Draugr

Segallion's page

Goblin Squad Member. Pathfinder Adventure, Lost Omens, Rulebook Subscriber. Organized Play Member. 105 posts (108 including aliases). 1 review. No lists. 2 wishlists. 7 Organized Play characters. 2 aliases.



3 people marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

What I'm hoping to see included.

1. Boons and Obediences

2. Holy symbols. Are there differences between higher and lower ranking officials? What about which aspect you worship more. For example are there distinct markings that would show you worship the death aspect of Pharasma vs. the Birth aspect?

3. Titles. What are the named titles for each Dieties clergy. Are there various ones based on the specific aspect of that God that they worship.


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Over 50 tables for Background!!

Curious, as to how long it will take to completely roll up a character this way?!

Hurry up and take my money!


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm not sure where this would be of most use to everyone so decided this was the place to start, if this should go in a different forum please lets move it there.

I wanted to start a list of rules found in various AP's and Modules that might come in handy for other GM's games when they need a ruling on something that might not be found in other sourcebooks.

For example In the Crypt of the Everflame you can find the following:

RESTING: DC 10 Survival check to find a suitable level ground to rest on. Those that sleep on lumpy ground make a DC 13 Fortitude save or be fatigued the next day.

SINKING: Failed swim checks cause you to sink in the water. Those carrying light or medium load sink 10' per failed check, while those heavily encumbered sink 20 feet per failed check.

Any others to add to this list?


2 people marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Just wanted to thank all of you for all the hard work you put into the website. It is INVALUABLE at my table to be able to look up so many items very quickly.

Thank you!

Segallion


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Out of all the books ever released thus far, this is one I've got the highest hopes for.


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

As a GM are Knowledge Checks bringing you down? Are the players ready to tear you apart when you don't give them the juicy bits of info they are looking for? Well fret no more. We have instituted something that seems to help, perhaps it will help you as well

So prepare for the wall of text about to spring forth....

We broke down the creature stat block as follows

Creature Stat Block:

Header
Name and CR
XP
Race, Class, Level
Alignment, Size, Type
Init and Senses
Aura
Defense
AC
hp
Saving Throws
Defensive abilities, DR, Immune, Resist, SR
weaknesses
Offense
speed
space/reach
special attacks
spell like abilities
spells known/prepared
Statistics
ability scores
base atck, cmb, cmd
feats
skills
languages
SQ
Ecology
environment
organization
treasure
Special abilities
special abilities

When a Knowledge check is asked for roll as normal and get the number they beat the roll by, these are the points the PC can spend.

If you are successful you get the name and sub-class(es) of the creature, as well as a brief description. In addition, we added that if successful you learn a bit of info based upon the type of profession you are. For example a Fighter would tend to get more info about ability scores and attack bonuses, while a Wizard would get spells or magical abilities.

You are able to spend these points to learn about the creature itself or any of its types.

Items to spend points on
1. Each line of the stat block counts as 1 point
2. Each Bold item counts 2 but you learn everything in that area
3. Special abilities cost on a one for one basis. If someone asks for special ability and it has none, they still lose the point as it has answered their question.

Bone Devil entry from Beasiary:

Devil, Bone (Osyluth) CR 9

XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE

AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE

Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee
(3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of
objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
STATISTICS

Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will,
Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge
(planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect
1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY

Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard

The interrogators and inquisitors of devilkind, bone devils delight in
torturing those weaker than themselves—mortals, souls, and other devils
alike. Born of ancient heresies mired amid the Styx-fed swamps of
Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce
infernal order and the will of the archdevils. Powerful fiends favor
these terrifying sadists for their unwavering devotion to Hell's laws
and the commands of their masters, as osyluths eagerly report the
disobedience of other devils—regardless of standing—and take to the
craft of torture like morbid artists. Diabolists risk much to bargain
with them, as bone devils glean many infernal secrets amid their
nightmarish calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service to
evil spellcasters often mean gaining much valuable information, which
they might hold in their perfect memories for centuries before reporting
back to their diabolical masters.

In battle, an osyluth uses quickened invisibility after each attack to
confuse foes. Many osyluths carry twisted and eerie bone weapons, but
these tools are more for torture and intimidation than actual combat.

Osyluths tower over lesser devils at 9 feet tall—though their tails and
fearsome but useless wings make them appear much larger—and weigh upward
of 400 pounds.

Thormar (Paladin) and Halis (Wizard) both roll against this and are successful. Thormar gets 1 point and Halis gets 2.

Both get sent the following:
/////////////////////Successful check info//////////////////////////
Devil, Bone (Osyluth)
outsider (devil, evil, extraplanar, lawful)

The interrogators and inquisitors of devilkind, bone devils delight in
torturing those weaker than themselves—mortals, souls, and other devils
alike. Born of ancient heresies mired amid the Styx-fed swamps of
Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce
infernal order and the will of the archdevils. Powerful fiends favor
these terrifying sadists for their unwavering devotion to Hell's laws
and the commands of their masters, as osyluths eagerly report the
disobedience of other devils—regardless of standing—and take to the
craft of torture like morbid artists. Diabolists risk much to bargain
with them, as bone devils glean many infernal secrets amid their
nightmarish calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service to
evil spellcasters often mean gaining much valuable information, which
they might hold in their perfect memories for centuries before reporting
back to their diabolical masters.
///////////////End of Successful Check///////////////////////

Now based on class without costing any points here are the "extra"
pieces they learn

///////////////////Thormar//////////////////////////
They have an aura of fear, which only the most hardy overcome.
//////////////End Thormar/////////////

////////////////////Halis//////////////////////////
In battle, an osyluth uses quickened invisibility after each attack to
confuse foes.
/////////////end Halis////////////////

Now they choose which questions to ask, either in the current creature,
or any sub-classes they want. In this case any of the following:
outsider (devil, evil, extraplanar, lawful).

This seems to have helped since the PC's are responsible for asking the questions so if a valuable piece of information isn't found via the Knowledge check it isn't because I left it out.

Happy Gaming!!


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Wow I guess I'm pretty busy, didn't get a chance to update with my final version. So here goes

"Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands"
1. heal those that ask for it regardless of if they can pay.
Removed the "must" here to avoid confusion with having to heal enemies.
2. Mercy must be granted to those that ask for it or request asylum
I left the "must" here. Felt it was appropriate for a Goddess of Redemption, and also felt that other parts of the code could also be addressed if the Paladin felt that redemption was beyond that enemy.
3. Help those that can't help themselves. Basically tithe 15% (money earned only. Gear not counted)
No change here

"Only respond to violence in kind with swift metal and scorching light"
4. Don't initiate combat if another path seems open
No change
5. Actively seek out and destroy any cult of Rovagug.
No change, although this is having some interesting effects in my Legacy of Fire Campaign
6. Destroy any mindless undead, Demons, Daemons, Devils, as well as anything related to Rovagug as they are beyond redemption.
Made the biggest change here, by adding Demons, Daemons, and Devils to this list. Seeing how she was an Angelic figure before becoming a Goddess I thought this fit well...My only problem was with the Devils as she has made a pact with Asmodeus. But the character was fine with this. I'm curious as to what the rest of you all think.

"Each new day brings hope and renewed opportunity. One must not let darkness into your life"
7. Can't knowingly tell a lie
No change
8. Can't knowingly use poison
No change. Some interesting points brought up, but again I felt that for a paladin of Sarenrae, that poison use shouldn't be there, but could definately see this in other Codes for different Gods. As others have mentioned there are other ways to bring in bad guys without resorting to poison.
9. Must never own a slave, and must do your best to free those in bondage.
No change

"May the strength of the sun guide you through the fog of mortal words."
10) A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter is corrupted or unknown.
This last one is too good to pass up, and something that I always felt a Lawful Good person should abide by. This last one just reinforces it. Thanks Winterthorn!