Warden Rogard Hammerfell

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Thanks Vic. Consider the NPC Codex box purchased.


@ the David. I want to pick up the NPC Codex Box soon, I was hoping someone that has it could tell me if there are any female gnomes in it.

@ Majuba. Thanks for the links. I saw the Bailey mini the other day and have saved it. It is a strong possibility.

Thanks for the fast reply guys.


Greetings Fellow Pathfinders,

My 10 year old daughter has recently earned enough XP to level up to the full rule set and play with the adults. She is beyond excited to play a female gnome rogue. She has already drawn character's hairstyle and all of her weapons. Her excitement is palpable. Does anyone know if the NPC Codex pawns or one of the AP Pawn collections contain a female gnome pawn?

I must admit, gnomes are seriously under-represented in the miniature/pawn market. Since Pathfidner's gnomes are awesomely different from standard RPG gnomes, I believe it is their duty to seed the world with a variety of gnome minis and pawns stat! :)

Thanks for your help.


Please cancel my Pathfinder Tales subscription.


Good stuff. Keep it coming.


Please cancel my AP subscription after Skull and Shackles 6.

Thanks.


I think it all starts with this dichotomy:

[url]http://youtu.be/O2djHEIxPVs[/url]


I teach high school English and Fahrenheit 451 is a big part of my curriculum. My students are always amazed by how much Bradbury predicted.
They gave him a moment of silence today when I told them he has passed.


I just finished it. I LOVED this book. The characters were intriguing, funny, and well developed. Their banter had me laughing out loud in places. Especially the part with the crossbows vs. longbows and using wands. Well done. I look forward to reading more of Mr. Pratt's work.


Muninn wrote:
Is there any consensus on whether a rider with a reach weapon can attack when charging with a mount who does not have reach? Can the mount attack as well?

I am wondering how this works too. I have a cavalier on my campaign (Kingmaker)and I have been allowing him to charge, use lance, then letting his war trained horse make an attack too. Should the horse get one attack or three? (hoof, hoof, bite).


The Old Black Rum

[url=http://www.youtube.com/watch?v=fudwJZhiYxk[/url].


rat_ bastard wrote:
so someone without fighter levels would be a fourth level fighter because he has no fighter levels.

Huh. I read it as assuming you had a fighter level in the first place. Isn't that the intention? If you don't have any levels granting you armor training and bravery, how can you treat them as four higher?

Although, you do raise and interesting point.


rat_ bastard wrote:

Sash of the War Champion can effectively give you a 4th level fighters armor training.

Only if you are already a fighter.

"The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features."


Cosmo wrote:

Looks like your order shipped out first thing this morning! :)

Thanks,
cos

Thanks! Please consider my happiness induced!


Greetings,

I am just wondering if my order will be shipping soon.

Thanks for your time.


@ Flak: Thanks for the feedback. I like your idea and will incorporate the damage type change into the feat.

@ Cliff: Thanks for you support.


I am looking for some feedback on a feat I am considering for my wife's Elemental Earth Wizard. She envisions her character manipulating rocks and earth, and using them to damage her opponents. She is not keen on "the earth is acid" idea. I have the old Arcana Unearthed by Monte Cook and we both love how he separated elements from energy. There are feats that let you substitute the original element type for one you specialize in. The Elemental Spell feat in APG is not what we are looking for, as it raises the spells level and uses the "earth is acid" concept.

Here is what I am proposing.

Feat: Elemental Master
Prereqs: Elemental Specialization, Spell Focus (element of specialization)
Benefit: An Elemental specialist Wizard who meets the prereqs. and selects this feat can substitute the element type of any spell she knows when preparing spells for the day. When the spell is cast, it deals damage based on the chosen element instead of the original.
For example: an earth wizard who prepares a fireball spell can choose to prepare it so that it will do earth damage instead. She will effectively create and explosive ball of earth and stone. Burning Hands would shoot out shards of rock, etc.

Complications: I realize there is no damage type [earth] when considering Damage Reduction/Vulnerability.

Note: We are casual, non-competitive gamers who see the rules as guidelines for communal story telling.


Did you clean the mini in warm soapy water and scrub it with a toothbrush?
If there is mold release residue on it the glue will not work. It doesn't always happen, I have assembled many minis in the past without cleaning them, but eventually you get one that still has mold release on it. Now I always scrub them well.


Ambrus wrote:
Adamantine Dragon wrote:
I don't see anything about not being able to research and learn spells from other classes. In fact the guidelines specifically mention "duplicating" a spell through research, an activity that would seem entirely pointless if the caster researching the spell already had access to the spell.

Duplication is of use to wizards who don't otherwise have a particular existing spell to copy but who want to add it to their spellbooks. Sometimes you just can't count on finding what you want.

Your GM has final say on the sorts of spells he'll allow your druid to research of course, but I know most GMs would quickly veto spells from other class' spell lists as a matter of course. What makes a druid's magic different is that it's nature focused. For example, researching spells such as teleport, raise dead and lightning bolt would only show that the spells tree stride, reincarnate and call lightning are the closest druidic equivalents achievable. There are some things nature magic simply can't be made to do. My ¢2.

But perhaps your GM is of a different opinion. No harm in asking.

As a Gm, I would be inclined to agree with this, but in this instance he wants to research a spell from the Ranger's Spell List. I would imagine there is enough similarity between ranger and druid magic to allow this.

I could even imagine rangers learning the rudiments of spellcasting from druids in the first place. I would allow it in my campaign after proper researching and role-playing a ranger teaching it to you. As a matter of fact, this will probably be happening in my campaign soon as our druid seems to be favoring her longbow of late.


RuyanVe wrote:

While my card still hasn't arrived, I was able to use the code. It's not like it wasn't announced on the boards, you know *tongueincheek*

I'm just dreading the motive of last years card. Please tell me it's not the one with the iconics wearing this awful knitted sweaters *shudders*

Okay, I won't tell you that it is the one with the awesome holiday sweaters. D'Oh

P.S. It's motif, not "motive".


I see nothing game-breaking or unbalanced. I would suggest that if it requires a roll, then it should be eligible to threat/crit on a 20. If the reason behind the spell's creation was to guarantee the wizard player an equal amount of fun, why deny crit rolls?


Nukruh wrote:

Nirmathas always seems a likely candidate to me. Even the split from Molthune lends to the whole historically sorted England/Ireland (Scotland) theme between the two countries. Also, the fact that they made the government a meritocracy which favors the self-reliant spirit of the people doesn't hurt the case either. It is also to the northwest of Molthune which just so happens to be how Ireland/Scotland are positioned in relation to England.

Bonus points: The flag has a tree and a sword on it.

I concur. In my campaign I made it so.


Dragonsong wrote:


Carpenter's Prince of Darkness

Wow! I always felt the same way about this movie. It seemed so real and/or possible. It totally messed with your head. I haven't seen it in nearly 20 years. I will have to watch it again and see if it holds up.


Brakiri wrote:

@Thalin

i looked up the guide, but in my opinion the ranger loses more than he gains by choosing to be a guide. The loss of evasion for example is painful. In addition i would lose the animal companion.

@Mathwei

I thought as much :)
But my GM told me, that only an evil ranger can take human as FE.

So what would be your recommendation regarding the second favored enemy?

My Kingmaker elven ranger went with fey. It is a choice based on background, along with my trait, Treerazer's Bane. The choice has served me well. The added damage helps when you don't have cold iron weapons to overcome fey DR.


Already downloaded and perused. It is lovely!


I was running a campaign in the Land of the Linnorm Kings and the party had to overcome a series of haunts in order to find a magic key. They said it was truly creepy and parts of it freaked then out. The details are in the spoiler below.

Many of the items were geared towards the specific PCs, a few of them were below strength.

Movie plot spoiler:

The rugged, rocky hills slope down into a gentle valley leading you to the edge of the dense, shadowy Grungir Forest. The land here is wild, displaying no sign of man. Thorny, tangling underbrush seems determined to bar your entry. Within the cool shadows of the wood, the call of numerous birds can be heard, along with the screech and growl of larger creatures.
_____________________________________________

A Survival check (DC 15) reveals a small game trail behind a blackberry thicket. A Dexterity check (DC 10) prevents entanglement and scratches.

_____________________________________________
A narrow, overgrown game trail winds its way deeper into the forest. It appears to be the easiest way to travel through the wood as the density of the undergrowth and the uneven terrain makes travel slow and dangerous.
_____________________________________________

THE HAUNTED WOOD
_____________________________________________
As you make your way deeper into the darkening wood, the trees begin to take on a twisted shape, moss hangs thickly from the branches above and the sounds of animals ceases. And oppressive sense of sadness and despair permeates the air.
_____________________________________________

Random Encounters
1. 2d4 bloody troll skeletons
2. 2d4 ghouls
3. 1d6+2 zombies
_______________________

A. Xeletria's Grove
B. The Dark Bramble
C. The Twisted Oak
D. The Haunted Cave
E. The Cursed Spring
F. River

A. Xelestria's Grove
_____________________________________________
The narrow path opens into a large clearing dominated by a mighty, ancient fir tree. The vegetation here is even more twisted and dark than what you have seen. The skeletons of numerous animals and humanoids can be seen poking out of the gray-green grass. This is without a doubt the source of the corruption. Suddenly the air darkens and wavers in front of you as the temperature drops, your breath forms small white clouds in the air. You are transfixed as a beautiful otherworldly woman appears, frozen in place to the great fir tree's trunk. Hulking ice trolls flank her as parts of her body appear to be slowly turning to ice. An elegantly beautiful yet undoubtedly evil pale woman taunts her as cruel-faced gnomish creatures with spiked beards of ice chant“skin like ice, bones like glass, crack and snap and fractious smash!” They suddenly lift heavy mallets and gleaming chisels and begin to separate the fey woman's frozen limbs from her body. Her horrified pain-ridden screams shatter you ears and nearly your sanity. The scene fades to be replace by ghostly image of the beautiful fey woman, she turns to you, smiles, and lets out a bone-chilling moan.
_____________________________________________

When the party discovers the grove holding the remains of Xelestria, they are assaulted with the horrifying image of her brutal murder at the hands of a Winter Witch and her cold fey minions. Xelestria's ghost then appears and moans. If the PCs attempt to talk to her, she will listen. A Diplomacy check (DC 15) will result in Xelestria offering them the chance to put her spirit to rest. They must gather the scattered and hidden remains of her body, bring them back to the grove, and give her a proper burial. Upon doing so, Xelestria's ghost will attack in order to determine the party's worthiness to bear the Broken Crown. If she defeats them, she heals them then tells them they cannot have the crown and she cannot rest until they best her in combat.
The location of each of Xeletria's limbs has become a haunt.

THE HAUNTS

B. The Dark Bramble [CR 5]
XP 1,600
CN Haunt (100 sq/ft area)
Caster level 4th
Notice Perception DC 20 (to hear the sound of movement beneath the soil and the hardening of the vegetation)
HP 18; Trigger proximity; Reset 1 hour;
Effect When this haunt is triggered, a low, heartbreaking moan fills the air and the vegetation in the area hardens and grows wicked spikes as per the Spike Growth spell (Reflex DC 14).
Destruction Beneath the thicket lies the still frosty left arm of Xelestria the Nymph Queen. Removing it destroys the haunt.
Boon: The brambles brighten and bloom, producing fragrant, plump goodberries (3d6).

C. The Twisted Oak [CR 6]
XP 2,400
CN Haunt (all creatures in a 15 ft radius burst)
Caster level 6th
Notice Perception DC 20 (to hear the insane mumblings of a hundreds of voices )
HP 12 ; Trigger proximity; Reset 1 hour;
Effect When this haunt is triggered, the trees in the area begin to cry and wail insanely. This has the effect of a Confusion (Will DC 16) spell on all in the area.
Destruction Within the roots of the great oak lies the still frosty left leg of Xelestria the Nymph Queen. Removing it destroys the haunt.
Boon: Once destroyed, the oak straightens and brightens. As it untwists its gnarled roots, an ancient chest is revealed. It is locked (DC 25). Contents: Composite longbow +1 (+3 STR bonus), cloak of elvenkind, and boots of elvenkind.

D. The Haunted Cave [CR 6]
XP 2,400
CN Haunt (30ft cone shaped burst)
Caster level 6th
Notice Perception DC 20 (To hear the faint wailing of a tortured soul and the wet thwack of a chisel severing limbs)
HP 12; Trigger proximity; Reset 1 hour;
Effect: When this haunt is triggered, the cave walls begin to bleed and a soul-wrenching wail splits the air with the effect of a fear spell (Will DC 16).
Destruction Within the rear of this shallow cave lies the still frosty right arm of Xelestria the Nymph Queen. Removing it destroys the haunt.
Boon: Once cleared, the cave proves to be a safe place to rest. It is hidden protected from evil.

E. The Cursed Spring [CR 5]
XP 1,600
CN Haunt (30ft vertical line of lightning)
Caster level 5th
Notice Perception DC 20 (To hear the faint sound of a feminine voice crying and pleading )
HP 10 ; Trigger proximity; Reset 1 hour;
Effect Upon triggering this haunt, the sky darkens and rumbles with thunder. Once per round a bolt of lightning strikes a random target inflicting 3d6 points of damage as per the call lighting (Reflex DC 14 half) spell (10 bolts total).
Destruction Within the center of this putrid pool lies the still frosty right leg of Xelestria the Nymph Queen. Removing it destroys the haunt.
Boon: Once destroyed, the water in the pool clears to reveal a layer of shining coins and gems. The water will also heals 1d8 points of damage if consumed (only once per PC).
Coins: 20pp, 120gp, 250sp, 4 moonstones (50gp), 10 lapis lazuli (10 gp), 2 silver pearls, 4 amethyst (100 gp). The pearls are pearls of power (2nd level and 3rd level).


Imagine my surprise when I checked my email and see a notice that the Stolen Land paper minis have been updated. Then I realized I get the update for free since I already bought the product. THEN I download the set again and see amazing updates including colored bases, names, and all the missing encounters in awesome detail and style. My group is just getting to the juicy parts if Kingmaker so this is just in time.

I love these product and their commitment to their fan base!

Thanks!


Justin the Big wrote:

If Paizo made plush toy goblins I'd buy a dozen at least for my kids and nephew. Just sayin...

Who else wants a cute, cuddly, plushie goblin?

I just spoke with my wife, she says put us down for at least 6.


DaveMage wrote:
harmor wrote:
Amazon is loosing $10 on each Kindle Fire.
It will be interesting to see its impact on the IPad, but what will it do to the already depressed sales of the other tablets? For those who don't want an iPad - will they buy the Fire over another android tablet?

I think many will. I would love an Ipad or other tablet, I just can't afford one. The Fire is going to be a Christmas present for my wife. It will be our first tablet and if we like it we will consider upgrading in a year. Then the choice will be 10" Fire, Ipad or equivalent. Hopefully by then the Fire will force tablet prices down.


Callous Jack wrote:

Liz has said she'd like a thread talking about future sets and ideas here rather than in the threads of individual sets.

So feel free to ask questions or give feedback or express what you'd like to see in the futre from the paper minis!

I would buy:

Ulfen men and women of various classes. No horned helms please!
Irrissian witches as well as Ulfen servants, ice trolls, ice fey, frost giants, and other northern horrors.

You could bundle as a Frozen North collection.

Elves! Elves! Elves!

Natural animals, animal companions, summon monster/nature;s ally, and familiars.

As a cash-strapped father of four, I love your product! My older girls are jsut beginning to play (thank you starter box) and I don;t have to fear them ruining a carefully painted metal miniature. I just print what I need and replace as needed.


Battle! Tim Jenkins wrote:

Here's another preview!

Nice, but the arrow is on the wrong side of the bow.


As you plan new miniature designs, please look to the wonderful pictures in Elves of Golarion. There are some great elves in there.

My wife is longing for this picture to be turned into a miniature. She is using it as her new PC, an awesome Earth Wizard named Beryyl.

[IMG]http://i1193.photobucket.com/albums/aa353/redbranch17/th_Beryyl.jpg[/IMG]


Thanks for all of the helpful replies. I will certainly get the rest of the issues. We are RP heavy and my players love to craft detailed character stories and motivations. This should be great!


Greetings,

My players have decided to go with an all elf party for Kingmaker 1.
One player is running a Earth Elementalist Wizard (aka Earthbender. The idea is she works with the Elf Gates and found a reference to a gate in the Greenbelt. She has been given permission to investigate lest a gate fall into the hands of humans or worse. An elf ranger was dispatched to guide and assist her. Now a druid and a cavalier have decided to go. It seems the elves want to colonize.

I only have the first issue of the AP, are their any circumstances in the later APs that may cause problems or need to be adjusted to make this work?


Nice spell. The description makes me think it should be called "Daddy Voice"