21)
Fort +6, Ref +10, Will +4 (+2 vs. fear)
=============================
Offense
=============================
Speed 30 ft.
Melee Rapier +13/+8 (1d6+3 18-20 x2)
Ranged Revolver Pistol +15/+10 (1d8+7/20 x4) or Revolver Pistol +11/+11/+6 (1d8+7/20 x4)
=============================
Statistics
=============================
Str 14, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Base Atk: +7; CMB:+9; CMD: 24
eats: Quick Draw, Two Weapon Fighting, Weapon Focus (Revolver Pistol), Weapon Specialization (Revolver Pistol), Improved Initiative, Deadly Aim
Skills: Bluff +9, Intimidate +14, Knowledge (local) +10
Languages: Common
SQ Grit (2 points), Deeds
=============================
Treasure
3 mw Revolver Pistols, 25 bullets, Belt of Dexterity +2, +1 Chain shirt, +1 Rapier, Purple Worm Poison, Mask of the Bandit*, Potion of Cure light Wounds (CL 1), Potion of Invisibility

Vs.

Jimmy James CR 6
XP 2400
Leader of the Maverick Brotherhood

Male Human Rogue 3/Ranger 2/Assassin 2
CE Medium Humanoid
Init +9; Senses .; Perception +8
=============================
efense
=============================
AC 19, touch 15, flat-footed 15 (+4 dex, +5 Armor)
hp 58 (5d8+2d10+21)
Fort +7, Ref +12, Will +2
=============================
Offense
=============================
Speed 30 ft.
Melee Rapier +11 (1d6+3 18-20 x2)
Ranged Revolver Pistol +12 (1d8/20 x4)
Special Attacks Sneak Attack 3d6, Favourite Enemy (Human) +2, Death Attack (DC 15)
=============================
Statistics
=============================
Str 14, Dex 20, Con 14, Int 14, Wis 10, Cha 8
base Atk: +5; CMB:+7; CMD: 22
Feats: Point Blank Shot, Quick Draw, Rapid Reload, Two Weapon Fighting, Precise Shot, Improved Initiative, Exotic Weapon Proficiency (Firearms)
Skills: Acrobatics +15, Craft (gun) +13, Escape Artist +15, Handle Animal +5, Intimidate +13, Perception +10, Ride +10, Stealth +15, Use Magic Device +9
Languages: Common, Draconic
SQ Trapfinding, Evasion, Wild Empathy, Track +1, Uncanny Dodge, Poison Use, Save Against Poison +1
=============================
Treasure
3 mw Revolver Pistols, 25 bullets, Belt of Dexterity +2, +1 Chain shirt, +1 Rapier, Purple Worm Poison, Mask of the Bandit*, Potion of Cure light Wounds (CL 1), Potion of Invisibility

*****Mask of the Bandit
Aura Faint Transmutation CL 5
Slot Face, Price 6250gp, Weight -
=============================
Description
The wearer of this black bandanna gains a +5 competence bonus on Intimidate checks. In addition the wearer also gains a +1 bonus on attack rolls with any firearm he is using.
=============================
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with any firearm Cost 3125 gp


My homebrew game takes place on the continent known as Eagleheart. A massive region where wars have taken place, demons have been bound to frozen prisions, and once beautiful jungles have turned into nothing more then pitful deserts.

In past games some player characters have become legends, with bards recalling there heroics.

Drakan (Human Wizard) - started a Drow Brothel after thwarting an attempt to over throw the elven kingdom of Elwyn City

Andrea Snow (Human Cleric) - Now the high priestess of the sun god, Andrea was known for her incredible healing power; capable of healing those injured from afar. Having single handedly defeated a pair of Balors masterminds.

The Purple Avenger Igg (Half Orc Barbarian)- Igg was not the sharpest knife, but he had a big axe, and hits aweful hard. He became the purple avenger when his axe gained the brillent energy quality. His Axe was shattered against the fire gaint king, but by using rope, put it back together and defeated the Gaint King with a mighty blow.

King Aurn Dawnbreaker - (Dwarf Paladin...sorta) Aurn became king when he lead a rebellion against a cursed General who had taken control of the Alender Falls army, the General was a silver dragon in disguise who joined Aurn after he recliamed the Dwarven Regalia of Ancient Kings.

Ashnod (Human Fighter Werewolf)- Having been bitten by a werewolf things only got stranger for Ashnod when he mated with a succubus who would evenutally birth his child. He defeated helped banish the powerful devil Tremer back to hell.

Lord Kieth Essorexx (Human Paladin/Blackgaurd) - Once a noble paladin Kieth helped bring back the jungles to the lost isle of the burning wastelands; scarficing his divine power to do so. But that game the demon lord Armel time to corrupt the young paladin; leading him on an adventure to free him by merging with Kieth. He lead an army of demons on the city of Hammers Valley; only being defeated when King Jordan Crainus grabbed hold of Armel's abyssal sword and thrusted it into the pocessed paladin, freezing him in a frozen tomb off the coast of the massive city.

these are just a few of the players who have achieved greatness through the world of eagleheart.


Ok time for Constructive Criticism. It is without a doubt better then the 3.5 version of the Samurai, I think it could be made better if the challenge was dropped. Replace it with some kind of personal buff whenever the samurai's honour (or his lords honour) is challenged in a certain way.


Titan Blessed Warrior (Fighter)
Since the dawn of time there has been war, and since that moment warriors have believed that the bigger the weapon; the bigger your chance of survival. Believed to be blessed by the ancient titan warriors these fighters have mastered the art of wielding weapons much larger then themselves; using the weapons for offence and defence. These fighting schools only apply when wielding a weapon one size larger then himself.

Class Skills: The Titan Blessed Warrior class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: Weapon and Armor Proficiency: A titan blessed warrior is proficient with all simple and martial weapons sized for a creature one size larger and light, medium armor and shields (including tower shields).

Sheer Destruction (Ex) At 2nd level when the titan blessed warrior is wielding a larger weapon he gains a +1 insight bonus to intimidate. This bonus increase by 1 at 6th,10th,14th, and 18 level. This ability replaces Bravery.

Parry (Ex) At 3rd level the titan blessed warrior learned how to use the sheer size of the weapon to gain a +1 dodge bonus to his AC, this bonus increases by 1 at 7th ,11th ,15th level. This ability replaces armor training 1,2,3, & 4.

Titan Surge (Ex) At 5th level when a titan blessed warrior charges he does not gain the +2 bonus to attack, and instead gains a +2 bonus to damage. This ability replaces weapon training 1

Titanic Swings (Ex) At 9th level a titan blessed warrior can take a standard action to double his strength bonus damage on a successful attack. At 13th level this becomes triple his strength bonus; at 17th level this bonus is quadrupled. This ability replaces Weapon training 2,3,& 4.

Overpowering Strike (Ex) As a standard action a titan blessed warrior can choose to take a -5 penalty an attempt to stagger his target on a successful strike. The target must make a fortitude save (DC 10 + titan blessed warrior’s strength modifer + half his level). This ability replaces armor mastery.


There I said it, so far the Samurai is terrible, if anything it should be a cavalier archtype.


Now the reason I have such a problem with this is because I use guns (custom) in my game and its going over great, we have a duel weilder who uses revolvers and with a feat ironicly enough called gunslinger is able to use both revolvers at a -2 penelty. Now I think that a gunslinger should get this as part of its gun training, or maybe even just add it as a feat. Now I feel guns are over priced and underpowered so I will post my own below that i feel work alittle better.

Revolver Pistol
One handed weapon
Martial Weapon - Ranged
Cost: 100 gp
Damage: (Small) 1d6; (Medium) 2d4; (Large) 2d6;
Critical: 18-20 x2
Range Increment: 30/60/90 ft.
Weight: 5 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A revolver pistol can hold up to 6 bullets at a time. Loading a Revolver pistol is a move action that provokes attacks of opportunity. You must use both hands to load a revolver pistol. A Revolver pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

Rifle
Two Handed Weapon
Martial Weapon - Ranged
Cost: 300 gp
Damage: (Small) 1d8; (Medium) 1d12; (Large) 3d6;
Critical: x3
Range Increment: 50/100/150 ft.
Weight: 12 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A musket must be manually loaded with black powder, a bullet, and wadding. Loading a musket is a full-round action that provokes attacks of opportunity. You must use both hands to load a musket. A musket requires two hands to fire. A rifle can fire up to six shots before it must be reloaded.

Shotgun
Two Handed Weapon
Martial Weapon - Ranged
Cost: 250gp
Damage: (Small) 1d8; (Medium) 2d6; (Large) 3d6;
Critical: x4
Range Increment: 10/20/30 ft.
Weight: 7 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A shotgun is most effective at close range; any successful attack, a -1 penalty is applied to the damage roll for each range increment of the attack. It can fire six times before it needs reloading (which requires a full round action which provokes attack of opportunity), a free action to the cock the gun


At first glance I notice that the gunslinger would take a -4 penelty to attack with two pistols, I think he should get the ability to treat the gun his offhand as a light weapon


Well I entered within 3 days of the contest starting, might not of been the greatest idea, but I stand by my item regardless. Thanks for the comments in advance :)

Collar of Tricks
Aura Faint Transmutation; CL 3rd
Slot Neck; Price 2000 gp; Weight 1 lbs.
Description
Not only do these black studded collar's protect against flea's; they adjust to fit the size of any animal companion or familiar, when donned the animal gains the use of a trick listed on page 97 of the Pathfinder Core Rulebook. Each collar must be imbued with its own trick, and only one collar can be worn on an animal companion at once. This extra trick does not apply to the number of tricks an animal companion or familiar can learn.
Construction
Requirements Craft Wondrous Item, Charm Animal, Creator must have 1 rank in Handle Animal skill; Cost 1000 gp


Well I don't have a top 5 because I think all are fantastic, but I do have some favorites that I will post in no particular order

Iron Bands of the Blue Dragon
Assassin's Rose
Imp's Wishbone
Iron Collar of the Unbound Coven

well 4 out of 5 anit bad


+1

Congrats to those who made it through and I too look forward to seeing what comes up; so far, I like what I see :P


AHHHHHHHHHHHH (big stretch)

I don't know about some of you but I slept great, not that i'm sure I made the top 32, but I was really tired last night. Now since I get off work at 6 (when the winners will be posted my time) i will find out about 15 minutes after the fact. I would like to congradulate the winners ahead of time. Look foward to your items. Good Luck!

Michael -


just tell us who won already!!!!!! xD


Well I think the problem is round 1 is just so freaking long; and for many (like myself)who submitted early you pretty much had to wait the entire first round (46 days). But now with 41 days down and only 5 to go I look forward to seeing what magic items made it into the top 32.

Spoiler:
EXPLOSIVE RUNES


LFG anywhere near Sydney, Nova Scotia, Canada. Anyone nearby interested in a game?


I agree; its been a long time coming and I can't wait to see what neat item's the top 32 have designed


Ok, so i've decided to go human seeing that i hate certian races.(Gnomes, and halflings)It seems however that I did forget one thing and thats post the stats i'm using. We always role our stats, 4d6 drop the lowest, and here is what came up

16
14
11
16
16
17

very high powered set of stats. so far i'm liking the sword and shield route, with a bit of archery tossed in for ranged.


Well lets see our party will consist of:
Dwarf Wizard
Elf Druid
Half Orc Rogue
and me

i'm not looking for min/maxed and i'm leaning towards an "evil" paladin. He's just bitter and believes that in some manner everyone is breaking the law.


Hey Everyone, i'm playing a paladin in an upcoming 6th level game which will most likely run to 15th level. Now the problem is even though Paladin is my favorite class; I have no idea what kind of concept to use or what kind of build either. So I was wondering if you could help me out. Thanks in advance


Thickness of grass is very important, never know when that 6 feet of grass will impair your moment speed enough for an assassin vine to jump out at you! or worse a murderous scarcrow with the wererat template and 15 levels of fighter haha


I haven`t purchaced the clash of the kingslayers, but from the review in the 08 superstar it looks excellent, but i did purchace the realm of the fellnight queen, which after reading it through with a fine comb must say that everything is excellent, and plan to run it later this week should my group get together. Cult of Ebon Destroyers looks good aswell, and I look foward to reading that one aswell. They are a great refence to see just how far there concept and the final product of come and just to see HOW much work goes into 32 pages. You gotta get every little detail: height of the walls, thinkness of grass, etc etc, not an easy thing to do. But should I be lucky enough to advance to the final round I can`t wait to show just what I got planned. (yes i`m in the planning stages)


Excellent thanks, now i just need to pick up the beastiary 2, just gotta wait two weeks to get paid


Happy New Year's everyone, hope everyone is doing great thus far.

Now onto my situation :)

So i'm preparing an encounter and want to use a skeletal dragon as prelude to the bbeg, so after reading through the descrition of the Skeleton it says "It retains any extraordinary special qualities that improve its melee or ranged attacks". Now does that mean spells? bite bonuses (such as acid or fire), and even though it says that it would loose any special attacks i still think it should have a breath weapon. I would like some feed back on what to do

BTW i'm using a Black Dragon as a template


And what to do, what to do?


I would say mine is the black dragon, the who thing about lurking in swamps, polluting the water, the skeletal appearance is pretty cool.

What about you guys, whats your favorite kind of dragon and why?


So I just finished reading the Witchwar Legacy, and I must say that I was very impressed with the module. A high powered witch, cursed white dragon, refences to the tome of horrors books. Always hard to design a module for high level characters this one hits it on the head (in my opinion) with lots of encounters, and the promises of having frost giants at your command makes for a fun adventure. I look forward to running it with my group.


Well this is probably going to cause the topic to get moved to homebrew, but here's something i came up with using the pathfinder srd, my playing group, and some tinkering and would like feed back please:

Pistol
One handed weapon
Simple Weapon - Ranged
Cost: 50 gp
Damage: (Small) 1d3; (Medium) 1d6; (Large) 1d8;
Critical: 18-20 x2
Range Increment: 30/60/90 ft.
Weight: 5 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A pistol must be manually loaded with black powder, a bullet, and wadding. Loading a pistol is a full-round action that provokes attacks of opportunity. You must use both hands to load a pistol. A pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

Musket
Two Handed Weapon
Simple Weapon - Ranged
Cost: 150 gp
Damage: (Small) 1d6; (Medium) 1d10; (Large) 2d8;
Critical: x3
Range Increment: 40/80/120 ft.
Weight: 12 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A musket must be manually loaded with black powder, a bullet, and wadding. Loading a musket is a full-round action that provokes attacks of opportunity. You must use both hands to load a musket. A musket requires two hands to fire. Musket can only fire one shot before it must be reloaded

Blunderbuss
Two Handed Weapon
Simple Weapon - Ranged
Cost: 125gp
Damage: (Small) 1d6; (Medium) 1d10; (Large) 2d8;
Critical: x4
Range Increment: 5/10/15 ft.
Weight: 7 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A Blunderbuss is most effective at close range; any successful attack, a -1 penalty is applied to the damage roll for each range increment of the attack. It can fire once before it needs reloading (which requires a full round action which provokes attack of opportunity)

Revolver Pistol
One handed weapon
Martial Weapon - Ranged
Cost: 100 gp
Damage: (Small) 1d6; (Medium) 2d4; (Large) 2d6;
Critical: 18-20 x2
Range Increment: 30/60/90 ft.
Weight: 5 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A revolver pistol can hold up to 6 bullets at a time. Loading a Revolver pistol is a full-round action that provokes attacks of opportunity. You must use both hands to load a revolver pistol. A Revolver pistol can be fired with one hand with no penalty. You can fire a pistol with each hand, but normal two-weapon fighting rules apply.

Rifle
Two Handed Weapon
Martial Weapon - Ranged
Cost: 300 gp
Damage: (Small) 1d8; (Medium) 1d12; (Large) 3d6;
Critical: x3
Range Increment: 50/100/150 ft.
Weight: 12 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A musket must be manually loaded with black powder, a bullet, and wadding. Loading a musket is a full-round action that provokes attacks of opportunity. You must use both hands to load a musket. A musket requires two hands to fire. A rifle can fire up to six shots before it must be reloaded.

Shotgun
Two Handed Weapon
Martial Weapon - Ranged
Cost: 250gp
Damage: (Small) 1d8; (Medium) 2d6; (Large) 3d6;
Critical: x4
Range Increment: 10/20/30 ft.
Weight: 7 lb.
Damage Type: Bludgeoning and Piercing
Firearms Ammunition
A shotgun is most effective at close range; any successful attack, a -1 penalty is applied to the damage roll for each range increment of the attack. It can fire six times before it needs reloading (which requires a full round action which provokes attack of opportunity), a free action to the cock the gun


bummer I completely missed the italicizing...hopefully it won't be held against me *fingers crossed*, oh well, guess we'll wait and see


Are there rules published for using guns in pathfinder, and if so where can i find them?


I would like to keep it to the Core classes, but feel free to post apg toons, i just didn't get the book yet


So i'm a bit confused about the alchemist, it says that it takes a standard action to create and throw a bomb, but they gain swift achemily later, which means that its only a free action correct>?


Alexander Kilcoyne wrote:
Characters created for AP's usually have motivations related to the AP, without a bit more information your basically asking for four totally random characters with no ties to the AP (its possible that is indeed what your after I guess).

Ya, at the moment I only need the pregen's to test encounter strength and diffculty, but I do see your point of having characters tied into the actual adventure path so here's some backstory

50 years ago, a powerful red dragon by the name of Calasare, appeared as a beautiful sorceress and quickly swindled the King of Hammer’s Valley Jordan Cranius; a legendary war hero known for his fury with a sword and mastery of the arcane arts. However, King Jordan quickly discovered that Calasare was not what she appeared to be, instead she was a dragon, using him as a consort to breed powerful minions loyal only to her. She used her power to maniuplate the kingdom into paying taxes to increase her horde, but that was not enough. No Calasare wanted more, more worshipers, more power, and more treasure. But Jordan had other plans, he knew that she was a threat to Eagleheart, so he prepared an ambush while escorting her to the Obsidan Fortress. He and several of his best men attacked the Dragon Queen, but such an attack was foolish as she quickly overpowered them. Not before Jordan cast one final spell in desperation, and watched as Calasare was pulled into a conjured portal to the elemental plane of fire.

For 50 years Jordan used his magic to look as if he never aged, even sought out the fabled Fountain of Youth, a place only he knows about. But 30 later and every year after on the day that he imprisoned Calasare he received vistors from his sons….the Princes of the Ash Queen; and every year they gave the same prophecy. “The Ash Queen Shall Rise and like our mother will rebuild a new world from the ashes”

Now that time as come. An earthquake in the Timberway Forest opened a small portal in the plane of fire, the very opportunity that Calasare was waiting for and exploded out of the ground and sored into the skies above, leaving a trail of ash behind her as she flew towards Hammer’s Valley; not before she incenerated the forest, and now a cloud of ash hovers above what was once a beautiful spot for animals and those who loved them. Not far from the Timberway Forest on the coast of Northshore the budding city of Oakview has been having its share of problems. Bandits calling themselves the Maverick Brotherhood have invaded the area picking off everyone who travels unguarded, and even conducting raids on the other costal cities. Nobody knows why, but nevertheless Oakview is about to celebrate 25 years of history by unveiling the museum of oak. Dedicated to those who’s work helped this coastal town thrive.

Eagleheart: Is a continant in which the adventure takes place (Since i'm not fimilar with Golarion, and it is my own creation). There are several major cities

Hammer's Valley: The main city the players will be traveling to, assiting the king in the events that are taking place

Elwin City: The bastion of elves in the beautiful Lunar Forest, made in, of, and on the tree's leaving the barbaric tribes of ecplise below

Elissya: Built by dwarves thounsands of years ago, it is now a thrivng city by which console rules, though capital punishment goes to those caught breaking the law

Alendar Falls: The great Dwarven city built behind a the mighty Tranius Waterfall. Lead by King Aurn Ironhammer, another famous warhero who faught alongside King Jordan Crainus

There are several town's throughout Eagleheart, but feel free to create your own


Hey guy's i'm looking for a little help, awhile ago i mentioned i was designing an adventure path to take characters from 10-20, and yes i know i said i would have the first part out weeks ago, but real life comes up. Any who, I've decided to make it from level 1-20 instead, and so far i'm making great process, some friends are giving me idea's and the only hard part is typing it up. But I was wondering if you guys could help me out with one thing.

Pregenerated characters.

I know Paizo has several pregen's but I would rather custom creations. I only need 4 1 level one characters to start test running some of the encounters, i'll take care of the advancement. For those interested here are the stats:

20 point buy
goodish aligned
different races (I don't want to see all human, elfs, gnomes etc)
average starting gold for classes

I'll pick the best 4, and give you credit in the adventure, and will come to you for there advancment stats. Any takers?


So i'm designing a Monk/Rogue Combination and using the Ascetic Rogue feat from Complete Adventurer. Now the only problems I can seem to come up with is that Flurry of blows does not stack with the feat. Thus you would have to take the feats seperately (TWF,ITWF, GTWF) for it to work. My question is flurry of blows uses the monk level to determine attacks, would you still be able to take ITWF since you 'gain' it as a first level monk?

Ascetic Rogue

You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down
your foes quickly.
Prerequisites: Improved Unarmed Strike, sneak attack.
Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt.
If you have levels in rogue and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 5th-level rogue/1st-level monk would deal 1d8 points of damage with her unarmed strike.
In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful in order to retain your monk abilities and take monk levels.


So i'm designing a Monk/Rogue Combination and using the Ascetic Rogue feat from Complete Adventurer. Now the only problems I can seem to come up with is that Flurry of blows does not stack with the feat. Thus you would have to take the feats seperately (TWF,ITWF, GTWF) for it to work. My question is flurry of blows uses the monk level to determine attacks, would you still be able to take ITWF since you 'gain' it as a first level monk?

Ascetic Rogue

You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down
your foes quickly.
Prerequisites: Improved Unarmed Strike, sneak attack.
Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt.
If you have levels in rogue and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 5th-level rogue/1st-level monk would deal 1d8 points of damage with her unarmed strike.
In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful in order to retain your monk abilities and take monk levels.


Hey guys, I've decided to re work my campaign world, and in doing so I’m replacing the gods with creations of my own, I had been using the 3.5 ones. So far I have a couple of ideas:

Vulcanius NG - God of the sun, healing, glory, strength
Favourite Weapon: Greathammer

Azrael NE- Angel of Death, Destruction, Madness
Favourite Weapon: Greatsword

I have a few other idea's kicking around on notes and what not, but I was wondering what you guys got to help me out.


Actually, awhile ago I designed a very interesting character that would end up being very interesting both on paper and in play. Sorcerer/Barbarian/Dragon Disciple. Now this is just to give you can idea, but with some slight mods you could easily change this around for what your looking for. Make her human, give her arcane armor mastery and training instead of craft feats and she does get an extra one being human. I had her have below average int; simply because she was a pawn for the great worm red dragon that her bloodline was based off of. Just grab yourself some mithril full plate with the acrane armor feats and you suffer no spell failure chances.

As for tatics, if i wanted to go into melee a common tatic was to quicken a true strike spell. Your attacks aren't so bad, and brillent energy passes through no living matter making them easier to hit. your not going to out damage the fighter, but your certianly going to have fun playing it. Enjoy, hope it helps

Female Half Elf Barbarian 3/Sorcerer 6/ Dragon Disciple 10
CN Medium Humaniod
Init +10 Senses low-light vision; Perception +13
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Defense
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AC 32, touch 32, flat-footed 26 (+10 +8 armor, +6 Dex, +7 natural, +1 insight)
hp 230 (11d12 + 6d6+ 138) 266 (while raging)
Fort +18, Ref +13, Will +14
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Offense
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Speed: 40 ft. Fly Speed 90 ft.
Melee: Scythe +26/+26/+21/+16 (2d4+16/x4) and +21 (Bite 1d6 +1d6fire +13)
Space 5 ft.; Reach 5 ft.
Special Qualities : Rage 21 Rounds (+4str, +4con +2will save -2 AC), Rage Power: Moment of Clerity, Uncanny Dodge, Trap Sense +1, Breath Weapon 2/day (12d6 DC:22), Resistance to Fire 10, Blindsense 30 ft., Imune to magic sleep
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Statistics
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Str 29, Dex 22, Con 24, Int 9, Wis 14, Cha 23
Base Atk: +12; CMB: +21; CMD: +37
Feats: Weapon Focus (Sycthe), Extra Rage, Arcane Strike, Vitial Strike, Craft Arms & Armor, Skill Focus (Fly), Extend Spell, Improved Vitial Strike, Improved Initiative, Quicken Spell, Blind Fight
Skills: +15 Fly, +8 Intimidate, +14 Perception, +5 Spellcraft
Languages: Common, Elven, Dragonic
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Spells
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DC: 16 + Spell Level, Spells per day 6/6/6/6/5/3
0 - Detect Magic, Read Magic, Resistance, Message, Mending, Light, Flare, Detect Posion, Bleed
1st - True Strike, Magic Missle, Identify, Shield, Enlarge Person, Feather Fall, Ray of Enfeeblement, Mage Armor
2nd - Invisibility, Darkness, See Invisibility, Protection from Arrows, Web, Touch of Idiocy, Acid Arrow, Resist Energy
3rd - Fireball, Keen Edge, Greater Magic Weapon (Rod of Extend)*, Dispel Magic, Slow, Fly
4th - Dimension Door, Wall of Fire, Bestow Curse, Black Tentacles, Fear
5th - Teleport, Feeblemind, Cone of Cold, Spell Resistance
6th - Disintergrate, Globe of Invulnerability, Form of the Dragon 1
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Treasure
================================================================
+1 Adamantium Brillent Energy Scythe, Boots of Speed, Belt of Physical Perfection +6, Headband of Mental Prowess +6, Ring of Protection +5, Rod of Metagmagic Extend, Dusty Rose Ioun Stone, Pale Green Ioun Stone, Clear Ioun Stone, +3 Manual of Exercise (already read) Bracers of Armor +8


Michael Wadden wrote:
So lately I have alot of free time on my hands, since my group decided to take a break while everyone heads out on vacation for a bit, sadly my vacation ended last week. Now normally I have to work on my game, but since I got that prepared (for the most part), I'm going to design an adventure for high level play 10-20. The question is what to do? I just don't wanna type up one of my own adventures, because to me its boring. So here's where I want everyone to pitch in there idea's on what they would like to see. Dragons, vampires, lichs, giants, demon's etc. throw them out there and in 2 weeks from today i'll post part one of the adventure.

So allow me to update my question, what would everyone like to see as the final encounter? Human warlord, dragons, demons?


So lately I have alot of free time on my hands, since my group decided to take a break while everyone heads out on vacation for a bit, sadly my vacation ended last week. Now normally I have to work on my game, but since I got that prepared (for the most part), I'm going to design an adventure for high level play 10-20. The question is what to do? I just don't wanna type up one of my own adventures, because to me its boring. So here's where I want everyone to pitch in there idea's on what they would like to see. Dragons, vampires, lichs, giants, demon's etc. throw them out there and in 2 weeks from today i'll post part one of the adventure.


So my friend recently downloaded some 4th ed stuff and after reading it over he mentioned to me that they have some kind of 'Elite' template on certian monsters. Now other then the advanced template is there any other kind of elite template for pathfinder? If so where can i find it, and if not what would ppl like to see and i'll try to design one


Balor Lord
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., low-light vision, true seeing; Perception +40
Aura flaming body, unholy aura (DC 28)

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DEFENSE
================================================================
AC 43, touch 18, flat-footed 35 (+4 deflection, +8 Dex, +25 natural, -4 size)
hp 570 (20d10+380)
Fort +35, Ref +18, Will +27;
DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 31;

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OFFENSE
================================================================
Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal unholy longsword +38/+33/+28/+23 (4d6+23), +8 vorpal flaming whip +30/+25/+20 (1d8+17 plus 1d6 fire and entangle) or 2 slams +38 (1d10+22)
Space 20 ft.Reach 20 ft. (40 ft?. with whip)
Spell-Like Abilities (CL 20th) Constant-true seeing, unholy aura (DC 28) At will-dominate monster (DC 29), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 25) 3/day-quickened telekinesis (DC 25) 1/day-blasphemy (DC 27), fire storm (DC 28), implosion (DC 29), summon (level 9, any 1 CR 19 or lower demon 100%)

================================================================
STATISTICS
================================================================
Str 55, Dex 27, Con 48, Int 28, Wis 28, Cha 31;
Base Atk +20; CMB 42; CMD 63
Feats Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +27, Bluff +33, Diplomacy +33, Fly +28, Intimidate +33, Knowledge (history) +29, Knowledge (nobility) +29, Knowledge (planes) +32, Knowledge (religion) +29, Perception +40, Sense Motive +32, Stealth +18, Use Magic Device +33; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery

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SPECIAL ABILITIES
================================================================
Death Throes (Su) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 35 halves). The save DC 2 Constitution-based.
Entangle (Ex) If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Flaming Body (Su) A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike (Su) Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex) A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.

Treasure standard (+1 unholy longsword, +1 flaming whip, other treasure)


Well, we entered what appeared to be a shrine to the dragon, picture the scene from the PHB except we didn't find any dragon bane sword. It let out a mighty roar and we new we were in trouble. Early in the adventure the dragon had attacked a group of natives so we knew it was a green dragon. So we buff up, the Sorcerer (copper dragon bloodline) casts Resist energy on everyone but Druids cat, Which proved to be HUGE! and then mage armor on himself.

So the Fighter (Me) leads the party out, followed by the monk, druid then the mage. As we come up the stairs of the shrine and exit, it is flying 10ft in the air, angry at us and lets loose with a breathweapon. 31 Damage Total, 21 thanks to energy resistance. The Mage, Druid cat, and Monk pass there saves. Monk and Cat take no damage, Mage like 6. Then we all go. Druid heads over behind a tree, and begins casting call lightning, Druid moves up and does a jumping punch and misses, the mage casts Sorching ray and does some damage, and moves over by the druid, I move up to the dragon and attempt to demoralize it, Accomplishing the feat. Then it was the dragon's turn again, it moved into better position and hit us with the breathweapon again. 22, everyone fails this time, except the mage who was outside the cone range. So at this point most of us have a good junk of hit points gone. The next round was more or less rinse and repeat with only the druid and monk doing any damage. Dragon acts, casts entangle. Monk fails, druid fails, everyone else passes. Slows our movement though. then we start moving, trying to get out of what we think is going to be another breathweapon. Mistake by us. Everyone splits up and the monk gets the bite attack taking 15 damage. Mage casts magic missile, I move out of the entanglement, draw my bow, druid call's lightning again. By this time the mage is doing the most damage, dragon flys over and lets him have a bite attack 18 damage. Then it lands. Druid fails his last call lighting, mage magic missile, I fire my bow, missing, monk starts moving toward the dragon, same with cat. Dragon, another breath weapon, Everyone but druids cat fails, and I'm out of reach. Following round all attacks but magic missile miss, Dragon turns and fly's away from us.

End encounter.

Now had the dragon actually got a full attack on anyone we would have been screwed. But it seemed like he was trying to isolate us so much that we managed to get the uphand on him.

I'm sure that'll change next time

Finally hit points.

Fighter 25 out 63
Druid 9 out of 29
Monk 28 out of 43
Mage 6 out of 28


So we are just about to fight the young green dragon (as mentioned in the beastiary) and we skipped over most of what the dm had planned for us for the night. We are 4 5th Level characters

A Shield and Sword Fighter
A monk
Sorcerer
and a druid.

We are currently buffed with resist energy but we are about to leave the creatures lair to meet it outside...

wish us luck haha


Remco Sommeling wrote:
Michael Wadden wrote:

So I'm designing an encounter for my game tomorrow night (no not the balor lord, thats a different game) and I would like for the final encounter to be some kind of Earth Elemental with a humaniod shape. Now I'm looking to have him use the earthbreaker, but I would like for him to have some spell like abilities, much like some nice druid spells. Now what I thought was just giving him levels in druid, but I thought that might be kinda dumb, but if I start giving him spell casting then i'm not sure how to adjust the CR. Aiming for a CR of 9 or 10

Idealy when they defeat him he'll be cleansed, as he was corrupted by the drugar cleric and would offer the PC's some kind of blessing.

Thoughts?

what spell-like abilities were you thinking of ?

Summon Nature's ally, wall of stone, entangle, barkskin just to give you some example


So I'm designing an encounter for my game tomorrow night (no not the balor lord, thats a different game) and I would like for the final encounter to be some kind of Earth Elemental with a humaniod shape. Now I'm looking to have him use the earthbreaker, but I would like for him to have some spell like abilities, much like some nice druid spells. Now what I thought was just giving him levels in druid, but I thought that might be kinda dumb, but if I start giving him spell casting then i'm not sure how to adjust the CR. Aiming for a CR of 9 or 10

Idealy when they defeat him he'll be cleansed, as he was corrupted by the drugar cleric and would offer the PC's some kind of blessing.

Thoughts?


Well Personally I like the great hammer, and its different. I like the big damage on the crit instead of just an instant kill, gives players more of a chance to make the battle interesting.

Now, I have read everyones idea's, and have done some research into what I should do next

I personally like the armor mastery instead of whip mastery, because I freaking hate the whip, i'll post an updated version later tonight

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