Tanuki

Páihuái's page

62 posts. Alias of Neverithian.




I'm looking to design a template that would imbue a creature with one or more spells that trigger upon a successful attack. I'm just unsure of how much to price the template's CR adjustment at

Template: Spellbound Creature

Special Attacks

Spellbound Attacks (Su): A creature hit by a spellbound creature's natural attack is affected by the chosen spell(s). Saves apply as normal for the spell, the DC being 10 + spell level + Cha modifier.

So for example:

Emerald Stinger
Spellbound (acid splash) Giant Wasp
CR 4(?) (XP 800)
N Large vermin
Init +1; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
hp 34 (4d8+16)
Fort +8, Ref +2, Will +2
Immune mind-affecting effects

OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee sting +6 (1d8+6 plus poison plus 1d3 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks: spellbound attacks (acid splash)
STATISTICS
Str 18, Dex 12, Con 18, Int —, Wis 13, Cha 11
Base Atk +3; CMB +8; CMD 19
Skills Fly +3, Perception +9; Racial Modifiers +8 Perception

SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Spellbound Attacks (Acid Splash) (Su): A creature hit by an Emerald Stinger's sting attack is affected by the acid splash spell; the creature suffers normal sting damage as well as 1d3 additional acid damage.


I'm working on a relatively short adventure (1st to 6th with 3 Mythic Tiers) to showcase the mythic rules with one of my IRL groups this coming summer.

We're working with some modified rules (chiefly the Tax Exempt alternate rules giving certain feat options for free as well as modifications to how Feat Trees work). We've agreed to this as a group to test these new options and since the adventure will climax at 6th level/Mythic Rank 3 it was a way for us to build more complex and varied characters.

Under the Tax Exempt rules, the following rules are applicable. These optional rules

Tax Exempt Rules:

Free Feats:

Weapons: Most feats and features that apply to a specific weapon instead apply to all weapons within that weapon's associated Fighter weapon group , such as light blades or heavy blades. An exception to this is Exotic Weapon Proficiency .

Power Attack , Deadly Aim , and Combat Expertise are all action types that anyone with BaB ≥1 can do, just like charging or fighting defensively. Ignore any prerequisites involving these feats or the stat requirements of these feats (such as Intelligence 13 for Combat Expertise or Strength 13 for Power Attack).

In addition, the following feats are given to characters who meet their prerequisites:

● Alchemical Strike
● Call Out
● Call Truce
● Cypher Script
● Combat Advice
● Cooperative Crafting
● Death from Above
● Empty Threats
● Favored Prestige Class
● Field Repair
● Kinetic Invocation
● Master Alchemist
● Mounted Combat
● Mud in Your Eye
● Performing Combatant
● Position of Strength
● Raging Vitality
● Ranged Study
● Redeemed Kobold
● Rhino Charge
● Scaled Disciple
● Shadow Strike
● Taunt
● Truth in Wine
● Versatile Jinxer
● Xenoglossy

Furthermore, the Feat Tree variant also includes the following changes to how feats work. I've reproduced these here for everyone's convenience.

Free Feat Tree:

Feat Tree Progression:
The initial feats in these feat chains are taken as normal. Later feats in these feat chains are automatically given to characters when they meet the prerequisites. If there are no additional prerequisites for the further feats, they are given to the character 2 levels after taking the previous feat.

● All Style Feats
● Airy Step ➞ Wings of Air
● Alertness ➞ One Eye Open
● Arcane Strike ➞ Riving Strike
● Armor Focus ➞ Improved Armor Focus
● Bodyguard ➞ In Harm's Way
● Blind Fight ➞ Improved Blind Fight ➞ Greater Blind Fight
● Broken Wing Gambit ➞ Wounded Paw Gambit
● Careful Sneak ➞ Exquisite Sneak
● Catch Off-Guard / Throw Anything ➞ Improvised Weapon Mastery
● Charging Hurler ➞ Improved Charging Hurler
● Cleave ➞ Great Cleave
● Cleaving Finish ➞ Improved Cleaving Finish
● Combat Meditation ➞ Meditative Concentration ➞ Slow Time ➞ Perfect Awareness
➞ Perfect Center
● Combat Vigor ➞ Take a Breather/Vim and Vigor ➞ Fortuitous Vigor ➞ Restorative
Vigor
● Cut from the Air ➞ Smash from the Air
● Deathless Initiate ➞ Deathless Master ➞ Deathless Zealot
● Defiant Luck ➞ Inexplicable Luck ➞ Bestow Luck
● Deflect Arrows ➞ Snatch Arrows ➞ Throw Back Arrows
● Devastating Strike ➞ Improved Devastating Strike
● Dimensional Agility ➞ Dimensional Assault ➞ Dimensional Dervish ➞ Dimensional
Savant + Dimensional Maneuvers
● Disengaging Feint ➞ Disengaging Flourish ➞ Disengaging Shot
● Disorienting Maneuver ➞ Canny Tumble
● Double Slice ➞ Two-Weapon Rend
● Draconic Aspect ➞ Draconic Breath ➞ Draconic Glide ➞ Draconic Paragon
● Drow Nobility ➞ Improved Drow Nobility ➞ Greater Drow Nobility
● Echoes of Stone ➞ Murmurs of Earth
● Eldritch Heritage ➞ Improved Eldritch Heritage ➞ Greater Eldritch Heritage
● Endurance ➞ Diehard ➞ Fast Healer
● Familiar Bond ➞ Improved Familiar Bond
● Favored Prestige Class ➞ Prestigious Spellcaster
● Fast Learner ➞ Improvisation ➞ Improved Improvisation
● Fearless Curiosity ➞ Intimidating Confidence ➞ Dauntless Destiny
● Feinting Flurry ➞ Improved Feinting Flurry
● Fury of the Tainted ➞ Improved Fury of the Tainted
● Gang Up ➞ Team Up + Merciless Beating
● Gate Breaker ➞ Relic Breaker
● Goblin Cleaver ➞ Orc Hewer ➞ Giant Killer
● Great Fortitude ➞ Improved Great Fortitude
● Hard-Headed ➞ Dented Helm ➞ Cloven Helm
● Heroic Recovery ➞ Heroic Defiance
● Impaling Critical ➞ Improved Impaling Critical
● Improved Shield Bash ➞ Shield Slam ➞ Shield Master
● Improved Stonecunning ➞ Stone Sense
● Iron Will ➞ Improved Iron Will
● Ironclad Logic ➞ Play to the Crowd
● Jawbreaker ➞ Bonebreaker ➞ Neckbreaker
● Ki Throw ➞ Improved Ki Throw ➞ Binding Throw + Spinning Throw + Enhanced Ki
Throw
● Killing Flourish ➞ Gruesome Slaughter
● Lightning Reflexes ➞ Improved Lightning Reflexes
● Meditation Master ➞ Body Control ➞ Bend with the Wind + Body Mastery
● Misdirection Tactics ➞ Misdirection Redirection ➞ Misdirection Attack
● Monstrous Mask ➞ Terrifying Mask
● Moonlight Stalker ➞ Moonlight Stalker Feint ➞ Moonlight Stalker Master
● Net Adept ➞ Net Maneuvering + Net and Trident ➞ Net Trickery
● Nightmare Fist ➞ Nightmare Weaver ➞ Nightmare Striker
● Nimble Moves ➞ Acrobatic Steps + Gliding Steps ➞ Light Step
● Noble Scion ➞ Enlightened Noble
● Penetrating Strike ➞ Greater Penetrating Strike
● Position of Strength ➞ Improved Position of Strength
● Rending Fury ➞ Improved Rending Fury ➞ Greater Rending Fury
● Sap Adept ➞ Sap Master
● Scorpion Style ➞ Gorgon’s Fist ➞ Medusa’s Wrath ➞ Cockatrice Strike
● Second Chance ➞ Improved Second Chance
● Sharpclaw ➞ Tunnel Rat ➞ Burrowing Teeth
● Shield Focus ➞ Improved Shield Focus ➞ Greater Shield Focus
● Shield Specialization ➞ Greater Shield Specialization
● Shot on the Run ➞ Parting Shot
● Sidestep ➞ Improved Sidestep
● Snap Shot ➞ Improved Snap Shot ➞ Greater Snap Shot
● Spring Attack ➞ Whirlwind Attack + Circling Mongoose
● Staggering Fist ➞ Dazing Fist ➞ Befuddling Strike ➞ Draining Strike ➞ Stunning
Fist ➞ Paralyzing Strike
● Stalwart ➞ Improved Stalwart
● Stand Still ➞ Pin Down
● Step Up ➞ Following Step ➞ Step Up and Strike
● Street Smarts ➞ Measure Foe
● Stony Step ➞ Oread Burrower ➞ Oread Earth Glider
● Surprise Follow-Through ➞ Improved Surprise Follow-Through
● Swap Places ➞ Improved Swap Places
● Tengu Wings ➞ Tengu Raven Form
● Tripping Staff ➞ Tripping Twirl
● Two-Weapon Fighting ➞ Improved Two-Weapon Fighting ➞ Greater Two-Weapon
Fighting
● Umbral Scion ➞ Improved Umbral Scion
● Vital Strike ➞ Improved Vital Strike ➞ Greater Vital Strike
● Weapon Focus ➞ Greater Weapon Focus
● Weapon of the Chosen ➞ Improved Weapon of the Chosen ➞ Greater Weapon of
the Chosen
● Weapon Specialization ➞ Greater Weapon Specialization
● Whip Mastery ➞ Improved Whip Mastery ➞ Greater Whip Mastery
● Wind Stance ➞ Lightning Stance

New/Modified Feat:

Agility (Combat)
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC, and a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Dodge bonuses stack with each other, unlike most types of bonuses.

Special: This feat replaces Dodge and Mobility . Agility counts as Dodge and Mobility for the purposes of fulfilling prerequisites. If you gain Dodge or Mobility as bonus feats from classes, bloodlines, etc. you may select Agility instead. If you gain both, you may select Agility as well as any single feat with Agility as a prerequisite. You must meet all other prerequisites for this feat.

The final challenge takes place amid the clouds of a vacant deific realm against the antagonist's leader, a roughrider 6/guardian 3 and his mythic drake ally serving as his mount.

I've pretty much completed the stat blocks at this point but I'm a little at lost for the best feat choices, equipment and I'm still trying to wrap my head around how to maximize their potential as they work side by side.

Ozias Caldane, Paragon of Valor:

Advanced male human fighter (roughrider) 6/guardian 3 (CR 9/MR 3)
N medium humanoid (human)
Init +6; Senses Perception +11; darkvision 60 ft.

DEFENSE
AC 16, touch 14, flat-footed 12 (+0 armor, +3 dex, +1 dodge (+4Agility), +2 natural, +0 shield)
hp 69 (6d10+36)
Fort +8, Ref +5, Will +4

OFFENSE
Speed 30 ft.
Melee lance +12/+7 (1d8+10/×3)
Ranged weapon +9/+4 (1d8/19–20)
Special Attacks mythic power (9/day), sudden block (+3 bonus), surge

STATISTICS
Str 22, Dex 16, Con 17, Int 14, Wis 14, Cha 15
Base Atk +6/+1; CMB +11; CMD 24
Feats Agility, Ride-by-Attack, Spirited Charge, Feat 2, Feat 3, Feat 4, Feat 5, Feat 6, Mythic Feat 1, Mythic Feat 3
Free Feats Death from Above, Mounted Combat
Skills Handle Animal +11, Intimidate +11, Perception +11, Ride +12
Languages Common

Roughrider Abilities
Steadfast Mount (Ex)
At 2nd level, after a roughrider has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the roughrider is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd.
This ability replaces bravery.

Armored Charger (Ex)
At 3rd level, a roughrider no longer suffers armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
This ability replaces armor training 1.

Mounted Mettle (Ex)
At 5th level, a roughrider and his mount gain a +1 bonus on attack and damage rolls when he is mounted or adjacent to his mount. This bonus increases by +1 for every four levels after 5th.
This ability replaces weapon training 1, 2, 3, and 4.

Mythic Abilities
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by several different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Sudden Block (Su)
As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Absorb Blow (Su)
As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Burst Through (Ex)
Whenever you charge, you can move through squares containing allies and opponents almost as if they were not obstructing your charge. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent’s CMD, you may move through the opponent’s square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.

Additional Call (Ex)
You learn an additional guardian’s call ability (absorb blow). You can select this ability twice.

Parry Spell (Su)
As an immediate action, you can expend one use of mythic power to block a spell targeting you or an ally adjacent to you. The spell must be a ray, a single-target spell, or a spell that creates an effect targeting one creature (such as acid arrow), and the level of the spell’s spell slot must be equal to or lower than your tier. Make an attack roll as if making an attack of opportunity. If the result of the attack roll is greater than the spell’s attack roll or save DC, the spell has no effect on the intended target (though other targets from the same spell, such as multiple targets of scorching ray, are affected normally). A spell that has neither a DC nor an attack roll (such as magic missile) can’t be affected by this ability.

You must declare using spell parry after the spellcaster’s target is announced, but before the target’s saving throw or attack roll is made.

Ozias Caldane is a courageous and valiant mounted fighter. Alongside Velikavatra, his mythic Fire Drake ally, he defends his newly claimed divine realm.

Velikavatra:

Agile Invincible Advanced Flame Drake (CR 8/MR 2)
N female large dragon (fire)
Init +25/+5; Senses Perception +12; darkvision 60 ft., low-light vision, scent

DEFENSE
AC 24, touch 12, flat-footed 21 (+1 dex, +2 dodge, +12 natural, -1 size)
hp 89 (6d12+50)
Fort +10, Ref +8, Will +8
DR 5/epic; Immune dragon traits, fire, paralysis, sleep; Resist acid 10, cold 10, electricity 10, fire 10
Weakness vulnerability to cold
Defensive Abilities block attacks, evasion, second save

OFFENSE
Speed 50 ft., fly 90 ft. (average)
Melee bite +12 (2d6+7 plus 1d6 fire), tail slap +7 (1d6+4)
Space 10 ft. Reach 10 ft.
Special Attacks dual initiative, fireball breath

STATISTICS
Str 25, Dex 17, Con 20, Int 13, Wis 16, Cha 14
Base Atk +6; CMB +14; CMD 27
Feats Flyby Attack, Improved Initiative, Feat 1
Free Feats Death from Above
Skills Fly +10, Intimidate +11, Perception +12, Stealth +8, Survival +12
Languages Draconic, Common, Ignan, Celestial
Special Qualities speed surge

Fireball Breath (Su)
A flame drake can, as a standard action, breathe a ball of flame that explodes like a fireball. This attack has a range of 180 feet and deals 5d6 points of fire damage (DC 16 Reflex half) to all creatures within a 20-foot-radius spread. Once a flame drake has used its fireball breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based.

Speed Surge (Ex)
Three times per day as a swift action, a flame drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

Mythic Abilities
Block Attacks (Ex)
Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

Dual Initiative (Ex)
The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster’s initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature’s round or the start of its turn such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations.

Second Save (Ex)
Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it’s still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw.

If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Together, Ozias and Velikavatra ride as one through the cloudscape.

As highly defensive yet maneuvrable opponents, I built this final encounter to truly test the PCs.

I'm missing the following though and could use some advice:


  • Gear for Ozias. His CR is 1 higher than normal so he can have gear as a 6th level PC.
  • Feats for Ozias, including regular and mythic feats from his class and rank.
  • Some good possible tactical strategies for the two. I assume flying charges to be among their repertoire.

Thanks for any advice you can send my way.


Jade Tea Palace

Background
The Jade Tea Palace stands a day's march from the capital of Xin. Nestled within the Diànqīng Hills, the palace was formerly owned by the Zhuge noble family but was since transformed into the chief producer of teas in Jiangshi. Since then, the Zhuge family has remained in charge of the tea industry of much of civilized Jiangshi.

Recently however, the Governor and Council of Xin discovered that the monthly shipment of tea from the palace has not arrived. Guards sent to escort the delivery have also not reported in. The Council therefore turns to local heroes and adventurers to visit the palace and return with news of the problem as well as solving whatever issue is going on there.

You have traveled from Xin and have just crested the rise after having made camp the night before, allowing view of the palace itself. Tall, imposing and regal, the palace is breathtaking in the morning light. Usually bustling with activity, the palace is eerily silent.

Feel free to discuss your plan of action as you dot in and the way in which you want to proceed. You have imperial authority to enter the palace and use whatever means necessary to get to the bottom of this. However, you have been cautioned about damaging the facilities, buildings, staff and product.


The water cooler corner.


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Jiangshi's Jade Tea Palace produces four fifths of the region's tea supplies. When the palace goes silent and no shipment leaves its doors, the Governor of Luxin sends out a call for adventurers to investigate!

Jade Tea Palace is a one-shot dungeon for 1st level adventurers. It takes place on the demiplane of Jiangshi, the setting for my summer camp campaign. To prepare for this summer's adventures, I am playtesting the dungeons ahead of time here on the forums with willing participants.

To help be a part of this and help new young players join the world of Pathfinder, I need worthy adventurers to take up arms and face these mini scenarios!

Each scenario is made for 3-4 campers/adventurers. Jade Tea Palace is one of two 1st level Dungeons that players can attempt, the other being the Four Winds Monastery.

Players wishing to join should make a 1st level character with the following conditions and post below:

- 1st level
- Classes Allowed: Core, Alchemist, Magus, Oracle, Ninja, Samurai, Arcanist, Brawler, Hunter, Shaman, Slayer and Kineticist.
- Core Races only
- 20 point buy
- average starting gold for 1st level characters

I expect the adventure to take no more than a week or two at the most. I'd like to begin within 24-48 hours if possible.


So hey everyone,

I'm a camp counselor at a day camp each summer and I'm in charge of the D&D program there.

Each week we get a group of kids (2nd grade to about 7th grade) coming in to our group and we teach them how to play D&D, LARP, roleplay and play a ton of board games. It's been a blast doing this for the past four years.

This summer however, the D&D group's been split into D&D Quest and D&D Adventure and I'm in charge of the former. Adventure is the LARP and sports side, while Quest is the tabletop aspect.

We've tried a lot of different variants in the past but little by little the LARP and swordfighting took more and more space at the camp. Now that I've finally got a dedicated Quest only group, I'm looking for some advice.

I'll be having anywhere between 15-25 campers I expect each week for 6 weeks and we throughout the week assume that we have about 8h of real, tabletop roleplaying time spread across 5 days. (No camp on the weekends)

We've realized that getting right into playing actual D&D is long and actually rather tedious since character creation, rule explanation and set up takes quite some time. Furthermore, when we have so many players we simply can't play typical D&D since the campers get bored quite quickly when they need to wait their turn as 19+ players wait their turn.

Now, I've thought that perhaps this summer we could try wargaming using the mass combat and kingdom building rules. Have them play together as a group, deciding where to send troops and what to defend. Give them a good classic story (Dragon invades their home and they need to defend their settlements from his attacks), dungeons to explore and a sense of challenge as they compete each week to beat the previous week's Victory Point totals. Something like that.

I'm looking for some feedback, or any ideas on D&D at camp!

Cheers!


Adventure Part #1: Noblesse Oblige

The bodies of the two devils who had ambushed you lie dead in the ground. Their target, a grizzled veteran of war, has you gathered around his wagon. Sweat beads his brow.

"I thank you lads for your valiance. I'm ashamed at what my lack of alertness has caused."

A glint of red and gold on his cloak catches the sun's light.

"The Order of the Dragonsbane would have need of strapping heroes such as yourself. I wouldn't be against having you fill our ranks. I dare say we are low enough as it is. There's a monthly wage, courtesy of his Majesty and the satisfaction of knowing that you are at the forefront of the war against the dragon and his minions."

He gazes off into the distance at the towering mountains almost hidden within the clouds.

"You can be sure that before the Summer comes to an end, Garagun will have fallen."

"What say you?"


Welcome to the Discussion page. I don't believe I need to explain the use of this page. You're welcome to post all off topic conversations, questions, etc. here.

Before we begin, each character will of course require an alias and a completed character sheet. I will number crunch them all quickly (to avoid mistakes down the line.)

As mentioned, the adventure will start at 1st level and will finish around 12th level.

I will be using the fast track, since online campaigns have an unfortunate tendency to die out when length becomes an issue.

A reminder that all options (for now) need to come from the Core Rulebook or Advanced Player's Guide except for Traits.

As the campaign continues I will most likely introduce new material in the form of recovered items, spellbooks and tomes detailing new methods of warfare and skill (unlocking new Feats).

I tend to prewrite adventures in shorthand notes ahead of time, but I can make changes depending on how the group and adventure plays out.

A final note: I don't expect more than 1 post per day. If you ever need to absent yourself simply inform me on Discussion, as I will do the same if need be.


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For too long has Garagun, Scion of Fire ruled the Vale of Ash. Though thankfully he sleeps the decades away, the signs of his past predations mar the valley, from Splinterwood to Garagun's own domain atop Mount Kar.

When Garagun first came to the Vale, local heroes banded together to form the Order of the Dragonsbane. However, their numbers have dwindled over the past 150 years, some of old age, most of dragonfire and sharpened claws.

Garagun slumbers still however, and the last remaining members of the Order are seeking some fresh blood to join their ranks. While the dragon still sleeps, the Vale must ready itself to slay the beast.

Dragonsbane is a Pathfinder Adventure for four characters of 1st to 12th level. It uses the fast experience track and uses a restricted list of material. Dragonsbane is suited to new players and old players seeking a less complicated game.

The Player Characters will adventure throughout the Vale, seeking allies against Garagun, recovering lost relics of the Order, defeating the dragon's minions and cutting off Garagun's access to the Vale's natural energies.

Reminiscent of some of my prefered classics such as The Red Hand of Doom, Expedition to Castle Ravenloft, newer modules such as The Dragon's Demand and video games such as Darkest Dungeon, Dragonsbane should provide ample opportunity for both roleplay and roll-play.

Character Creation:

For new players, I recommend getting familiar with the d20pfsrd website as this is most likely where you will find everything you need to play in this campaign.

Basic Creation (Read First)


  • 20 Point Buy; No stats below 8 or higher than 18 before racial modifiers.
  • Allowed Races: Human, Half-elf, Elf, Halfling, Gnome, Dwarf, Ratfolk, Ifrit, Undine, Oread and Sylph.
  • Allowed Classes: Core Rulebook and Advanced Player's Guide. However, we will be using the Unchained variants of Barbarian, Monk, Rogue and Summoner. (Link)
  • Allowed Archetypes: Any from the Advanced Player's Guide, but only one archetype per class.
  • Allowed Feats: Any from the Core Rulebook and Advanced Player's Guide.
  • Allowed Traits: You each get 2 traits. Rich Parents is not allowed however.
  • No drawbacks.
  • Each character begins with their average starting gold as per their class.

  • Deities: For divine spellcasters, you may select any two of the following domains: Air, Animal, Community, Earth, Fire, Glory, Good, Healing, Knowledge, Law, Liberation, Luck, Magic, Nobility, Plant, Protection, Repose, Strength, Sun, Travel, Trickery, War, Water and Weather.

  • Maximum HP at 1st level, we will roll each time afterwards.
  • No evil alignments. Your character's motives beyond this are up to you, but they must be willing to join the Order and slay Garagun.

Advanced Creation (Read Second)


  • Each character also receives a free Story Feat chosen from the following list: Artifact Hunter, Battlefield Healer, Blessed, Champion, Dragon-Touched, Explorer, Fearless Zeal, Foeslayer, Forgotten Past, Truth-Seeker, Unforgotten, Vengeance.(Link)
  • Crafting will be allowed during the game, but only to create non-custom items. You may not begin with crafted items.
  • Each character gets an additional skill point each level to spend on a Craft or Profession skill.

Character Submission


  • Please provide a physical description and a quick personality description.
  • Recruitment will run until the 25th of February. I will then choose four and only four characters. I will give extra consideration to more developed characters, balanced parties and then presence within the recruitment page. It is not however, first come first served.
  • Any questions should be asked below.


Summer Jobs:

If you love kids, the great outdoors and group life... then why not come live an adventure with us!

Camp Mahingan, a non-profit summer camp out in the Otchek Forest, is looking for camp counselors for the summer! We've got postings for a small number of positions remaining, and we're looking for young dynamic people to look after our 6 to 16 year old campers from June to August!

Come live a once in a lifetime experience! Simply fill out the simple form below, mail it to campmahinganinfo@otchek.com and we'll get back toy as soon as possible!

THIS IS FLAVOR, NOT AN ACTUAL CAMP POSITION!

Spoiler:

To apply for this campaign, simply Copy+Paste the form below and post it as a reply. This is indeed a Pathfinder Campaign, you will build characters with classes and all the usual stuff, it just has a very different flavor than what you may be used to. See below for the "Campaign Info". Wherever it says Applicant Name, etc. use your character's name.

Application Form
Applicant's Name:
Applicant's Age: (Must be 16 to 25)
Current Education: (Must be attending high school or university to be eligible)
Applicant's Desired Position: (See below for job listings)
Describe Yourself: (Maximum two paragraphs)

Character Info
Character's Class:

Campaign Info:

So, each character will play a camp counselor during one summer at Camp Mahingan. There will be fights, there will be fun, there will be a lot of cheesy, funny roleplay. It will be lighthearted.

There will be a great overarching mystery for you to solve. Think Twin Peaks, Psychonauts, Gravity Falls... you get the picture.

Your "class powers" will be earned early on.

You all begin at 1st level, 20 Point Buy (not a very high powered campaign). Official Pathfinder content is fine. Make your character design fit into the camp theme obviously.

1 Trait only, no drawbacks.

Available positions are as follows, your skill set must reflect your choice. General Camp Counselors are generalists and need not specialize.

Camp Counselor: Raccoons (6-8)
Camp Counselor: Foxes (9-10)
Camp Counselor: Wolves (11-12)
Camp Counselor: Bears (13-14)
Camp Counselor: Pumas (15-16)
Sailing Specialist
Mountaineering Specialist
Canoe Specialist
Nature Specialist
Archery Specialist
Arts and Crafts Specialist
Rock Climbing Specialist
Lifeguard

I will be taking 4 players maximum, no more than 1 per position. You may apply to more than one of course.

If you have any questions, ask below!