Tiamat

Razal-Thule's page

156 posts. No reviews. No lists. No wishlists.




What I'm looking for is a download-able Char sheet that i can go to, down load the file and start printing out some char sheets that i can use myself and give to my friends as well.

Also is there a website that's free to log on to and more or less use that has a lot of the info from the Pathfinder books and stuff all in one site. I remember i used to use one that had char builds on it. It had some really nice and kick ass druid builds on it and would like to find that or someone who could point me in into the right direction to find that sort of info.

Thank you everyone who helps me out :)


In the campaign I'm in right now our GM has been throwing us up against alot of undead that when they hit do age damage to us. Most of the party has aged at least one age category and 2 have aged 2 categories. Considering half the party are Dwarves that's alot of age damage. Right now we have no way to protect from it that we know of. So any idea's of how we might be able to protect from it would be great, as well as any idea's of how we can restore ourselfs to our normal age or close to it. I know that in Ultamit Magic there is the Age Resistance spell. But right now our GM wont give us access to the spells. So please any help or thoughts you can come up with would be helpful.


My first question is. If its facing you with its main eye and you attack it with a slashing or piercing weapon, would or shouldn't you have a chance to blind that eye, or stop that eye from functioning for so many rounds? I could see blunt weapons working as well but in a different way.

Ok this question is alittle more slily but i can't help but wonder. How do Beholders reproduce? Do they even reproduce? Does one of its eye tenticals just pop off and form a baby Beholder and that grows into an adult? What would it look like. Would the baby's had just the main eye and slowly as it grows up the other eye stalks pop out of i ts body? I just cant help but wonder about this for some reason.


Does anyone know if there is a download or something of the like that is FREE for making your own Monsters for Pathfinder?
I have old monsters from older version plus alot of new idea's for monsters that i would like to create. But i am having alittle trouble understanding all the rules explained in the Bestiary. So any kind of program i could download or even something someone has i can access would work. Just has to be free or close to it. I'm poorer than poor. Thanks :)


I'm wondering if anyone has Stats for a No-daichi from either 3.5 or Pathfinder. The only stats i have are from 2nd ED. So i would like to try and get a more up dated version if i can. Thanks :)


How come the Dragonne is the only Magical Beast that can be an Animal Companion from the Bonus Bestiary. When the Bestiary and Bestiary 2 came out none of the Magical Beasts had stat blocks for being Animal companions? Do they have some Magical beasts some where else i don't know about that can be Animal companions?


My question is. How many Holly Berry Bombs can one have? I know you can make 8 per casting and the spell description says that they last untill used. So if you cast it 3 times in a day that's 24. But what if you don't use those 24 and cast it another 3 times the next day and so on for a few days with out using the Berry Bombs? Do they all stack up or is there a max some where i don't know about?

The Grenades states they last 10 mins a level but there is nothing like that for the Holly Berry Bombs.


I'm going to be adding a NPC to replace another in my game for a short time maybe longer. Since i don't want to openly let the players know what race he is, plus the fact his race likes to stay hidden and hide what they are. I need help figuring out his food and drink intake. One of his race featers is that he only needs one 10th the food and water a Human needs. I'm thinking this is a good way for the party to try and see if they can tell if something is wrong by how little he eats and drinks. Only i really don't know what one 10th is. So there is where I'm asking for help.
It might be easy for some of you to figure out but I'm not sure how you do it.


What i am wondering about is. How much 2 people, or animal and a person can drag if one has a Str of 25. The others is 20. In the PFCRB it says a character can drag along the ground as much as five times his maximum load. We would be dragging on the ground.
Favorable conditions can double these numbers, and bad circumstances can reduce them by half.

Heavy load for 20 STR: 267-400lbs

Heavy load for 25 STR: 534-800lbs


I tired looking in the Core Rules book on any thing one way or the other about Animal Companions being able to use magic items but all i could find was this. Under Magic items on the body, all i could find was. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time.
Has anyone else found anything else in the Core Rules book or one of the other books that might answer my question? I can understand a quadrupedal not being able to use all 15 magic item slots. But my DM is kind of looking for some rule that says yes or no.


I would like to know if it is possible to add something like flaming, icy, lightning or the burst effect of one of them to an Animal Companion with out using a limited wish, or wish spell? Also if Holy or Unholy could be added to an Animal Companions attack?
Would you have to buy some special item to be enchanted to be placed in say a wolfs mouth? or a boars tusk?

I know i can add magical + to an Animal Companion with magic or greater magic fang and the permanency spell. But that's not what I'm looking for here.


I wasn't really sure where to ask this. What i am wondering is if it would be possible to make say a Necklace or Collar for an Animal Companion and how much it would cost?
What I'm looking to have the item do is cast Reduce Animal once or three times a day. Which ever seems more doable and how much would it cost? When i tired to figure it out the price seem way to outrages so i knew i had to be doing something wrong.

I'm also looking for how much a Collar that could cast Animal Growth would cost too please?


What i would like to know is what kind of damage the Alchemists extra D6 bomb damage is. Also if that damage changes to say match what ever i might throw. Like i throw an Acid flask, is my extra D6 acid, or i throw Holy Water. Is my extra D6 Holy damage?


The feat i am wondering about is Cleave/Great Cleave. If i have 2 attacks can i make both attacks using Power Attack, and if one or both hits then use Cleave/Great Cleave? Or is it when you use Cleave/Great Cleave you can only use one attack? Also can you use anything like Power Attack or something along its likes that add to hit or damage while trying your Cleave/Great Cleave?

As for skills. You might think I'm stupid or laugh at me for but i read the Core Rules book front to cover and the skills section more than once and i couldn't find anything that said different. Each class skill cost you 1 skill point and you get a +3 to that skill. What i would like to know is how many skill points non class skills cost? Is it .5 per rank or 1 just with out the +3.
Lastly at level 10 does the +3 from class skill go to +6?


I just turned level 9 with my Druid and I'm kind of at a loss for what feat i should next get. Yeah there is plenty in the Core book. But none i am really happy with. So what i am wondering is are there any feats especially for a Druid in any other books besides the Pathfinder core book. That is the only one i have ATM.


First off i see that animal companions get bigger after a set level. For my char its a wolf. So it went from medium to large. I was a one square mob. Now my DM is telling me its a 4 square mob and that just doesn't sound or look right to me. So i was hoping some of you could tell me if It really should be 4 squares or less please?

My second question is on the Share spell ability or what ever you might like to call it. In 3.5 if i cast a spell that works on me and my wolf is with in 5 feet he would get that spells effect as well. The way Pathfinder has it worded i really cant tell if it still works that why or not. So if someone would be willing to explain to me how it works in Pathfinder i would be grateful. Thank you.


I'm new to playing Pathfinder but used to playing a Druid so with the new set up for animal companions i have a few questions. When you pick what animal you want does it still get its extra hit dice. Like a wolf have 2d plus level 1 animal companion charts 2d for a total of 4d? Also do you have to start them with no skills or feats or do they get what they have in the bestiary and then add on top of them?

Lastly is there any info about the Beastlord pre from Pathfinder? If so could someone give me the link where please. Thank you :)

Race

HP: 31/31 | AC: 18 T: 11 FF: 18 | CMB +1 CMD 11 | Perc +12 SM +12 | 15 ft. | F +7 R +5 W +10

Classes/Levels

Init +2 | BP 13/13 WS 1/1 |

Gender

Male Bleachling Bard (Filidh) 4 | Druid (Nature Priest) 4

Size

Small

Age

119

Deity

Uskyeria

About Phaender Fuzzankle

Phaender Fuzzankle
Male Gnome Bard (Filidh) 4 | Druid (Nature Priest) 4
NG Small Humanoid (Gnome)
Init +2; Senses Darkvision 60 ft.; Low-light Vision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 18 (+0 Dex, +7 armor, +1 size)
hp 31 (4d8+8)
Fort +7, Ref +5, Will +10; +1 Will if there is an animal within 30 ft., +2 vs illusions, +2 vs natural hazards, +4 vs bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 15 ft.
Melee MW Rapier +3 (1d4-1/18-20)
Ranged MW Heavy Crossbow +3 (1d8/19-20/120 ft.)
Special Attacks Bardic Performance 13 rounds/day (Countersong, Distraction, Echoes of Nature's Song +1, Fascinate, Inspire Competence +2), Wild Shape 1/day
Spell-like Abilities (Cl 4th; concentration +7)
at-will - Speak with Animals
Bard Spells Known (Cl 4th; concentration +7)
2nd (2/day) - Glitterdust, Pyrotechnics
1st (4/day) - Grease, Saving Finale, Silent Image, Vanish
0 (unlimited) - Dancing Lights, Detect Magic, Ghost Sound, Lullaby, Message, Prestidigitation
Druid Spells Prepared (Cl 4th; concentration +9)
2nd - Aggressive Thundercloud, Barkskin, Stone Call
1st - CLW, Entangle, Obscuring Mist, Snowball(2)
0 - Create Water, Guidance, Read Magic, Stabilize
--------------------
Statistics
--------------------
Str 9, Dex 10, Con 14, Int 10, Wis 20, Cha 16
Base Atk +3; CMB +1; CMD 11;
Feats Spell Focus (Conjuration), Wild Speaker
Traits Animal Friend, Reactionary
Skills Handle Animal +10, Knowledge (Local) +6, Knowledge (Nature) +9, Knowledge (Religion) +7, Linguistics +5, Perception +12, Perform (String) +10, Sense Motive +12, Survival +12, UMD +10; +2 on all checks to avoid naturzal hazards, difficult terrain and rough wind or water
Languages Common, Druidic, Giant, Gnome, Shoanti, Skald, Sylvan, Varisian
SQ Bardic Knowledge +2, Bleachling, Blended View, Gifted Linguist, Natural Magic, Naturebond (Companion), Nature's Song, Shepherd of the Faithful, Trackless Step, Versatile Performance (String), Weapon Familiarity, Wild Empathy +7, Woodland Stride
Other Gear Cloak of Resistance +1, Dragonhide Breastplate (white) +1, Druid's Kit, Explorer's Outfit, Grizzly Bear, Handy Haversack, MW Mandolin (string), MW Studded Leather Barding (large), Riding Kit (exotic), Wand of CLW(full)
--------------------
Tracked Resources
--------------------
40 gp

Dorffurd:
Dorffurd
Male Grizzly Bear Companion 4
N Medium Animal
Init +2; Senses Low-light Vision; Scent; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +3 armor, +3 NA)
hp 31 (4d8+8)
Fort +5, Ref +6, Will +2
DR 1/cold iron
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite +8 (1d6+4/x2), 2 Claws +8 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 3, Wis 13, Cha 6
Base Atk +3; CMB +7; CMD 19;
Feats Toughness, Weapon Focus (natural)
Tricks Attack (all), Come, Defend, Demolish, Detect, Exclusive, Flank, Guard, Heel, Track
Skills Linguistics -3, Perception +7
Languages Common (understanding only)
SQ Evasion, Link, Share Spells
Other Gear MW Studded Leather Barding

Druid's Kit:
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Background:
Born in Whistledown in central Varisia, Phaender was the second of a total of five children born to his parents. When they went their separate ways three more half siblings were added to the family as well as the total of nine coming with their new partners. Phaender truly adored his giant family and while he wasn't the funniest or the most daring of the bunch he was the most musically gifted, he and his sister. Together they'd play for the whole family during their regular gathering and all the others would dance and sing to their music.
In time they added a cousin to their group as a singer and the three of them together would draw large crowds from all over Whistledown. At the urging of several visiting merchants they decided to expand their playing to the area beyond Whistledown. First starting with other small towns they quickly found themselves playing inns and taverns in Magnimar. This continued for many years with the three slowly expanding ever outward. This way they quickly discovered that while the many Shoanti Quahs of the Storval Plateau appreciated their music, as long as they didn't disrupt holy sites, the Orcs of Urglin were less interested in their music. Similarly they found that both Kaer Maga and Korvosa weren't as welcoming as Magnimar and Riddleport. Whereas they could play anywhere in the latter two there were few places interested in their music in the former two.

In time they even ventured forth to the Land of the Linnorm Kings to play, though there their music was more a curiosity than something people came to enjoy. Still, all these forays into unknown places provided ample opportunity for the three to learn and experience new things and Phaender quickly discovered he had a knack for learning new languages, new instruments and new ways to play music.
Several times a year the three would still make their way back to Whistledown where they played for their extended families, letting them hear all the new things they learned while travelling.

It was a little more than two decades ago that things went truly wrong for the small troupe. When travelling north from Whistledown they were ambushed by a band of Ogres. Seeing there was only one way any of them could make it out of there, Phaender decided to distract the brutes so his kin could make their escape. He played for them, drawing their attention, and they surrounded him. But while he expected them to quickly kill him the Ogres did no such thing. Instead they took him with them to their stinking hovel. There he was forced to play for them for hours on end while they got on with their, often repulsive, business. His time with them wasn't to long though as within two weeks he found himself being traded away to a group of stone giant bandits.

For them he also was to play and when they travelled he was packed away on one of the bears their group used as pack animals. From that vantage point he could see he wasn't the only captive the stone giants trailed along. For days they marched until they arrived at the stone giant clan's holdings in the Wyvern Mountains. Once there Phaender quickly discovered what the reason was for all the captives: they were meant as sacrifice for the giants' dark god. So he continued to play his music. Every time the moment for sacrifice came he played and the giants picked another captive. Soon he was kept separately from the other captives, set aside as if being saved for a special occasion. It so happened that the place they used to set him aside was the bear pen. There he quickly discovered his music didn't just sooth giants, it also soothed the bears and they took a shine to him. This was made very clear when the giants had finally decided it was his time to die. When the giant priest headed into the pen to fetch him the bears blocked his way. When he later tried to sneak in and take Phaender he had to pay for his transgression with one of his eyes. So the giants left Phaender there and he was stuck. As long as he stayed in the pen he was safe but he could not leave or the giants would get him.

While he was initially quite OK with the situation. He liked the bears just as much as they liked him and he could easily survive sharing their food. Yet soon his very nature caught up with him. He had been stuck there for five years and while he loved his ursine companions and he could still make music he was still bored and boredom in a Gnome can be lethal. It wasn't long before he found the first stark white hairs on his scalp and panic started setting in. Sensing his discomfort the bears tried consoling him but while it did put a smile on his face it did nothing to assuage the fear of his own impending demise.
Many more years went by in which Phaender slowly lost all color. First from his hair, then from his skin and ever so slowly it also drained from his mind. Eventually he laid comatose among the bears, a colorless shell of a gnome. He laid there for two whole days with the bears keeping constant watch.

He laid there for two whole days before suddenly, in the middle of the night, he awoke. In more ways than one as he would later recall. He heard not just the snoring of the bears around him but he could also hear the giants in the next room and over all that something else. It was like a song playing underneath all of it, that pervaded everything. A tune played by the world itself. The bears also heard something else or perhaps they smelled it. Intruders were coming into the giants' lair. It wasn't long before the sound of fighting could be heard from all around as the intruders were doing combat with the giants. Phaender worked hard to keep the bears calm but when the wounded adventurers stumbled in there was very little he could do to stop them from tearing them apart. Several of the larger and more aggressive bears were killed while almost all of the invaders perished. Phaender patched up the one remaining survivor, a young cleric of Desna. Once the woman was capable of walking she, Phaender and the last two living bears, a mother and her cub, made their way out of cave. The rising sun stung in his eyes after spending more than fifteen years with nothing but torchlight. Together the four of them slowly made their way down the mountain.

When Phaender and the two bears arrived in Whistledown, the cleric had left them in Ilsurian, none were willing to speak to him. Bleachling were both a miracle and a horror to the town's gnomish residents and the local humans simply followed their neighbours' example. It was at his family's home that he finally foun d someone willing to speak to him. His youngest half brother who had just hit puberty when Phaender had vanished opened the door. Clearly conflicted on what his next course of action should be he called in the entire family. They were all confronted with the same duality. On the one hand they were overjoyed that their long lost brother had returned but he had returned a Bleachling. So none hugged him or kissed him and only the sister he used to tour the land with would even shake his hand, but only while wearing gloves. They were however willing to listen to his story. Still, it did not take long for Phaender to find that while he had longed for his return to his family it was no longer his home and he left, leaving behind an elaborate letter of goodbye.