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![]() Alosvalophos wrote:
WHAT?? But the rules said that you traded Pop for Army, I thought?![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Hmmn. An Azata-Blood Aasimar Shaman, who sees beyond the needs of the flesh, and tries to heal the needs of the spirit. A wiser, older aasimar, who has relied on Lore to guide him. He has seen many things in his years, and is always willing to lend a hand, no matter how small - or large - the problem. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Call me interested. Shaenol the Witch Sylph at your service. I'll make up a alias here shortly. Starting Wealth: 3d6 ⇒ (6, 6, 1) = 13 A bit of how he looks:
Shaenol looks a bit too stereotypical for a sylph. In fact, he looks too much like your average sylph female. Smaller and more frail looking than most male sylphs, he's had quite a few clients mistake him and his services for something else. A bit of personality:
Shaenol may be flighty sometimes, but when it comes to his work, he's on task. When under contract or brokering a trip to the Expanse, he's as grounded as any dwarf. He only considers himself to have two buttons: treating him like a frail woman, and not obeying directions out in the wild. He's been there. Its not pretty. A bit of history:
Shaenol has long been a resident of the jungle. The sylph has provided protection and guide services to many a traveler into the expanse, and for the most part has gotten them back out again. As a witch he has some few services to offer the locals... if they don't try to kill him first. But business is dropping off elsewhere in the Mwangi. Perhaps its time to head back to Sargava and see what sort of jobs he can rustle up there? A bit of crunch: Shaenol
Male Sylph Witch 1 (Pathfinder RPG Advanced Player's Guide 65; Pathfinder RPG Advanced Race Guide 0) CG Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 6 (1d6) Fort +0, Ref +2, Will +4; +2 vs. [air] or [electricity] spells, or electricity damage Resist electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee morningstar +0 (1d8) Ranged light crossbow +2 (1d8/19-20) Special Attacks hexes (healing) Sylph Spell-Like Abilities (CL 1st; concentration +2) . . 1/day—feather fall Witch Spells Prepared (CL 1st; concentration +4): . . 1st— . . 0 (at will)— -------------------- Statistics -------------------- Str 10, Dex 15, Con 10, Int 16, Wis 15, Cha 13 Base Atk +0; CMB +0; CMD 12 Feats Airy Step[ARG] Traits boarded in the mwangi expanse, friend in every town Skills Diplomacy +3, Knowledge (geography) +4, Knowledge (local) +8, Profession (Guidesmaster) +6, Spellcraft +7, Survival +3 (+5 to get along in the wild) Languages Auran, Common, Elven, Polyglot SQ patron spells (agility) Other Gear light crossbow, morningstar, survival kit, masterwork, witch's kit, 16 gp -------------------- Special Abilities -------------------- Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall. Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle. Darkvision (60 feet) You can see in the dark (black and white vision only). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach. Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Huh. Can't get access to the Rules, but here we go! Name: Utatnaphor, The Wandering One.
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Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() In my order 1668013, I have Inkantations, from 4 Winds Gaming that I ordered in April. It was put into my 'sidecart' for shipment. Only, it hasn't shipped. I had assumed that it would come with the next monthly shipment, but its still not here after three months. I attempted to 'Ship alone', but that didn't do anything as well. As far as I know, the product is available as hardcopy (I got the PDF immediately), so I'm at a loss as to why the book won't ship. Help? ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() cynarion wrote: The runewell will already have been activated thanks to Mokmurian's meddling at Xin-Shalast (all the runewells were activated at the same time). Alaznist will, however, likely be in the same state as (or worse than) Karzoug; remember that it is the Denizens of Leng actively assisting in Karzoug's awakening that moves the process along. Okay, perhaps a rephrase: Taking control of the Runewell. I wanted it to be more than just a simple (dull): make such-and-such check after casting so-and-so spell with this-and-that offering/catalyst/whatever. The obstacles to get there, and whatever 'protections' she might face. cynarion wrote: Honestly she probably doesn't need to do this. If she hasn't already met him, introduce her to Veznutt Parooh at The Way North, and get him on the case of establishing Bakrakhan's ancient borders. He will love the idea. You can get Ilsoari, Brodert, Chask and Veznutt all working on the project, like your own little X-Club. Unfortunatly, as I said, the Stone Giants to a chunk out of Sandpoint. Brodert, at least is dead by Terkinus, and I need to go back and look at the others to see if they were in the 'wrong place' for the damage I've described to my players that happened. But even a few of them will help greatly. cynarion wrote: Honestly I'm not sure any GM should allow this unless you are bringing in epic levels. It took Aroden to raise the Starstone, and he became a god doing it, not a petty little Runelord. Allowing a PC to bring an entire country up from the depths blurs the lines between PC and god. If you're comfortable with that, you could do it, but it's a path fraught with dangerous consequences. I've already told her that she, herself doesn't currently have the capability, and the path she's on will never get it. She's now looking at a transmuter/conjurer that she can support (a cohort at last plan I heard) to help her with the 'Heavy Lifting'. cynarion wrote: In terms of when your PC could do this, the answer depends on whether you have Karzoug on a ticking clock. Which is why 'Kill Karzoug' is step two. Again, she's started outlining plans to research the other Runelords, how they planned to survive, and take them out. The Runeforge will be great help to her there.... cynarion wrote: As for 'closing off their shipping', if the entirety of Bakrakhan is raised up again, Riddleport will become an inland city and Magnimar might (just) still retain a port; if so Magnimar may actually work with her to shut Riddleport down as a trading port, especially if Haldmeer Grobaras (the sneaky git that he is) is still running the city. <blinks> Point. Definite point. I'll have to keep that in mind, even if having an unfriendly city opposed to a *very* friendly city, especially one that's very close to her hometown of Sandpoint (which she has *more* plans for.) cynarion wrote: Hope that's given you some food for thought. It has, thank you. I'll be over here, munching... ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() A bit of backstory required, I'm afraid: My group has just started Fortress of the Stone Giants, having lost a character and gained a few more from the destruction of Sandpoint to raiding Stone Giants. One of the PCs is a Sorceress of Wrath (see Gun Metal Games' Sorcerer Bloodlines) that has been with the party since Goblin Day. Now, seeing as this PC is a sorceress of *Wrath*, I started dropping more than a few hints about Alaznist and Bakrakhan. Now, she's carved out a plan for the future: 1) Find a group willing to excavate the catacombs underneath Sandpoint, and possibly help the town rebuild.
Now, all of this is going to be a HUGE undertaking, and I find myself in need of a bit of help organizing the 'plotline' to follow that will make this interesting, challenging, and exciting. So. Any takers? Please? ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() I've actually gone through the Bestiary 2 and found that several of the monsters in Runelords (Like the Shining Child in FotSG, or the Faceless Stalker from Skinsaw.) A more in-depth search may find even more that have been officially converted on the sly. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Fraust wrote: Just wanted to add something about d20pro. It's 30 bucks for the full program, a judges license (what you use as a GM) and two players licenses. Every player after that is 10 bucks. So for you, your sister, and your girlfriend, it'd be ten apiece. Didn't want to give you the impression it would be 30 for each player and the GM. Can I just throw a couple cents in for rptools.net Maptool? It sounds like it has similar functions to d20pro, and its free. I usualy use the basic map/unit/reveal, and not the higher end stuff like macros, but it works well for me, and is, as I said, without cost. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() I find it strange looking through this thread and thinking, its not a matter of 'if', but a matter of 'when'. Allow me to summarize my argument in three words: "Artwork is EXPENSIVE." Erik Mona wrote: Which is also why you can be assured that if we did a project like this, we wouldn't be reprinting any art that didn't work out the first time, either. All ready in PRPG products I've seen two pieces of art that to my eye come straight from Burnt Offerings. 1: The cover of the Inner Sea Primer clearly shows to my eye an updated view of the Thistletop art from BO, complete with head-like island, wooden stockade, and, of course, goblins. 2: Is more debatable: In the Book of the Damned Vol. 2, Lords of Chaos, the chapter three title picture shows what I think to be an updated Nualia on a throne, complete with demon-like arm and goblins in the foreground. One picture I might see as one of the editors going for a favorite scene and paying to re-imagine it. Two, tells me that there's something in the works, however far out that might be. That's my reasoning. If you have cause to disagree, please tell me your thoughts. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() This order was originally placed on 8 Oct, the pdfs were immediately debited and made available, but the One On One Adventures was listed as pending. On Dec 3 I made order #1311024 and merged it with the above order, and still listed as pending. It has stayed that way since then. Can someone tell me what's going on? Thanks in advance for any help! ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Okay, I bought it and looked it over, but really, it seems to be muchly weakened from the 3.5 version, much less current PFRPG classes. Apart from a reasonable rearranging of skills, the rest is the same between them. And looking at what all is lost going from the one to the other, I can't really say I would take the Adamant version of it. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Hello, All! I've been trying to convert the Spirit Shaman from Complete Divine to PFRPG for the Legacy of Fire AP that my wife is going to run come January. You can find my effort so far here. Most of the text is lifted directly from Complete Divine, but the levels that abilities come at have been changed. All I really need right now is opinions on balance as compared to the core classes in PFRPG. Any and all help is appreciated and most welcome ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Joey Virtue wrote:
I only get to DM rarely for my group, but I decided to work your Hook Mountain additions into my game because we added another player. They ended up working really well, and made them think strategicly at more points than they have been. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() Setting up for the Arkona invasion next week, but having a slight problem with Sivit's Symbols. In Vimanda's tactics bloc, it states that 'Vimanda knows that there are several symbols placed through out the dungeon, and even though they don't affect her since she's lawful evil...' Do the symbols not affect LE creatures? My players are LN, and two LEs. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() tbug wrote: I'm okay with not figuring that out for the PCs. By the time they're that level they should have the ability to cross a sheer wall on their own. If they're not using magic then they need to break out the hammer and pitons. (Doing that while under fire might convince them of the need to either get a magic user or else stock more potions, of course.) All right, yes, I have been accused of thinking for my players before, and I really shouldn't. First question still applies. New question: The Impaler of Thorns detailed on pg. 51 and expanded in Xanesha's stat block as a large weapon dealing 2d6 damage with a 18-20 crit at x3. At first I thought this weapon to be a longspear (as I guessed from the picture of her), but a quick check of the PHB shows that while a longspear has a x3 crit damage, it possesses no range beyond a nat 20. So what kind of weapon is an Impaler of Thorns? Addendum: Construction requires Cat's Grace and Delay Posion but the discription fits more to Fear or some such. ![]()
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
![]() James Jacobs wrote:
One of the questions I've had about the clocktower stems from this: In locations E2 (The third E2 specifically), the stairway is limited to the left and lower right walls. Does this show the stairway before or after the bell has fallen? And if its before, how is a party without fly or spider climb to reach the top? |