What supplements contain any information about the Merfolk or Golarion, and too some extent the aquatic races of Golarion as well. I'm generally looking for 5 or 6 products, if they've been published.
Been thinking about doing a d20/pathfinder PbP on the Forum boards in my downtime now that I have lots of it. I'm considering a low-level adventure or introductory style adventure.
I'm a die-hard Green Lantern comic book fan and I'm enjoying the rivalry between Sinestro and Hal Jordan and I have been waiting for Johns and Crew to explain their origin and connection to Abin Sur.
Without further diliberations, Previews here and here will make there way to the comic stores in a week or two.
I have my suspicions about the Indigo tribe, but I do not want to spoil it.
In one or two sentences, describe an undead monster/Aberration/Critter from 3E/3.5R/Pathfinder and its lair.
Hmmmm, an aquatic-derived lich, cover in kelp, starfish, and sea urchins residing inside a watertight shipwreck protected by his aggressive white shark familiar.....
John Carpenter's The Thing still remains one of my favorite monster movies of all time and I caught the trailer to its newest incarnation on Netflixs this Summer. Who's up for the newest installment of the Thing? Anyone checking it out in October?
I'm curious to see what are your likes in the new DC publications. When the time is right and the last of the new 52 first issues is released, tell what is on your pull list and why.
Are there any good web comics out there that can tickle my fancy. I looking for just about anything, Pathfinder, D&D, general audience, mature content, etc. Anything with a link or two.
I came across a variant spell, similar to a wall of force found in one Paizo book or another. It enables the caster to conjure a wall of force, but in a hemispherical shield and use it to shield him from damage. Can anyone on the forum board point me to the right source book.
Working out an idea for a fighter/cavalier split class, but I'm looking for a good prestige class. I plan to insert the NPC into Cheliax, but I need something that can symbolize his devilish-qualities.
01. This simple locket appears to be no more than any other keepsake. Hand-crafted from fine gold and adorned with a similar golden chain. It radius no hint or evil or magic until it is opened. Inside is a lithographic or etched likeness of the lich as if it were in his or her human life. The locket begins to fill with blood, a symbol of all the atrocious it committed in its long existence.
Is there an arcane item somewhere in the Pathfinder game line that can boost the Caster level of a low-wizard or sorcerer? I'm looking for something that will give a +01 or +02 bonus.
I got this one in the old e-mail basket, about five minutes ago.
Hello, Steve,
I've heard that your wife is about to give birth to your firstling and you're going to be present at the childbirth.
You know, two years ago I became a father too, but after I had seen my young wife in labor
I couldn't bring myself to make love to her for several months.
So there are a few tips on how to avoid my sad experience.
Pathetic, really pathetic.
Comments, remarks, does anyone wish to share the sarcasm and snide comments?
Is it possible to modify the psionic abilities of an aboleth, like save ECL can be used to modify the abilities and potential class skills of an illithid if the illithid were used as a player or even non-player character? I have an idea for two psionic aboleths I want to use as villains.
"...So you are allowing him free passage through your realm?" chuckles Kardum. Taking Endalla by her waist and pulling her closer Kardum whispers into her ear, His tongue soon motions too. "You were always my favorite."
Unswayed by Kardum's blunt sexual advances, Endalla merely watches. "No. Those fools from the Board will find their slave and all the hopeless memories I funneled into his mid soon enough. Our rather what is left of him."
Endalla watched with sadism as the plane's century devised time field ages the mortal fool into an old frail man in a matter of seconds. Then chaotic process of chronology continues as the spy withers into a dry corpse, then a brittle skeleton, and finally dust covered skull in a matter of minutes. That too fades from sight and the remnants of the spy are removed to another plane.
Somewhere within the Bazaar rests an old house. Long since abandoned and shunned by the populace, it has remained untouched and unexplored for years until now. Lights can be seen flickering at night. Rattling, voices, cries, and weeping soon follow. A howl of angish rushes from the house and into the streets.
Then all is silent.
Something soon is to happen, within the house, and soon a lost child will return home one last time.
Wading through waist high sewage, Nailz proceeds forward some 300 ft and enters an antechamber. Taking a left and two rights, he approaches a gate in the sewage systems. Touching three stones in the gate's surface, the metal fades away.
He enters and the metal fades into place behind him. He steps into another antechamber and proceeds another seventy to eighty feet into a hallway and stops before rubber fill dead end passage. With a wave of his hand, the stone rubber seperates revealing a door. Pressing his hand against it, it slides open into a lavishly furnished room beyond the tunnels.
Upon entering the tavern, the floors, the tables, the walls and the ceiling are decorated with intricate geometric circles. All have symbols, glyphs and arcane writings etched into their surfaces. Some appear to be constellations, others eccentric works-of-art, and others are undecipherable. They never intercept or overlap each other and none are the same size, even down to a quarter-of-an-inch. They seem to garnish the attention first to any one who enters the establishment.
"Welcome good patrons. My name is Ogiva Demont and this my establishment. Many comrades and good clients also know me as Ogiva the Nightbinder, Ogiva of the Ten-Thousand Pacts, and Ogiva of the Many Chains. It honors me to have you in my establishment. Please make yourself comfortable. Empty chairs, tables and booths await. Have my cheerful employees fulfill your orders."
The Ranger and the Dryad is located within the Bazaar of the Bizarre and can be access only through this fashion. Think of it as a thread within a thread. You'll need to post some such about exiting the central through-street and entering the tavern. Someone will be there to serve you shortly. The locales of the Bazaar often call it the R&D.
For me, I used a air blower to sweep all the pigeon crap off the roof and placed silver reflective boarding to reflect some of the heat back into space. My mother is currently mowing the lawn. Ah, cutting the greens and polluting the air we breathe.
A solar powered marquee displays the following messages:
Ground Rules
01 No Tribbles on the premise
02 No Demons on the premise
03 No Demon Lord of Tribbles, in fact, no hairballs on the premise at all.
04 No Automatic Weapons on the premise. Only temple security may carry armaments
05 No Target Practice on meat-bags, fleshlings or other living organic creatures. This include human meatbags and their companions
06 No droids, automaton, golems, or other non-living individuals unless stated otherwise or given special permission by Sunny Godhead itself.
07 No red meat, (i.e. hamburger, steak, strips, etc.) unless served from the temple kitchen and Buffet.
08 No projectile vomiting on the grounds or anywhere else in the temple
No floating baby illithids (I still can’t get one out of my head)
09 All unaccompanied shadows will be expelled off the grounds
10 Undead will be detained and vaporized
Friends, adventurers and companions welcome to your new headquarters in the war against evil and darkness.
Legends and recently unearth journals state that the location of the Blackrock Tomb, once lost after the Battle of the Twelve, is located behind a waterfall in the Downshipp Mountains. An unholy vault, dedicated to hostile foreign planar entities and their foul mother-goddesses, whose interior has never been mapped now beckons to the foolhardy, greedy and curious alike. Likewise, all attempts to map the interior are somehow foiled. Earlier recordings stated that some passages twist and turn on their own through tainted sorcery. The tomb is also believed to be the final resting place of the Paladins of the Righteous Scar, a fallen knighthood now lost as they sought to extinguish the evil with the vaults of the tomb itself.
Twin nude Mariliths form the archway and entrance, their many arms grasping their counterparts from some fifteen feet above the entrance’s floor. The tomb consists of several single corridors, all housing mirrors, duplicated down to the smallest detail and engraved with elaborate tactile knots carved into the woodwork into the stone by magic. Ghostly faces appear with in the mirrors, or sometimes colors but no shapes. Phantasmal sounds chime horrifically with armor and weapons scrapping across the stone floors of the tomb. Soon voices howl, then all is silent.
Okay, add something productive to it. Pathfinder/Third Edition Revised [3.5] only.
Davaar, seek out Lynora-Jill in the Cult of the Angry Jacks. Find her and warn her of the danger that lies ahead. I charge you to defend her from the gathering storm.
Donning the last of his gear, the sun elf shealths his sword and replies to the sky.
"So be it my master. No evil shall harm her, no storm shall rain on her parade. This I swear."
Looking for an opinion on Castles & Crusades, especially their adventure modules. Has anyone tried them and are they worth purchasing? Second, can they be adapted for any other campaign setting?
Would Paizo ever publish a large scale mega-dungeon along the lines of the Ruins of Undermountain (box set) or the Ruins of Myth Drannor *box set again)? Second, would they publish one for the Pathfinder setting?
Are Gnolls and Hobgoblins representive races in Golarion? Is so, where would they be positioned geographically in the world and what are their choice locations in Golarion? Best for raiding, trade, dungeons, etc.
Tired of the same old cult. Tired of the dark dungeons and bloody alters. Has Orcus and Demogorgon got you down in the Abyssal dumps. I'm here to announce that I can add something better to your frosty winter day.
Tired of snow?
Tired of rain?
Tired of Things that go bump in the night under a full moon?
Tired of Battlestar Galactica?
Come be apart of the Bright and Sunny Cult. I, your deity, Sunny Godhead will personally brighten your day in any way I can.
Interested? Post your questions, and await for a sunny reply.
I recently loaded my old microprose disc, the one that's labeled Magic the Gathering.
God, it was a mistake.
I haven't been able to keep away from MtG for a week now. I've purchased 2 ten edition starter sets, 4 booster packs and have allowed my older brother into the dueling me.
Is this a problem? Am I selfish and rotten? Can I go cold turkey?
Let the snide comments and character assassinations being.
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Siegebreaker /
Male Dwarf Siegebreaker 1
LN Medium humanoid (Dwarf)
Init +0; Senses Perception -1
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Defense
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AC 20, touch 10, flat-footed 10 (+5 armor, +1 shield, +0 size)
hp 33 (1d10+3)
Fort +6, Ref +0, Will +0
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Offense
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Speed 20 ft.
BAB +3
Melee Warhammer (1d8+4 / x3) , Spiked Gauntlet (1d4+4 / x2)
BullrushDamage +4, Spiked Armor (1d6+4/ x2) and Boulder Helmet (1d4/+2 circum x2)
Dwarven War Shield 1d6 (medium) Critical ×2 Type piercing or slashing
Special Attacks Spell-Like Abilities
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Statistics
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Str 18, Dex 10, Con 16+2, Int 8, Wis 9+2, Cha 10-2
Base Atk +1; CMB +5; CMD 15
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Feats
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• Breaker Rush (Ex) First Level Feat- At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic).
• Spiked Destroyer Benefit(s): When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.
• Improved Shield BashBenefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
OverrunWhen you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has
Slayer Talents
Studied Target
Track
Misc. Feats
• Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
• Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
• Arena Blood
The blood of an arena champion flows in your veins, giving you a thirst for glory and a drive to succeed.
Benefit: You get a +2 bonus on Intimidate skill checks. In addition, whenever you successfully demoralize an opponent using the Intimidate skill during combat you are immediately healed of 1d4 points of nonlethal damage. You also gain a +2 morale bonus on grapple checks, sunder attempts, trip attempts, bull rush attempts, and disarm attempts if you are aware of any noncombatants observing a fight you are participating in.
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Traits
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• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
• Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
• Add +1 to the fighter’s CMD when resisting a bull rush or trip.
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Skills
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Bluff 1, Climb 2(Str), Craft (Int), Handle Animal (Cha), Intimidate 1 (Cha), Knowledge 1(dungeoneering) (Int), 1 Knowledge Local, Knowledge (engineering) (Int), 1 Perception, Profession (Wis), Ride (Dex), Survival (Wis), and Swim 1 (Str).
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Languages
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Common, Dwarven
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Special Abilities
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PLACE HOLDER
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Equipment
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Other Gear
862gp. Full Plate, Dwarven War Shield, Armor Spikes, Warhammer, Dwarven Boulder Helmet, Warhammer, Buckler, Donkey, Backpack, Bedroll, 1-Pint Flask, 7day Trail Rations, 0 Pot of Cure Light Wounds, 1 Pot Barkskin
Spiked Armor:
Cost +50 gp Weight +10 lbs.
Damage 1d4 (small), 1d6 (medium) Critical x2 Type piercing
Category light Proficiency martial
Weapon Groups close
You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. If you are not proficient with martial weapons, you take a –4 penalty on grapple checks when you try to use armor spikes.
You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.
An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.
Bhru Description:
Presenting Bhru (bee-roo) Angraddson (self proclaimed). The Fighter (siegebreaker/brawler) eventual Bloodrager.
Spiked armor wearing, warhammer bearing, dwarven boulder helmet repin'.
The top of his head no longer bears hair, not for any actual hereditary baldness but because of his perpetual grinding and wearing of a helmet. His deep reddish brown beard protrudes often from the armor that he most always has on. His nose, no longer straight but rather blunted gives notion of a few breaks along his many years. That said if you asked how old he was, he couldn't tell you, he usually stands 4'2" if it weren't for his armor and pugilist stance that bears him down a few inches.
His armor, which barely resembles something you'd call safe is grimy, dirty, and in disrepair. It seems to have rust in some areas but you'd be hard pressed to identify it without a fist to the face. His armor spikes, if you could still call them that seem to be something out of a Dwarven blacksmith comedy. His poor attempt to keep them sharp evident in their no longer quite straight appearance.
The warhammer he carries with him, which once represented a beautiful ram head is nothing more than a disfigured mass of metal at the end of a grip that probably only the likes of his grip strength keeps it in his hands.
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Main motivation, put his head down and cause chaos. Worshiper of Angradd (demigod of seeking, and extinguishing threats). Practitioner of the Carnival of War (conceptual) but some form of War forum.. or mantra.. unsure.
He ain't to bright, don't notice too much, never the guy with the plan unless it involved running and smashing into something. He adheres to a Lawful Neutral disposition, if it's a threat.. by his perception though.. it should be eliminated.
Loyal to a fault, hopes that he has someone with a bit more insight to point him in the right direction because who know's what the real threat is anyway?