Urgathoa

Silke's page

142 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 142 << first < prev | 1 | 2 | 3 | next > last >>

Here is the bulk of 2026 Horizon Walker PrC for those that don't want to download.

2026 Horizon Walker PrC Level
L1 Endure elements, favoured terrain environment
L2 Terrain mastery
L3 Favoured terrain environment, terrain dominance
L4 Terrain mastery
L5 Favoured terrain environment
L6 Terrain dominance, terrain mastery
L7 Favoured terrain environment
L8 Terrain mastery
L9 Favoured terrain environment, terrain dominance
L10 Master of all lands

Class Features
The following are class features of the horizon walker prestige class.

Spell-Like Abilities
The caster level of any Horizon Walker spell-like ability is equal to their character's total level. The saving throw DC for these abilities is 10 + 1/2 the character level + the character's Wisdom modifier.

Weapon and Armor Proficiencies
A horizon walker gains no proficiency with any weapon or armour.

Endure Elements
The horizon walker can use endure elements as a spell-like ability 3 times per day.
|
|
Favoured Terrain Environment
At 1st level, a horizon walker selects one of 4 Favoured Terrain Environments: Outdoors, Underground, Urban, or Planes. You gain a +1 competence bonus on Initiative, Knowledge (geography), Perception, Stealth, and Survival checks in this terrain. You leave no trail and cannot be tracked in this environment (unless you choose to).

At 3rd, 5th, 7th, and 9th level, the horizon walker gains an additional +1 competence bonus to apply to a new or existing Favoured Terrain Environment. These stack with any existing Horizon Walker competence bonuses for that environment and untyped bonuses for that environment from the Ranger class. They do not stack with competence bonuses from any other sources such as feats, spells and magic items.

[Designer note: By 18th level, a Ranger 8/Horizon Walker 10 will have mastered all four Favoured Terrain Environments and upon inclusion of Master of All Lands, will typically possess a "Tall" Specialist spread (+9 (+3 Untyped, +6 Competence)/+3 (+2 Untyped, +1 Competence)/+1/+1) or a "Wide" Generalist spread (+4/+4/+3/+3). By 16th level, a non-Ranger based 'other class' 6/Horizon Walker 10 will have mastered all four Favoured Terrain Environments and typically possess a "Tall" Specialist spread (+6/+1/+1/+1) or a "Wide" Generalist spread (+3/+2/+2/+2)]
|
|
Terrain Mastery
At 2nd level, permanently select one Terrain Mastery ability from below list for a Favoured Terrain Environment you have already selected via the Ranger or Horizon Walker class feature. The selected benefit applies to the horizon walker at all times, regardless of his current location.

In addition, each time you gain a Terrain Mastery, you gain a pool of daily uses equal to the number of Terrain Masteries you currently possess, to a maximum of 4 uses at Horizon Walker level 8.

As a move action, you may spend one use of this ability to grant all allies within 30 feet who can see and hear you a competence bonus on Knowledge (geography), Stealth, Perception and Survival checks equal to your Favoured Terrain Environment competence bonus for the environment you are currently in. This bonus is determined when the ability is activated and does not change if the horizon walker or his allies move to a different environment. The bonus lasts for a number of rounds equal to 3 + the character's Wisdom modifier. Competence bonuses from multiple sources don’t stack; only the highest bonus applies.

At 4th, 6th, and 8th level, you may permanently select an additional ability from below list that is associated with a Favoured Terrain Environment you have mastered.

Favoured Terrain Environment - Outdoors

Atmospheric Sight (Ex): The horizon walker's vision is hardened against airborne interference. Within a range of 120 feet, total concealment (50% miss chance) caused by natural or magical ash, spores, smoke, fog, or dust is reduced to concealment (20% miss chance), and normal concealment from these sources is ignored.

Crag Climber (Ex): The horizon walker gains a climb speed of 10 feet, including a +8 racial bonus on Climb checks and the ability to take 10 on Climb checks even while distracted or threatened. They retain their Dexterity modifier to AC while climbing.

Additionally, the horizon walker gains Clinging Climber as a bonus feat, even if they do not meet the prerequisites. If they already possess this feat, they instead gain Nimble Moves as a bonus feat. Feats that require Nimble Moves as a prerequisite (such as Acrobatic Steps) still require meeting all prerequisites as normal.

Deep Diver (Ex): The horizon walker is at home underwater. He gains a +4 competence bonus on Swim checks, and his melee attacks with bludgeoning or slashing weapons underwater do not incur the usual –2 penalty on attack rolls or deal half damage.

Additionally, the horizon walker gains a +2 competence bonus on saving throws against spells and effects that cause suffocation (such as suffocation, mass suffocation, or the Suffocating Grip rage powers).

Swift Strider (Ex): The horizon walker’s base land speed increases by +10 feet. This is an untyped bonus.

Relentless Hunter (Ex): The horizon walker gains immunity to exhaustion; effects that would cause exhaustion cause fatigue instead.

Favoured Terrain Environment - Planes

Altitude Breather (Ex): The horizon walker gains +4 competence bonus on Fly checks and the ability to breathe air in any natural environment where air is present. He is immune to altitude sickness and the effects of thin air at extremely high altitudes.

Additionally, he gains Wind Stance as a bonus feat, even if he does not meet the prerequisites. If he already possesses this feat, he instead gains Weathered Warrior as a bonus feat. Feats that require Wind Stance as a prerequisite (such as Lightning Stance) still require meeting all prerequisites as normal.

Ember Hardened (Ex): The horizon walker gains fire resistance 10. In addition, he gains a +2 competence bonus on Reflex saves against fire effects.

Frost Hardened (Ex): The horizon walker gains cold resistance 10. In addition, he gains a +2 competence bonus on Reflex saves against cold effects.

Planar Anchor (Su): The horizon walker gains a +4 competence bonus on saving throws against hostile teleportation effects and any effect that would forcibly move him to another plane (such as banishment, dismissal, and plane shift).

Additionally, the horizon walker is immune to dimensional anchor and similar effects that prevent extradimensional travel, including dimensional lock, and can use abilities such as planar step or phase spirit even while within the area of such effects.

The horizon walker must have at least 4 levels in this prestige class to select this ability.

Favoured Terrain Environment - Underground

Blind Sentinel (Ex): The horizon walker gains Blind-Fight as a bonus feat. If the horizon walker already possesses Blind-Fight, he gains Improved Blind-Fight instead. If he already possesses Improved Blind-Fight, he gains Greater Blind-Fight instead. The horizon walker must meet the prerequisites for these feats, except for the Perception rank requirements.

Unerring Sentry (Ex): The horizon walker is so confident at Perception that they can use it reliably even under adverse conditions. When making a Perception skill check, they may take 10 even if stress and distractions would normally prevent them from doing so.

Additionally, if the horizon walker has at least 5 ranks in Perception, they gain Signature Skill (Perception) as a bonus feat. If they already possess the Signature Skill feat for any skill, they instead gain Needle in a Haystack as a bonus feat, even if they do not meet the prerequisites.

The horizon walker must have at least 4 levels in this prestige class to select this ability.

Hardened Hide (Ex): The horizon walker gains DR 2/adamantine. Additionally, he gains a 25% chance to ignore the extra damage from a critical hit or sneak attack (as the light fortification armour property). This does not stack with the fortification armour special ability; only the highest percentage applies.

Silent Stalker (Ex): The horizon walker is so confident at Stealth that they can use it reliably even under adverse conditions. When making a Stealth skill check, they may take 10 even if stress and distractions would normally prevent them from doing so.

Additionally, if the horizon walker has at least 5 ranks in Stealth, they gain Signature Skill (Stealth) as a bonus feat. If they already possess the Signature Skill feat for any skill, they instead gain Careful Sneak as a bonus feat, even if they do not meet the prerequisites. Feats that require Careful Sneak as a prerequisite (such as Exquisite Sneak) still require meeting all prerequisites as normal.

The horizon walker must have at least 4 levels in this prestige class to select this ability.

Favoured Terrain Environment - Urban

Armoured Agility (Ex): None of the horizon walker’s movement types are reduced by wearing medium armour or carrying a medium load. This benefit applies to all movement types, including flight granted by spells or magic items. The horizon walker is still treated as wearing medium armour or carrying a medium load for the purpose of interacting with other class features, feats, or abilities. Max Dex and Check Penalties are still applied as normal. This ability does not benefit wearing of heavy armour or carrying heavy loads; however, heavy armour that is treated as medium armour for all purposes (except proficiency), such as mithral full plate, is considered medium armour for the purpose of this ability.

City Diplomat (Ex): The horizon walker gains a +4 competence bonus on Diplomacy checks and need only spend 1 hour canvassing people at local taverns, markets, and gathering places to gather information about a specific topic or individual. He also gains Twilight Words as a bonus feat (even if he doesn't meet the prerequisites, such as being a half-elf).

Contortionist Defence (Ex): The horizon walker is exceptionally limber and difficult to pin down. He gains a +4 competence bonus on Escape Artist checks and a +4 competence bonus to his CMD against all combat manoeuvres.

Sky Sovereign (Ex): The horizon walker's fly speed is increased by 10 feet. This increase is an untyped bonus and applies to natural, supernatural, and magical flight, including temporary flight granted by spells or magic items such as fly or overland flight. If the horizon walker gains a fly speed from a source that is already modified by their armoured agility ability, these bonuses stack.
|
|
Terrain Dominance
At 3rd, 6th, and 9th level, permanently select one Terrain Dominance ability from below list for an environment you have already mastered via the Ranger or Horizon Walker Favoured Terrain Environment class feature. The selected benefit applies to the horizon walker at all times, regardless of his current location.

Favoured Terrain Environment - Outdoors

Deep-Sea Adaptation (Ex): The horizon walker gains the Aquatic Subtype and the amphibious special quality. He gains a swim speed of 30 feet (if he already possesses a natural swim speed, it increases by +20 feet) and is immune to damage from water pressure. The horizon walker must have Deep Diver Terrain Mastery to select this ability.

Cloud Sight (Sp): The horizon walker is under the constant effect of ashen path as a spell-like ability. He breathes with ease in air contaminated by ash, spores, smoke, or dust, suffering no ill effects from natural airborne irritants and gaining a +4 bonus on saving throws against magical effects involving these contaminants.

In addition, his vision pierces these obstructions perfectly: he can see through natural or magical fog, mist, smoke, ash, or similar concealment up to 60 feet, with no miss chance. This SLA does not enhance sight in darkness or shadowy conditions. If this effect is dispelled, the horizon walker can renew it as a standard action. The horizon walker must have Atmospheric Sight Terrain Mastery and at least 6 levels in this prestige class to select this ability.

Unstoppable Nomad (Ex): The horizon walker is immune to entangled and fatigued conditions. The horizon walker must have Relentless Hunter Terrain Mastery to select this ability.

Wayfinder (Sp): The horizon walker can use find the path as a spell-like ability once per day. The horizon walker must have at least 6 levels in this prestige class to select this ability.

Favoured Terrain Environment - Urban

Glacial Heart (Ex): The horizon walker's cold resistance increases to 30. This resistance cannot be reduced or bypassed by effects that specifically ignore or lower energy resistance. Once per round, when he rolls a natural 1 on a saving throw against a cold effect, he can use an available immediate action to reroll the save. He must take the second result, even if it is another natural 1. The horizon walker must have Frost Hardened Terrain Mastery to select this ability.

Moral Mimic (Su): As a full-round action, the horizon walker may choose to temporarily alter his apparent alignment for detection purposes to any one alignment. This includes changing his aura to match that of a Cleric, Paladin or Antipaladin. This ability affects all alignment-detection magic and alignment-gated effects (such as being targeted by smite evil or holy word, or wielding aligned weapons without penalty) as if the horizon walker possessed the chosen alignment. This benefit lasts until he dismisses it (a free action), or until he changes to a different alignment (a full-round action).

While this benefit is active, the horizon walker may suppress any alignment-based auras they possess (for example, Aura of Courage or Aura of Cowardice). A suppressed aura provides no mechanical benefits or penalties. Other alignment-based abilities the horizon walker might possess (such as Smite, Channel Energy, or spontaneous cure/inflict spells) are unaffected. This ability does not grant new class features or mechanical benefits associated with the mimicked alignment.

Phase Spirit (Sp): The horizon walker can use ethereal jaunt as a spell-like ability once per day. The horizon walker must have at least 6 levels in this prestige class to select this ability.

Planar Step (Sp): The horizon walker can use dimension door as a spell-like ability twice per day.

Planar Strike (Su): The horizon walker’s attacks are infused with the essence of the multiverse. His natural weapons, manufactured weapons, and unarmed attacks count as specific types for the purpose of bypassing damage reduction and overcoming regeneration as if the attack possessed those properties. At Horizon Walker level 3, he may select two types from Magic, Good, Evil, Law, Chaos, Cold Iron, Silver, and Adamantine (this does not bypass hardness) to apply simultaneously. At level 6, he instead applies four types, which must include the two previously selected. At level 9, his attacks count as all eight types simultaneously. Planar Strike does not bypass hardness, DR/–, or DR/Epic.

[Designer note: At Horizon Walker 9, Planar Strike bypasses DR and regeneration as per a +5 weapon, except that it doesn't grant masterwork or an enhancement bonus to attack and damage.]

Sun-Forged Skin (Ex): The horizon walker's fire resistance increases to 30. This resistance cannot be reduced or bypassed by effects that specifically ignore or lower energy resistance. Once per round, when he rolls a natural 1 on a saving throw against a fire effect, he can use an available immediate action to reroll the save. He must take the second result, even if it is another natural 1. The horizon walker must have Ember Hardened Terrain Mastery to select this ability.

Favoured Terrain Environment - Underground

Pitmaster (Sp): The horizon walker can use spiked pit as a spell-like ability twice per day. The pit's depth is 10 ft. deep/2 levels to a maximum of 50 feet. When using this SLA, the horizon walker chooses the horizontal dimensions of the hole: 5-ft.-by-5-ft., 10-ft.-by-10-ft., or 15-ft.-by-15-ft.

Earth-Echo (Ex): The horizon walker gains tremorsense with a 30-foot range.

Gloom Sight (Ex): The horizon walker gains darkvision with a range of 60 feet and low-light vision. If he already has darkvision, its range extends by 60 feet. If he already has low-light vision, he sees four times as well as a human in dim light and twice as well in normal light. At night outdoors (always considered dim light), the horizon walker never suffers the miss chance for dim light, even against ranged or stealthy targets.

Obsidian Skin (Ex): The horizon walker's damage reduction increases to DR 5/adamantine. His chance to ignore critical hits or sneak attacks increases to 50% (as the moderate fortification armour property). This does not stack with the fortification armour special ability; only the highest percentage applies. The horizon walker must have Hardened Hide Terrain Mastery to select this ability.

Favoured Terrain Environment - Urban

Crowd Ghost (Su): The horizon walker may concentrate as a standard action each round to maintain "social invisibility". This does not provoke attacks of opportunity. The ability lasts up to 1 minute per horizon walker level per day; these minutes do not need to be consecutive, but are expended in 1-minute increments.

The effect: Observers with an Intelligence of 1 or higher within 60 feet perceive the horizon walker and included allies as unremarkable travellers or generic bystanders. Regardless of the observer's Perception skill or special senses (such as blindsense, blindsight, scent or tremorsense), they remain aware that "someone" passed by and cannot recall the horizon walker's or allies' race, equipment, clothing, or direction of travel more than 1 minute later.

Limitations: The effect ends immediately if the horizon walker stops concentrating, takes an aggressive action (such as attacking or casting a spell, in which case initiative is rolled normally and no surprise round is granted), or performs an obvious attention-grabbing act (such as vandalism, theft, drawing a weapon, or aiming one at a creature). The effect also ends if the horizon walker fails a Sleight of Hand check (which must be made as a move action and hence at a –20 penalty), or attempts Stealth in plain sight.

Group stealth: The horizon walker may include a bonded creature (animal companion, familiar, eidolon, or mount) within 5 feet at no extra cost. Alternatively, he may include a number of allies up to his Wisdom modifier (minimum 1). All included creatures must remain within 30 feet of the horizon walker and spend a standard action each round to maintain the effect, just as the horizon walker does. Creatures that cannot take standard actions (such as a mount acting automatically under the rider’s control) maintain the effect automatically. If any included creature breaks the effect (such as an aggressive action, moving beyond 30 feet, or failing a Sleight of Hand check), the effect ends for all. Extending Crowd Ghost to allies consumes the horizon walker’s daily duration at twice the normal rate (expending 2 minutes of duration for every 1 minute, or portion thereof, the effect is active).

Direct interaction & detection: Crowd Ghost does not affect individuals directly interacted with, actively searching for an intruder (such as a creature using Perception to intentionally scan its surroundings or taking actions to locate a hidden creature), or who specifically challenge the horizon walker or included allies. It also does not affect individuals using detection magic or abilities within range that reveal the presence or location of the horizon walker or included allies (e.g. clairaudience/clairvoyance, detect evil, see alignment, scrying, or locate creature), unless the detection method is currently countered by Moral Mimic, nondetection, misdirection, or similar effects.

Type: This is a mind-affecting illusion [Glamer] effect. It is not pierced by see invisibility, but true seeing functions normally.

Structural Saboteur (Su): The horizon walker’s natural weapons, manufactured weapons, and unarmed attacks ignore the first 5 points of hardness when attacking objects or creatures with the hardness quality.
Once per day as a standard action, the horizon walker may make a melee touch attack to instantly obliterate an adjacent volume of unattended, non-magical material (such as a section of wall, bridge, or fortification) up to a 10-foot cube. This functions like disintegrate but requires no saving throw, and cannot target creatures (including constructs or undead).

If this removes the surface beneath a creature, that creature may attempt a Reflex save (DC 10 + 1/2 character level + Wisdom modifier) to leap to the nearest unoccupied square capable of supporting the creature. If no such square is within reach (typically 5 feet), the creature falls regardless of the save.

The horizon walker must have at least 6 levels in this prestige class to select this ability.

Urban Sentinel (Sp): The horizon walker can use true seeing as a spell-like ability once per day. While this effect is active, the horizon walker’s senses are so finely tuned to the urban environment that he can also perceive creatures using Stealth (including Hide in Plain Sight, whether or not the creature is invisible) as if they were not hidden, provided they are within 120 feet and he has line of sight.

The horizon walker must have at least 6 levels in this prestige class to select this ability.

Urban Tracker (Sp): The horizon walker can use locate creature (range 400 feet + 40 feet/character level; this SLA is not blocked by running water) and helping hand as spell-like abilities, each once per day.
|
|
Master of All Lands (Ex)

At 10th level, the horizon walker becomes familiar with and comfortable in all possible terrains. His terrain competence bonus in all four Favoured Terrain Environments increases by +1.

Once per week, after 1 hour of uninterrupted mental reflection (during which the horizon walker cannot take other actions), the horizon walker may swap one permanent Terrain Mastery ability and one permanent Terrain Dominance ability for other valid abilities from their respective lists. This change is permanent until the horizon walker uses this ability again.

Feat and Prerequisite Dependency: After the swap, the horizon walker must meet all prerequisites for the new abilities as well as for any remaining abilities. A horizon walker cannot swap out a Terrain Mastery or Dominance ability if it currently serves as a prerequisite for a feat, prestige class, or other ability they possess that was not granted by this class. To swap such an ability, the horizon walker must first retrain any dependent feats or features via standard retraining rules.


Attached is a modernised version of the Ranger class & Horizon Walker PrC for Pathfinder 1e. Check them out, see if you like it, and report back. :)

https://www.mediafire.com/file/itmwlrfwdabz8am/Pathfinder_House_Rules.pdf/f ile

The file is a downloadable PDF on Mediafire. To access, copy the link and delete the space from ".../f ile". If the site opens an ad window, you can close it and still download the file.


Thanks for the posts. Intent is more a resource for others rather than advice. I couldn't find where else on forum to post them.

Yes, given their alignments, most likely used as NPCs but a player can simply convert them to good aligned.

By providing the builds at L20 (and one at L15) it allows others to reverse engineer to any lower needed level. Yes, providing lower levels helps GM but they can manage that. :)

The idea is more to show power builds that can be made using standard rules. Note: The two L20 builds have been weakened slightly due to house rules related to Ranger Favoured Enemy/Terrain. Even so, a CR 23 Solar is reliably defeated.


If you want to destroy a CR23 Solar Angel before it can even act, be an unbeatable tank, or just shoot creatures from 1,000 ft. away then here are 3 archery builds that do just that!

L20 Eversmoking Archer - Half-Orc, Zen Archer Monk 2 - Planar Sneak Unchained Rogue 18
L20 Aasimar Insinuator Antipaladin 2, Scaled Fist Monk 1, Reclusive Spirit Guide (Battle) Wood Oracle 17
L15 Sniper Archer - Half-Orc, Zen Archer Monk 2 - Bandit Sniper Unchained Rogue 13

These three characters are in below zip file. Use them and report on how you messed up the DM or players' plans. :)

https://www.mediafire.com/file/cnq7cshxc9yq5jb/Characters.zip/file

Close the ad window that pops up. It's part of MediaFire.


Linked 49-page document is an honest attempt to make Pathfinder 1e more balanced/streamlined. There are refinements for Ranger class and Horizon Walker PrC, Antipaladin, altered feats/magic items/spells, a passive Perception engine, low-light vision tweak, and the big one…universal spontaneous spell casting. Check it out, and even better try it out and report back. :)

https://www.mediafire.com/file/itmwlrfwdabz8am/Pathfinder_House_Rules.pdf/f ile

Note: to make the link work, remove the space in "/f ile"
Close the ad window that pops up. It's part of MediaFire.


Thanks for those points of view. They have allowed the tactics to be updated in a more bullet proof manner. Since I can't edit first post... the full update is below:

Helping Hand

Helping Hand behaves like a magical appearance filter rather than a true identity-based divination—it finds the closest creature that matches the described appearance at the time it searches.

Helping Hand is not blocked by Anti-Divination magic
Unlike Locate Creature and Discern Location, Helping Hand is an Evocation [Force] spell rather than a Divination spell. It creates a physical effect that does not rely on detection or scrying sensors to function. As a result, it bypasses defences like Nondetection and Mind Blank, which specifically protect against Divination spells or effects that discern information about the subject.

The "Foolproof" Template
"I seek a [Race] [Gender] of [Build], with [Hair Colour/Style] and [Distinguishing Physical Mark like a scar or tattoo], currently wearing [Primary Armor/Clothing Type] and carrying a [Specific Weapon or Large Item]."

Example in Practice: "A tall, muscular Half-Orc woman with a braided black ponytail and a jagged scar across the bridge of her nose, wearing iron breastplate and carrying a greataxe."

What does/doesn't fool helping hand
When using Helping Hand, it is useful to think of the effect as functioning more like a magical appearance filter than a true divination. The hand searches for the closest creature that matches the physical description provided when the spell is cast, rather than identifying a specific individual. Because of this, the spell can be fooled by mundane disguises, polymorph effects, and illusion (glamer) disguises such as Disguise Self or Seeming, which alter a creature’s apparent appearance and therefore its match to the description. However, it is not hindered by glamer-based invisibility, such as Invisibility, or by mundane Stealth, since the creature itself still matches the description and the spell’s search mechanism does not rely on ordinary sight; the subject can still see the hand even while invisible. Likewise, the spell cannot be fooled by illusion (figment) effects such as Silent Image or Major Image, because those create illusory phenomena rather than actual creatures. The description may include visible clothing, gear, or equipment—for example, “a wizard in a red cloak”—but this introduces a point of fragility: if the target’s appearance changes after the spell is cast, such as by removing that cloak, they may no longer match the description and the hand will fail to locate them.

Creative Applications for Helping Hand

1. The "Ambush Trigger" (Early Warning & Strategic Risk)

• The Move: While on watch or resting in hostile territory, cast the spell describing a specific threat (e.g., "The Red Fang Orc Chieftain") or a general category ("Any Orc").

• The Result: If the hand returns after 4 hours with an outstretched palm, the target is either outside the 5-mile radius or lacks a navigable path for the helping hand. If the hand does not return after 4 hours, a target has been located within range.

• The Risk: You are signalling your presence. A high-level target using See Invisibility or Invisibility Purge can identify the hand and follow its return path to ambush you. Because the spell is not Dismissible, you cannot end the effect to hide your position; your only escape is to move more than 5 miles from the original casting spot, and the spell will eventually expire. Alternatively, you might choose to remain in position, turning the hand's return into an ambush of your own as you wait for the target to follow the ghostly beacon back to your blade.

2. The "Secret Door" Ooze (Structural Probe)

• The Move: To find hidden exits in a sealed room, use wax or damp cloth to plug all known door and window gaps. Cast the spell describing a creature you know is definitely outside the room.

• The Result: Watch the hand's initial movement. If it simply hovers, the room is confirmed airtight and lacks navigable secret passages. If the hand "streaks off" into a hairline fracture or a tiny crack in the masonry, it has proven a navigable space exists on the other side. You don't need the hand to return; you just need to see where its path began. The hand serves as a foolproof structural probe: if it can 'ooze' through, a character in gaseous form can likely follow, turning a simple search spell into a precision navigation tool for airtight dungeons.

3. The "Appearance Verification" Trick

• The Move: When you suspect an NPC’s identity, cast Helping Hand using a detailed physical description of the individual that also includes a distinctive piece of equipment that is always present, such as a king’s tight gold signet ring or bracelet that cannot realistically be removed. While the spell can be fooled by mundane disguises, polymorph effects, or illusion (glamer) disguises like Disguise Self or Seeming, including a specific item creates an additional filter that an impostor may fail to match. A glamer illusion might duplicate the appearance of the item, but a polymorphed impostor who lacks the real object cannot truly reproduce it.

• The Result: The hand searches for the closest creature that matches the full description, including the specified item. If the person standing before you is a disguised or polymorphed impostor who does not possess that item, they will not match the description. In that case, the hand ignores them and streaks away in search of the nearest creature who does—revealing that the individual present does not fit the complete description and may be a fraud.

4. The "Courier of Secret Signs" (Stealth Signalling)

• The Move: Use the hand to send a pre-arranged "silent signal" to an ally, double agent, or prisoner in a guarded area.

• The Result: The hand is invisible to everyone except the caster and the subject. The target sees a beckoning ghostly hand—a signal that the rescue party is within 5 miles—while guards remain oblivious.

• The Risk: Vigilant guards may still notice a presence; a DC 20 Perception check allows a creature to notice "something" is invisible within 30 feet. Alerted guards may use Invisibility Purge or Dispel Magic to neutralize the signal. More dangerously, crafty guards might simply "escort" the bound prisoner and follow the hand, leading them straight to their "saviour."

5. The "Regroup" Logic (Status Assessment)

• The Move: When separated from a teammate, cast the spell to guide them back to your position.

• The Result: Teammate Follows: They are led back to you safely via the most direct, feasible route.
o Open Palm Return (4 Hours): The teammate is dead, more than 5 miles away, or in a completely sealed/unreachable location.
o No Return/Disappears: The teammate is within 5 miles but is unwilling or unable to move (e.g., unconscious, paralysed, or imprisoned). Note that this also occurs if the hand was discovered and dispelled at the target's location.

6. Follow the Hand to Target (requires Level 12+ cleric/oracle)

• The Move:
o One party member, either the caster or another, uses Extend Metamagic to cast see invisibility (CL12 Extended = 4 hours duration), or has sustainable 40+ Perception* to pinpoint and track the invisible helping hand.
* Given the hand is likely moving at full speed (–10 Perception DC modifier), tracking it may only be a sustainable DC 30 Perception check.
o A spellcaster casts wind walk on themselves and their companions, transforming the party into cloud form. This takes 5 rounds during which the caster of helping hand does not change form.

• Tracking and Following the Hand:
o Five rounds after the wind walk is cast, the same or another non-gaseous spellcaster casts helping hand. The hand moves toward the target at up to 240 feet per round (and probably as slow as 55 ft. per round during its search phase).
o The party keeps pace easily, as they're also moving at high speed (600 feet per round with wind walk).
o If the helping hand caster is also affected by wind walk, they can catch up to the assault party in less than a minute.
o The group follows the hand's search for up to 4 hours, during which time the hand seeks out the target within a 5-mile radius.

• Result:
o The helping hand guides the assault party directly to the target.
o Since the helping hand can squeeze through tight spaces (like cracks or doors), the gaseous party can follow it without obstruction.
o By the time the target notices the hand, the assault party is already on top of them.
o The party moves in overlapping clouds, creating the illusion of a single entity. Upon sighting the target, the group ducks as one behind cover and lands, except for one assault team member who reappears and travels the remainder of their 600 ft. move in another direction. This misleads the target into thinking the suspicious cloud has left.
o While the target is distracted, the rest of the party reforms over 5 rounds from behind cover or from a safe distance, and then launches their attack.


3 people marked this as a favorite.

Never have I seen characters take helping hand spell so this post presents why that should change!
L3 Cleric/Oracle Spell: https://www.aonprd.com/SpellDisplay.aspx?ItemName=Helping+Hand

Creative Applications for Helping Hand

0. Helping Hand is not blocked by Anti-Divination magic
Unlike Locate Creature and Discern Location, Helping Hand is an Evocation [Force] spell rather than a Divination spell. It creates a physical effect that does not rely on detection or scrying sensors to function. As a result, it bypasses defences like Nondetection and Mind Blank, which specifically protect against Divination spells or effects that discern information about the subject.

1. The "Ambush Trigger" (Early Warning & Strategic Risk)

The Move: While on watch or resting in hostile territory, cast the spell describing a specific threat (e.g., "The Red Fang Orc Chieftain") or a general category ("Any Orc").

The Result: If the hand returns after 4 hours with an outstretched palm, the target is either outside the 5-mile radius or lacks a navigable path for the helping hand. If the hand does not return after 4 hours, a target has been located within range.

The Risk: You are signalling your presence. A high-level target using See Invisibility or Invisibility Purge can identify the hand and follow its return path to ambush you. Because the spell is not Dismissible, you cannot end the effect to hide your position; your only escape is to move more than 5 miles from the original casting spot, and the spell will eventually expire.

2. The "Secret Door" Ooze (Structural Probe)

The Move: To find hidden exits in a sealed room, use wax or damp cloth to plug all known door and window gaps. Cast the spell describing a creature you know is definitely outside the room.

The Result: Watch the hand's initial movement. If it simply hovers, the room is confirmed airtight and lacks navigable secret passages. If the hand "streaks off" into a hairline fracture or a tiny crack in the masonry, it has proven a navigable space exists on the other side. You don't need the hand to return; you just need to see where its path began.

3. The "Subjectivity" Trap (Instant Identity Verification)

The Move: When suspicious of an NPC's identity, cast the spell using a highly detailed physical description of the "true" individual (include specific scars, exact height, or birthmarks).

The Result: The spell targets based on physical traits, not identity or intent, making it immune to Bluff, Disguise, or Glibness. If the "King" standing before you is a Doppelganger or an impostor, the hand will ignore them and immediately streak off toward the horizon in search of the real subject. The hand’s refusal to beckon to the person in front of you reveals the fraud instantly.

4. The "Courier of Secret Signs" (Stealth Signalling)

The Move: Use the hand to send a pre-arranged "silent signal" to an ally, double agent, or prisoner in a guarded area.

The Result: The hand is invisible to everyone except the caster and the subject. The target sees a beckoning ghostly hand—a signal that the rescue party is within 5 miles—while guards remain oblivious.

The Risk: Vigilant guards may still notice a presence; a DC 20 Perception check allows a creature to notice "something" is invisible within 30 feet. Alerted guards may use Invisibility Purge or Dispel Magic to neutralize the signal. More dangerously, crafty guards might simply "escort" the bound prisoner and follow the hand, leading them straight to their "saviour."

5. The "Regroup" Logic (Status Assessment)

The Move: When separated from a teammate, cast the spell to guide them back to your position.

The Result: Teammate Follows: They are led back to you safely via the most direct, feasible route.
o Open Palm Return (4 Hours): The teammate is dead, more than 5 miles away, or in a completely sealed/unreachable location.
o No Return/Disappears: The teammate is within 5 miles but is unwilling or unable to move (e.g., unconscious, paralysed, or imprisoned). Note that this also occurs if the hand was discovered and dispelled at the target's location.

6. Follow the Hand to Target (requires Level 12+ cleric/oracle)

The Move:
o One party member, either the caster or another, uses Extend Metamagic to cast see invisibility (CL12 Extended = 4 hours duration), or has 40+ Perception* to pinpoint and track the invisible helping hand.
* Given the hand is likely moving at full speed (–10 Perception DC modifier), tracking it may only be only a DC 30 Perception check.
o A spellcaster casts wind walk on themselves and their companions, transforming the party into cloud form. This takes 5 rounds during which the caster of helping hand does not change form.

Tracking and Following the Hand:
o Five rounds after the wind walk is cast, the same or another non-gaseous spellcaster casts helping hand. The hand moves toward the target at up to 240 feet per round (and probably as slow as 55 ft. per round during its search phase).
o The party keeps pace easily, as they're also moving at high speed (600 feet per round with wind walk).
o If the helping hand caster is also affected by wind walk, they can catch up to the assault party in less than a minute.
o The group follows the hand's search for up to 4 hours, during which time the hand seeks out the target within a 5-mile radius.

Result:
o The helping hand guides the assault party directly to the target.
o Since the helping hand can squeeze through tight spaces (like cracks or doors), the gaseous party can follow it without obstruction.
o By the time the target notices the hand, the assault party is already on top of them.
o The party moves in overlapping clouds, creating the illusion of a single entity. Upon sighting the target, the group ducks as one behind cover and lands, except for one assault team member who reappears and travels the remainder of their 600 ft. move in another direction. This misleads the target into thinking the suspicious cloud has left.
o While the target is distracted, the rest of the party reforms over 5 rounds from behind cover or from a safe distance, and then launches their attack.


1 person marked this as a favorite.

Thread necro! +1

I've written a mini-adventure and additional background marterial for "Rappan Athuk: Area 29, Castle Calaelen, Basement Area 25: Mortimer's Cell". This is a first draft. Play testing is being done next week.

Mortimer's Farm
A 1st Edition Pathfinder side-trek adventure for 1st level PCs.
Download: https://drive.google.com/open?id=1iWNDW2eS_RByppRz_Kv9miyUqEA9_Df1

In this side-trek adventure the PC's encounter Mortimer's farm before they enter Castle Calaelen and find Mort.

Background
Mortimer ("Mort" for short) is an elderly half-orc gentleman who was captured at his farm a week ago by hungry goblins from Castle Calaelen (Cah-lay-lan). He was preparing for a trip to the nearby town of Renderby to sell his pumpkin crop when the raid occurred. He's keen to escape the castle and return to his farm, but needs the PCs help to get free.

There is no money hidden on the farm. Mort typically wears a belt pouch at all times to secure his coins. This was taken by the goblins when he was captured and has since been distributed.


2 people marked this as a favorite.

Here you go folks. Replaced Media Fire link with a better alternative:

https://drive.google.com/open?id=1c9hk5vx1fQMi-Df0fwy_ImlJGk3FbKO1


1 person marked this as a favorite.

Most recent link a few posts up (post #71) has always worked. Available file has just been updated with improved pictures. Text was never finished but the effort is still a wonder to behold.


P.S. Above is at least a 13 RP race (mostly pushed up by SLAs) and roughly on par with an Aasimar (15 RP). This is at the higher end compared to core races but not so powerful as to be overwhelming. If you want to knock power level down slightly then consider removing constant "detect evil/detect good" SLA and possibly reduce fly speed to 30 ft. or 40 ft.

.
Here is a pic to go with it
Medium sized Sylph

Or this one
Sword & shield Slyph


Hi Jos...I am someone.

You have it correct as per resizing rules.

.
.
Diminutive sized
Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10

Tiny sized
Str 5, Dex 15, Con 10, Int 6, Wis 11, Cha 10

Small sized
Str 9, Dex 13, Con 10, Int 6, Wis 11, Cha 10

Medium sized
Str 13, Dex 11, Con 12, Int 6, Wis 11, Cha 10

Note Sprites appear have a +8 Racial bonus on Escape Artist checks.

.
For your situation of a medium-sized Sprite PC, try this...
Note changes to movement, racial skill bonus, and ability score modifiers.
----------------------------------------------------
Mega Sprite
===========
Medium fey
Senses: detect evil, detect good, low-light vision
DR 2/cold iron
Speed 30 ft., fly 60 ft. (average)

Spell-Like Abilities (CL 5th)
Constant—detect evil, detect good
At will—dancing lights, daze
1/day—color spray

Skills: +2 Racial bonus to Escape Artist checks
Ability Score Racial Traits: +2 Dexterity, -2 Intelligence
Base Languages: Common, Sylvan

SQ Luminous (Su) A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
----------------------------------------------------


It's interesting that responses to date have been 'behind the scenes'. I was initially concerned such excellent conversion work wasn't being publically acknowledged (and hence spur you on to complete the project) but clearly I needn't have worried. :)


Bite damage should be 2d6+4 (+3 Str x 1.5 for single natural attack).
Also CR 2.


Magda Luckbender wrote:
I've converted the G1 Steading of the Hill Giant King to Pathfinder. I'd love to see all these in one place.

Magda, will you be posting a link here for your "G1 Steading of the Hill Giant Chief to Pathfinder" conversion? Happy to PM you for download link if you'd prefer.


FYI: I've had it confirmed these NPC giants are indeed in error and would require Quick Draw feat to have the stats listed.


Giants Revisited errata - can giants without Quick Draw feat throw multiple rocks per round?
Overall, throughout Paizo product literature the answer appears to be NO.

Given that and as an aside, I think most rock throwing qiants would swap out one of their existing feats for quick draw; it's too useful for them to pass up.

Now, why are the following two giants in Giants Revisited an exception to the rule?
Page 21 - Orynox Marchelin (Male fire giant fighter 9) - Ranged rock +22/+17/+12/+7 (1d8+10 plus 1d6 fire and smoke)
Page 50 - Rahstalshan (Female stone giant elder sorcerer 10) - Ranged rock +17/+12/+7 (1d8+10)

Each of these can throw multiple rocks per round and don't have Quick Draw feat listed in their stat block. My guess is that they slipped through the cracks during editing.

Can the authors or a Paizo staff member please confirm these giants are in error and should have had Quick Draw feat?


v21 is nicely improved.

I assume all Awakened creatures are from the spell http://www.d20pfsrd.com/magic/all-spells/a/awaken

That arbitrary "awakened creatures gain 2 HD" is a bit problematic when trying to determine progression by level.
Let's use Dire Wolf on page 167 of v21 as a discussion creature. Thinking out loud here...normally they are fully formed at 5 HD so should an awakened dire wolf have to wait until 7 HD to receive +2 Str, +2 Dex & +2 Con? Probably not, or it would be stunted growth compared to a 5 HD dire wolf. Maybe 6-7 HD have no ability score bonuses; they are all gained by 5 HD? Similarly, if a dire wolf was awakened from birth would it be a minimum of 3 HD?

Regarding size, at 1 HD it might be Small-sized, though leaving it Medium-sized is probably ok. I'm trying to think of size at birth for a large animal. For example, a Medium-sized human has a Tiny-sized baby, not a Small-sized one.

Under Traits and Class Features it would be helpful to add a comment that it 'gains 3d6 Int and +1d3 Charisma'. In fact it would be better to list base ability scores, such as "A baby awakened dire wolf has base ability scores of Str 11, Dex 11, Con 11, Int 3+ (roll 3d6), Wis 10, Cha 11+ (roll 10+1d3)"

Include "+4 vs. trip" under 'Traits and Class Features' section.

'Languages: Common' should be 'Languages: Common plus one additional language per point of Intelligence bonus (if any)'.

HD progression might be along these lines...
1 HD: +2 Dex, Feat, +1 Natural Armour, Small Size, Bite 1d4, Speed 30 ft.
2 HD: +2 Str, +2 Dex, +2 Con, Medium Size, Bite 1d6 plus Trip, Speed 40 ft.
3 HD: +2 Str, Feat, +1 Natural Armour,
4 HD: +2 Str, +2 Con, Large Size, Bite 1d8 plus Trip, Speed 50 ft.
5 HD: +2 Str, +2 Con, +2 Wis, Feat, +1 Natural Armour
6 HD: -
7 HD: - Feat

...however above progression would change if ability modifiers for different sized creatures are considered. This would be similar to factoring in the Young Template, though reversing 'Table 2-2 Size Changes' on page 296 of Pathfinder Bestiary is more the size modifiers I'm pondering.


I second everything Andrew Black just said.

I also agree that reading 300 words on a poorly phrased item is tedious but the reader can simply stop reading and vote it down.

RE: Good designers use only the words they need, and make each of them count.
"Fetish of the Frog Queen" is a great example of a well-written wondrous item that actually needed the full 300 word count, and in fact would have benefitted from an additional two sentences over that limit.

In contrast...

Below is a great example of a complete item from this year's voting that is only 65 words (and that's after I added a few extra words to better define the item's powers!). I believe this was the briefest entry in the competition. It's definitely a 'keep' for me.

Hostess' Earrings
Aura faint divination; CL 3rd
Slot headband; Price 1,600 gp; Weight

Description
These simple earrings are often worn by hosts and hostesses at large parties. They whisper the common name of the person the wearer is talking to. The earrings do not reveal secret names such as an outsider's true name.

Construction Requirements Craft Wondrous Item, detect thoughts; Cost 800 gp


Well done Total Biscuit! Superb item name. Great flavour and well written. You can go far in this competition.
I like the 'Metamagic Rod' style pricing and power levels applied to a Wondrous Magic Item.
The word "priest-king" bugged me until I checked and saw its from Paizo's Boggard descriptive text.

After reviewing above feedback the submission is almost flawless. I've managed to add two lines of clarification but this takes the item over 300 word count limit so it's understandable why such statements weren't originally included.
(342 words)

Fetish of the Frog Queen
Aura strong transmutation; CL 17th
Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); Weight 4 lbs.

Description
Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favouring mental manipulation and alteration.

Three times per day, while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish can draw upon its powers to lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, necessitating a Fortitude save in place of any Will saves the spell normally allows.

An altered spell is considered a poison effect, with the following provisos:
• An opponent may end the spell by casting neutralise poison on the victim and making a successful caster level check
• Time spent suppressed by effects such as delay poison still counts against the spell's duration
Accelerate poison halves the spell's duration but does not affect saving throws
• An altered spell transferred to another target, such as by absorb toxicity, is still considered cast by the original caster for the purposes of adjudicating effects (whom a charmed victim regards as their friend, for example)
• Effects that duplicate poisons, such as toxic gift, cannot duplicate altered spells

An altered spell is still vulnerable to spell resistance, dispelling and other such effects as normal. Immunity or protection against mind-affecting effects no longer apply however creatures that are immune or resistant to poison now apply those bonuses.

Three varieties of fetish exist: lesser, normal, and greater. A lesser fetish affects spells of up to third level; a normal fetish affects spells of up to sixth level; and a greater fetish affects spells of up to ninth level.

Construction Requirements Craft Wondrous Item, poison; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)


A good concept Peter J., but ordinarily written. I love the simplicity and versatility of this item and the fact you used "god of death" so it's not Golarion specific.

I'm surprised the author, judges or others haven't commented that "the user may ask the corpse up to three questions" does not compute for an item with CL 5. Speak with Dead states "You may ask one question per two caster levels."

After reviewing above feedback I have rewritten the item as follows...
(218 words)

Death Mask
Aura faint necromancy; CL 6th
Slot head; Price 8,000 gp; Weight 4 lbs.

Description
This elaborately carved wooden mask is styled in the image of the god of death. When placed upon a corpse, the user may ask it up to three questions as if the user had cast speak with dead, (if the dead creature's alignment was different from yours it gets a DC 14 Will save to resist). As long as the head of the corpse is intact enough to fit the mask onto it, the spell will work no matter how damaged the corpse is. The mask may be used to speak with up to 3 corpses per day but a particular corpse may only be questioned once per week.

Additionally, if a living person dons the mask their appearance changes to that of the person whose corpse was most recently used to speak with, as per the disguise self spell. The wearer appears as the deceased did when they were still alive, though a creature that interacts with the disguise gets a DC 11 Will save to recognize it as an illusion. The disguise lasts until the mask is removed or it is used to speak with another corpse.

Construction Requirements Craft Wondrous Item, disguise self, speak with dead; Cost 4,000 gp


Excellent entry Christopher Wasko! Any magic item that requires a prerequisite to use (such as a feat, skill rank, class ability, alignment or worship of a deity) is a win in my book. Adding value to PCs taking a rank in Perform skill is fantastic.

I'm surprised the author, judges or others haven't commented that the save should be DC 13, not DC 12.
"For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the 'minimum ability score needed'* to cast that level of spell."
* "To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level."

The concentration check (DC 10 + spell level) to cast spells is the best choice, matching that for "Vigorous motion".
(DC 13 + spell level) is tempting based on "Affected by a non-damaging spell while casting = DC of the spell + spell level" but in this case "Vigorous motion" is a better fit.

I initially didn't think I could reword the item any better...but now I may have.
(237 words)

Bonedancer Bodhrán
Aura moderate necromancy; CL 3rd
Slot —; Price 6,700 gp; Weight 1 lb.

Description
This calf-skin drum is painted with an image of a grinning skull, and comes with a giant’s finger bone to use as a beater. A creature with at least 1 rank in Perform (percussion) can play a steady rhythm on the drum as a standard action. This grants all undead within 30 feet of the player a +2 profane bonus on attack rolls, damage rolls, and Will saves during each round the drum is played. Alternatively, the drummer can instead force undead within the area to dance in place to the beat of the drum. Mindless undead receive no save and can take no actions other than dancing. They cannot leave the spaces they presently occupy and take a -2 penalty to Armour Class and Reflex saves for as long as the drummer plays. Intelligent undead can resist this effect with a DC 13 Will save; those that fail their saves dance with the same penalties as above, but can take actions that do not require them to leave their spaces. They take a -2 penalty on attack and damage rolls and must succeed on a concentration check (DC 10 + spell level) to cast spells. The drum’s magic can be used for 9 rounds per day.

Construction Requirements Craft Wondrous Item, command undead, bardic performance class ability; Cost 3,350 gp


Belladonna Blue, congratulations on a wonderfully evocative entry! I took all the above feedback and spent 2 hours revising the item to take that into account, make clarifications, and review the humanoid vs. monstrous humanoid component.

It would be great to hear your take on other people's refinement of your item.
(285 words)

Bitter Widow's Veil
Aura moderate enchantment and divination; CL 8th
Slot head; Price 14,000 gp; Weight 1/2 lb.

Description
This delicate black veil is often made from black lace or crepe and affixed to a cap, bonnet or band. Once donned, amorphous shadows swirl beneath the veil across the wearer's face. The veil is infused with the bitterness of a widow who lost her husband to senseless war or violence and uses her grief to try and "punish" those who kill each other.

Whenever a humanoid creature is slain in combat within 30 feet, the bitter widow's veil gains one charge, manifesting as a small, shadowy tear. The veil may only contain one charge at a time and an unused charge dissipates in an hour if not otherwise expended. While the bitter widow's veil contains an unspent charge, the wearer can see and hear ethereal creatures as described by the see invisibility spell.

The shadowy tear may be shed as a standard action which causes flickering shadows on the wearer's face to coalesce into an inky overlay of a woman's anguished visage. The visage unleashes a bereaved scream that can be heard for some distance. In addition, an invisible 30-foot cone of terrible, mind-affecting grief radiates out from the veil's wearer. Creatures within the area of effect must make a DC 16 Will save or be sickened with sorrow for five minutes. If any of the affected creatures have dealt a killing blow to a humanoid within the last 12 hours, they are stunned for one round due to helpless, weeping grief, after which they are subject to the sickened effect.

Construction Requirements Craft Wondrous Item, crushing despair, overwhelming grief, see invisibility; Cost 7,000 gp


1 person marked this as a favorite.

Ixxix (Clay), congratulations on a great entry! I took all the feedback above and spent 4 hours revising the item to take that into account, make clarifications, and try to limit abuse by players.

- Added quiver capacity limit of 20 arrows
- "A transformed arrow must be stored in the Nightsbane Quiver until used" limits the number of arrows and who can use it
- Confirmed a transformed arrow still does normal damage (e.g. bludgeoning critical type for transformed bludgeoning arrows)
- Better clarified what creatures are specially affected through the help of language taken from "Sunlit Strike" feat
- Specifically called out shadows and vampires because they don't have light blindness, light sensitivity, or sunlight powerlessness universal monster rules

It would be great to hear your take on other people's refinement of your item.
(191 words)

Nightsbane Quiver
Aura faint evocation; CL 5th
Slot none; Price 16,000 gp; Weight 3 lbs.

Description
This black silk quiver bears a silver star-and-moon motif. The quiver has a maximum capacity of 20 arrows. Each arrow placed within is transformed into a tangible beam of light after 24 hours. The arrow retains its damage dice, critical type, and any magical properties already possessed but special materials such as alchemical silver or adamantine are lost. An arrow removed from the quiver before 24 hours has elapsed is unchanged. Once an arrow has been transformed it must remain stored in the quiver until used. When such an arrow is drawn, it produces illumination equivalent to a daylight spell for 5 rounds, after which the arrow fades and disappears.

Arrows altered by a nightsbane quiver automatically bypass any DR light vulnerable creatures might possess and also count as a force effect if those creatures are incorporeal. These luminescent arrows are particularly deadly to shadows, vampires and other creatures vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules).

Construction Requirements Craft Wondrous Item, daylight; Cost 8,000 gp


1 person marked this as a favorite.

It was pointed out that my download link (from Apr 22, 2010, 01:15 PM above) is no longer available. Here is my conversion from 2010:

Spellthief Class Pathfinder Conversion

I put a fair bit of effort into researching and comparing it to other Pathfinder Spellthief conversions available at that time.
Paizo's Sandman Bard Archetype is available if your game is limited to using official Pathfinder material.


1 person marked this as a favorite.
Doctor Necrotic wrote:
@Silke Oooh! I love it! Thanks for taking the time to make this. Also, this beats my take by far.

Thanks for the kind words Doctor Necrotic. I like the presentation of your work. I've refined the encounter after further play testing (especially the acid shadows) and updated the file linked in my earlier post. For those who have already downloaded this encounter, I recommend you download it again.

A lot of thought and effort has gone into it. It's a pretty polished product now. Enjoy :)


Document linked in above post has been updated, had some play testing, and is ready for use by nefarious DMs everywhere.

Document contains...
* Defiler Lich Template (CR +3)
* Morbent Fel - a Defiler Lich Human Wizard (Universalist) 14
* Black Rock - an Advanced 12 HD Marrowstone Golem
* Desecrated Acid Shadow (Blast Shadow Variant)
* Desecrated Bloody Skeleton (Rock Troll)


I second the comment by Demiurge 1138 but ok Doctor Necrotic, I'll bite and post. :)
I looked at just one conversion of interest Defiler Lich (AD&D Dark Sun/Ravenloft) and absolutely went-to-town on it. After days of work redesigning and creating an entire encounter around this creature, I present to everyone the first draft.

Download Lich, Defiler (CR 16).pdf.

I haven't had a chance to playtest the defiler lich or included scenario but if anyone does please PM me or post your comments here on how it went. Also mention any errors or improvement suggestions.

Trust me, the above download will be far more worthwhile than people are expecting. I recommend DMs take their time to completely read the scenario; it's dastardly nasty. I envisage it for four optimised 16th level PC's.


I'm going to use this beastie with my players tonight. If you've played D&D long enough to remember the original Sussurus - get your Pathfinder conversion here.

Some pages of legacy notes used to recreate the creature are included.
Comments, rebuild stat block workmanship, and encounter scenario ideas for this unusual critter are welcome.


3 people marked this as a favorite.

Post and you shall receive... :)

It's been over a year since I've worked on this historic module. The text is unfinished though looking at it now the module's size and effort involved is truly epic.
Picture selection is finished and viewing these alone makes the download worth checking out.

Download Here


That’s a good question. At 18th level Endurance may be the best patron due to Miracle and the sheer versatility of spell casting it provides not to mention it’s cheaper than books for inherent bonus to ability scores. Of course most PCs starting at 1st level never get played through to 18th (and beyond) to enjoy the superiority of this spell.

At lower levels, spell resistance and protection from energy are worth memorising each day. Endure elements is handy depending on how harsh environments PCs find themselves in (in recent years I’ve seen it needed quite often). While most Scarred Witch Doctors are likely to have a Belt of Con +2 or +4 by low to mid-levels, I guess bear’s endurance is handy if you don’t have one.

What makes a good patron?
- Clearly one that doesn’t include spells already on the witch’s spell list - check.
- One that is thematically pleasing for the character concept – check. It doesn’t always have to be about min/max; flavour can be important too. But yeah, choose for flavour? Who am I kidding :)
- Ideally it would have AoE Reflex effects that can be combined with Dazing Spell – fail; need something like Elements patron to be best at that.
- Ideally it has spells that can’t readily be gained from magic items such as Boots for haste and a Ring for freedom of movement.
- Ideally it has spells that you want to prepare each day and just not have on scrolls (such as a witch of healing patron might do).

Soo… after all that I’m reconsidering what is the best patron to take. Particularly at low levels (say L1-7). I originally had Trickery: 2nd—animate rope, 4th—mirror image, 6th—major image, because mirror image is such a life saver and a witch could really benefit from this spell.

Anyone got any suggestions for best Witch patron for levels 1-10?


@Viking Irishman's Witch Guide - you are da man! I've studied all the witch guides and yours is the best (and most up to date). So thanks a bunch.

The Orc Scarred Witch Doctor is all kinds of awesome and I've evaluated Endurance as its best Patron.

Gah the man hours! Hear ye, hear ye, naysayers. Gather round. Just when you thought is was safe to go adventuring, that Rapunzel was the pretty lass in Tangled, that nobody would ever take Prehensile Hair hex (and certainly not before Slumber, Evil Eye, Misfortune and the rest)...think again! A burst of Orc flavour has arrived and his name is <drumroll> "Da Doctor Nazog of the Third Eye"!

Heheh, check the background…a lot of effort right there.
Nazog - Scarred Witch Doctor L2 (Male Orc Witch).pdf

If folks like the background I'll post up the L2 and L20 character stats in a few days.

Spoiler: An Orc witch riding around on Ebony Fly to gain massive fly-by movement while hexing and conserving his own Move Actions is both thematic and metagame win!


Congrats Daemonslye on the new format for A Paladin in Hell (Reloaded). Obviously this is a work in progress but rather than just thanks, it’s great, give us more…here is a mass of useful feedback. All well intended to improve your work of course!

A Paladin in Hell (Reloaded) feedback:
For awareness only: The document is presented in “Letter” page size as suits US and some South American countries. “A4” international standard (ISO) paper size is used in most countries in the world today. Here is a good article on the subject: A4 vs. US Letter http://betweenborders.com/wordsmithing/a4-vs-us-letter/

It’s interesting the page count has gone from 161 to 109 in the new format. Has much text been removed or is this just from page layout? Of course pages covering “The Temple Besieged” are currently missing in the new doc but included in the old.

Throughout the document we will differ in that you tend to minimalize the number of images used whereas I’d like to include more. I do want to use only the most appropriate and highest quality images available.

Please, please, please remove the mottled background from central text area on each page. While it can be visually appealing it makes text harder to read which is the most important thing. Suggest trying mottled background for left and right margin and have it fade to white after 1cm (i.e. as reaches the text columns).

Reduce the footer height. Does it really need to match the header in height? Suggest removing black background from footer so it is either mottled parchment (as per the left and right margins) or have the current black header on top and place all the fiery red below (no thin red strip left on top).
Header text is inconsistent throughout the document. On each page consider making it “A Paladin in Hell” on the left and <Chapter> on the right.
Thus you have
“A Paladin in Hell” “Background”
“A Paladin in Hell” “Fortress of Emirikol”
“A Paladin in Hell” “Demonwing”
“A Paladin in Hell” “Descent Into Hell”
“A Paladin in Hell” “The Temple Besieged”

Page 1 Move “Pathfinder Adventure Conversion” text up 1 cm and centred on the page. Presumably the current goal is to have it centred over the demon’s head rather than the page. Move “A Paladin in Hell By Monte Cook” text down so it obscures less of the picture and perhaps “By Monte Cook” is in line with “A Pathfinder…18”.

Page 2-4 Remove the fold(?) line that appears ¾ down each page

Page 2 Remove black spot from Paladin’s left and right leg.

Page 3 This page could be deleted or else combined with page 2.

Page 5 Excellent information and layout! Every module should have an advancement track by chapter page like this one. I would move the words “A Paladin in Hell” to the header or else place them above the Paladin’s head in the image.

Page 6 You were right to remove all this text “The Pathfinder Roleplaying Game simplifies…one game system to another.”
Personally I’d use a space on either side of each dash and shorter dashes. i.e. “Divinations – Scrying or Finding” instead of “Divinations—Scrying or Finding”

Page 7 It would be ideal if the brown (holder?) marks could be removed from the right-hand and especially left-hand side of Oerdh Crystal image. It would be nice if the crystal image and words “Oerdh Crystal” were moved up 1cm inside that black oblong.

Page 8 The map is noticeably less cluttered. Suggest moving the red dot of Riverford slightly to the right so it’s not in the river’s centre. Consider cropping the map 1 cm up so the name of “Andoshen river” is visible and perhaps the words “Isle of Kortos/Merciful Bay” are not. This would also make “Riverford” more centred on the map.

It would be good to make text read to the players stand out more than just a font change. Perhaps that text could have the mottled parchment background.

Put “Message for you master” in italics

It would be nice to have the words “I can provide…lost to torment forever.” on a scroll but agreed it would need to look better than the scroll image in previous document. What do you know…simply reuse the scroll image you have on Page 35 - perfect!

It would be ideal to place the crater image (from page 6 on the old format document and missing in this one) to appear somewhere near this text “The Temple has been snatched away from the Material Plane”.

Page 10 “The Metalstorm CR 14 XP 38,400” should be in a sidebar. If you don’t want line borders then a mottled parchment background for this section would accomplish that.

Page 11 Most certainly the words “X POINT HARROW” on the map need to be in red text and either larger or bold. The map is also out of place – it needs to appear on page 9. The image on page 9 needs to be on page 13 alongside “E. The Crystal Spires”.

It would be good to place the rock outcrop image (from page 9 on the old format document and missing in this one) to appear somewhere near this text “Little grows amid these dry stones…”.

Nice presentation of the d% table. This whole section “The Reality Rents CR 14 XP 38,400…” should be in a sidebar. If you don’t want line borders then a mottled parchment background would accomplish that.

Page 12 Definitely a fan of the “in-line creature stat block” format. This presentation is a big improvement over the old format document.

Again, to make “A bedraggled man…” stand out this could have mottled parchment background while the rest of the page text has white background.

Page 13 I would definitely return the excellently appropriate “Steeds of Chaos” image to this page (it has been removed from this document).

The Iron Golem descriptions sound like Slaughterstone Eviscerators. It would be ideal to add a picture of them like this http://www.wizards.com/dnd/images/Monster2_gallery/9.jpg even if you just use ordinary Iron Golem stats rather than enhanced ones modelled on the Slaughterstone Eviscerator base form.

Page 14 Noted you’d removed "Throne of Power", "Prismatic Rod", "Ring of Joining" and Emirikol’s stats blocks and presumably plan to include them in the Appendix. I would definitely place them all in-line instead.
Regarding an unwilling teleport power for the "Throne of Power" note that Pathfinder now has that spell and it’s called “Ice Crystal Teleport” http://www.d20pfsrd.com/magic/all-spells/i/ice-crystal-teleport.

Page 15 I would move Emirikol’s image from this page to just after “I ….. (a smile plays on his lips), am Emirikol the Chaotic.” on page 14.

Page 17 Bravo on finding a truly awesome picture to represent Demonwing!

Page 18 Consider removing the word “Side” from “Demonwing – Top Side View” or change it to the word “Topside”.

Update Demonwing’s stats to take into account Pathfinder vehicle rules found here: http://www.d20pfsrd.com/equipment---final/vehicles#TOC-Warship

Page 19 Consider returning the ‘Spectral Trolls’ image to this page (from page 19 of the old format document).

Page 23 Adding a parchment background to the map is a great improvement.

Page 24 I would place Flerd Trantle state block in-line rather than appendix and put it after “Flerd Trantle (see Appendix X: NPCs)”. Then have “Demonwing Level 1” map page followed by “Demonwing Topside” as the start of the next page after that.

Dretch image looks great in the centre of the page. Close the gap between the words “taunt” and “the” in this sentence: “The dretch will continue to taunt the PCs until it is killed or intimidated.”

Page 26 “The Mother” image looks better in purple than the previous green. You’ve also cleaned it up nicely.

Page 27 Not so sure the merits of removing "Ring of Destiny" sidebar to the appendix but ok.
The addition of Trapped Passage diagram is a great addition!

Page 28 It would be nice to include a Vrock image. Even the one that was previously in the old document format on page 31.

Page 29 Nice change of Demon Giant from “Advanced giant thrasfyr” to “Goristro”
Personally I’d place an extra carriage return between “…lava pool.” and “A towering figure…” and do this for all following monsters.

Page 30 Remove the word “to” from “as part of a treaty to aimed at the destruction of Emirikol.”.

Page 31-34 There needs to be more white space separating each NPC.
A shame to cut out Ginnamar’s image from page 32. I would return the picture you had from the old format document.
Good job finding an appropriate Urdefhan image for page 34. It sorely needs to be moved to page 33. Page 34 I’d return the image for T’ROL, “GISH” from the old document as well.
I understand the tools you’re using make it harder to redo page layouts but it’s what I would do. Why cut the page count? It’s not like we have to pay for printing costs lol.

Page 35 You’ve removed the diagram for Area 11, 11a, 11b that was on page 39 of the old format document. I would most certainly return it and add it here. Suggest changing the “Up arrow” to a “Down arrow” that is placed beside Area 11. It makes more sense as that is the direction PCs will be travelling when exploring these areas.

It would be worth noting in the text that Area 11a (and even more so 11b) would be a great place for PCs to hide or rest in relative safety.

Page 36 The change of “sphere” image is controversial. While it is a better looking picture, your original on page 41 of the old format document is more appropriate.

Page 38 Threakil is a drow. You forgot to darken/grey his face like you did on page 42 of the old format document. The darker colour would also better match his hands. Please redo this touch.

Page 39 Again, I’d personally add the Soul Gem sidebar here and have it in-line rather than in the appendix.
Can you re-add the “Temple of Lamashtu” floor plan from page 44 of the old format document to this one?

Page 40 ”...a map drawn on humanoid skin (see page 00);” Obviously the page number needs to be remembered to be filled in as the document progresses.
Personally I’d move the entire map text from page 45 to appear just after “You can use this ability a number of times per day equal to 3 + your Wisdom modifier.”

Page 41 Ajhani image is on the wrong page. Ideally it is moved to around this area “This snake-bodied fiend has a six-armed woman’s torso” on page 40.
The choice of image is probably an improvement over the one in the old format document. Certainly those two are the best available on the web.
Without question the “Boggard Priests” image you have on page 50 of the old format document needs to make a return as “Grubthup the Old” on page 41. Failing that it could represent a “Boggard Under Priest” on page 42.

Page 45 Place the map image after “...brings a frequent smile to the marilith’s lips.” so the image is in-line (better associated with) “The Map” text. Also consider moving all this to just after Ajhani entry on page 40.

Page 46 Love the addition of “The Prison” map.

Page 47 So glad you kept the risqué Eva Erendez image. Curious how it has had its sharpness reduced. Your copy of the image on page 53 of the old format document is a superior presentation.
Not a fan of moving stat blocks for “Luck Greenbottle” and “Daiyu Gozen” (and presumably their images) to the appendix.

Again there needs to be an extra carriage return between document text the NPC stats, otherwise everything just runs into one another making it harder for the reader. Add more whitespace between…
“…Area 18A.” and “Jiilis appears…”
“…defeat him.” and “Not blessed…”
“…Currently -5” and “Possessed of great…”

Page 48 Be good to have a picture for Scratch. This one is better if you can clean it up http://2.bp.blogspot.com/_Tz9438SseBE/THMDnEFUIqI/AAAAAAAAACE/uQycD2C2zow/s 1600/Osyluth.jpg

Nice improvement for Astirix picture however you could do better by using a wounded dragon pic. The best example that is appropriate and you could clean up easily is here: http://art.shtoikak.ru/images/stories/kerembeyit/Steel_Dragon/Dragon%20Orig ins-%20War%20of%20Dragons%20FINAL.jpg

Page 49 I would return the Babau picture such as the one you had on page 59 of the old format document.

Page 51-52 Good job redoing the Glass Room floor-plans, however the map key on page 62 of the old format document really needs to be returned to page 52 of the new one. To accomplish this, images on page 52 could all be moved further to the left or right. The side view image on page 51 can then be added above or below the May Key text so everything is on this one page.
The order of floor-plans on page 52 would ideally be listed in the order that PCs are most likely to tackle them (i.e. 1st floor, 2nd floor at top and 3rd floor, 4th floor at bottom).
Not a fan of the font used for creature positions, the “G” in particular is hard to make out. If the letters font size is reduced and enclosed by a black circle (much like a miniatures base) that may also be an improvement.

Page 53 I would return the awesome Bebilith image from page 63 of the old format document to page 53 of this one.
Nice replacement of “Male jotunblood giant two-headed troll” with “Jotund troll” from Bestiary III. I’d include the picture from that book with a touched up base as well.

Page 55 Canyon of Insects image has improved. The addition of a grid is nice but too small to be usable. It would be more so if the image took up an entire page.
The ant image from page 70 of the old format document would have some value (possibly reduced in size and/or placed over a rocky background image) on page 55 of the new one.

Page 56 Move Kroth image from page 56 to page 57 and consider erasing bird flock from top right of image. Well done on the colouration – so much better than the gaudy colours in the old doc.
I would return the great Shoggoth image from page 71 of the old document to page 56 of the new one.

Page 57 I would return “The Balor’s tower” image from page 73 of the old doc to page 57 of the new one. It does a great job of indicating the ‘room' layout.

Page 58 I would return great “Retriever” image from page 74 of the old doc to page 58 of the new one.

Page 59 This picture is a nice addition, presumably better position right before “22. The Balor’s Tower (CR 9)” on page 57.
Consider having page 57 end with “hp 47 each (5 HD; 5d8+25) (Bestiary 281)” then page 58 is the image currently on page 59. Then page 59 starts with “22. The Balor’s Tower (CR 9)…”.

Page 63 A great improvement over the image presentation on page 78 of the old doc.

Page 64 Cocytus map is much improved though I’d much prefer having this as a full page image.

Page 65 That’s a great image for “Vehn the Exile” in humanoid form. I’d include the image for Vehn in hybrid form as well (from page 82 of the old doc). Again I’d have his full write-up inline rather than refer back and forth to the appendix.

Page 66 I’d definitely return the shark and diving bell image from page 83 of the old doc to page 66 of the new one.

Page 67 While the image is interesting, the one you had on page 85 of the old doc is more appropriate.

Page 68 The map from page 86 of the old doc is better coloured, larger (always ideal), and easier to read.

Page 69 Gurdansk image is a definite improvement over the one on page 87 of the old doc.

Page 71 Caahn’s lighter-shaded hands and left bicep look much better here than they do on page 89 of the old doc.

Page 73 How cool is that picture! It looks much better than the version on page 93 of the old doc.

Page 76 Light-shaded picture looks better than it did on page 96 of the old doc. Consider elongating the sphere by 1cm to include more of the original picture.

Page 78 Agreed, the image that was on page 97 of the old doc had to go.
Consider a page break after “The granted request will follow the same basic principles of a wish spell.” Then have “Riven – Level 2” map as page 79 (rather than the current page 80) followed by a new page 80 that starts with "Riven - Level 2 It is as cold on Level 2 as elsewhere in Riven.”.

Page 88 The new Squinnamorg pic is awesome. A great improvement over the one on page 112 of the old doc.

Page 89 Consider returning the image of Erihil from page 113 of the old doc to page 83 of the new one.

Page 91 I would return the image of Bleg you have on page 115 of the old doc.

Page 92 I love the new yellow parchment background for maps like this one.

Page 96 I think the Lemure swarm image from page 121 of the old doc could be reused here.

Page 101 It would be good to have NPC survivor stats and pictures inline rather than in the appendix.
P.S. The picture of Vorren Mallorn on page 129 of the old doc is exceptionally good ;)

Page 104 Much better to see more of the picture here. Again though the sharpness and thus enjoyment is savagely reduced compared to that on page 130 of the old doc.


Could I get a copy also please?

email:
greylandswanderer@hotmail.com


4 people marked this as a favorite.

Hi all,

I’m back! Relationship issues kept me off the project since Sep 2011 and actually caused RPG interest to wain but things are getting better now. Thanks to everyone who wanted a copy and to Greystaff for spreading the love. Torlandril Morninglord's comment humoured me…btw its 441 pages of obsessive compulsive! :O

I deleted the old link but here it is uploaded anew
G3 Hall of the Fire Giant King (Pathfinder Conversion).pdf

The artwork is in place and that’s why so many pages. What it needs now is creature stat blocks and room descriptions in boxed txt. I may or may not continue to work on it. If anyone is up for the task or collaboration send me a message.


Hi William Ronald, can you please send me a copy as well. Thanks!

Spoiler:
greylandswanderer@hotmail.com


@Shfish ask and you shall receive :)

I deleted the old link but here it is uploaded anew Warmage Class Pathfinder Conversion.pdf

The design goal was a 1:1 conversion while using Pathfinder Rules. It may have stayed a little after substitution of 3.5e Spell Compendium spells for equivalent Pathfinder spells but the class is a faithful and play tested conversion. Have fun and let me know if there are any questions. A rather detailed change summary is included on the last page.

Footnote: I’m pulling out a favourite PC (10th level Pathfinder Warmage using this conversion) for a game this Saturday. Love the class!


Oh I agree with you. Note that half of these deaths were very temporary (i.e. recovered by breath of life spells).

Magic dominates the game to an incredible degree. Giants are just a big bag of hit points to modern Pathfinder PCs. You can’t bring their power to bear when large numbers of giants can’t reach the PCs due to limited room sizes or obstructions such as pillars and even each other. They end up having to stand in line and be mowed down by area-of-effect spells. It is worth noting that giants caused very few PC deaths and they needed powerful weapons to do it. One wielded a vorpal axe which was successful against 1 PC. 4 Hell Hounds were converted to Nessian War Hounds and those four simultaneously breathing fire over the same area slayed 3 PCs.

Archer based Fighters or Ranger PCs are devastating. A L12 Ranger Archer slaughtered an advanced CR12 chimera all by himself in 1 round. It's crucial weakness turned out to be low AC (i.e. less than AC 20). The poor creature couldn't even get within range to engage the party! The Magus is a powerhouse class and the arcane spell casters were superb with high spell DCs. 19 times out of 20 the giants couldn’t make their reflex saves. Melee based PCs also have high ACs making them very tough to hit.

Teleportation magic is a major problem and without that it would be Wind Walk instead. The party simply teleported away for frequent rest stops. There is also the ever-present stoneskin passed all round and haste. Some PCs also have mirror image. Naturally I did many things to make it hard for them such as grouping encounters and optimising creature builds including giving them class levels. Other tactics included Eclavdra disguising herself as a Fire Giant child to make an appearance in the throne room when the PCs returned for their second raid. She was there to cast Greater Dispel Magic but it didn't help much and she left. She also True Resurrected King Snurre so the party just killed him twice. I built her as a 20th level Cleric so later on in the module a few PCs died from DC 29 Weird (Domain spell) and another PC died from DC 29 Implosion...they were 15th level at the time and still killed her anyway. Speaking of optimising, the next thing to do in the conversion is replace one of the Fire Giant’s feats with Quick Draw so they can each throw 3 rocks per round.

We are about to try a 4 week concept adventure without magic. Oh how nice it will be to actually use skills like climb and heal again!


@KTFish7 Why thank you. I'm sitting here on holidays supposed to be working on this conversion but I am not. You might just get me motivated!

@Lincoln Hills You are exactly right "Infiltrate, learn who's pulling the strings, and assassinate them." I'm trying to write in as much of that option as possible. Most players invariably make head-on assault and my group were no exception. At the expense of 20 character deaths (parties above 9th level can revive fallen PCs without too much trouble) had the power to steamroll the module. They are at its end with just Brazzemal left to face next week. Eclavdra was slain and Nedylene escaped. They did not discover the temple or Snurre's hoard.

I have another group doing this module very soon. Let's see if they tackle it in a less bloodthirsty manner.


Hi sozin,

Great job! I know all about module conversion being a “labour of love, the project taking lots of time and energy”. I’m particularly interested in your work on a presentation and technical level and noted several things you did that I learned from and will incorporate myself…so thanks a bunch.

I could go through and suggest a list of presentation improvements like…
Change the text from left-aligned to justified
Delete the section break on page 29-30 in the word doc
Replace “litch” with “lich” on page 31

…and so on but that would be like telling you to suck eggs.

I suspect using Hero Lab saved you a massive amount of time on creature stat block creation, accuracy and consistency though I’ve not used the program myself.

Providing everything as a bundle (in addition to the PDF) is awesome and the word doc allows people to manipulate the file for their needs. A fantastic effort and thank you for sharing it.

Cheers,
Silke


The board has been extremely quiet this past month on downloadable module conversions. It’s time to change that with another G3 update. You can download the latest version from my opening post. The last update was rough but this one has all the artwork in place. Now I can focus on encounter descriptions, treasure and stat blocks. Work has slowed down but it should pick up again for the month of October when I have the entire month free to work on it.

@Groggie
I can be brutal by realistically grouping encounters as defenders come to each other’s aid against the PC interlopers. After my last post I gave them oversized teddy bears to play with (i.e. lots and lots of gnolls) so they went home with a warm and fuzzy feeling. No character deaths and they gained two gnolls as groupies :P

@Can'tFindthePath
RE: “Think of the modules Silke...think of them”.
You cracked me up. I’m not swearing off doing this again…just doing it this way again.
daemonslye likely needs some motivation help to complete "A Paladin In Hell - Pathfinder Core Rules Conversion" so it may be better to spend time assisting with something like that.


RE: Thanks to everyone who worked on this. Zerzix and who else? Silke?

I provided input early on but this is zerzix's work and more recently with assistance on dragons from joesk. Tips hat to zerzix for the volume of creatures covered.

If you’re interested, listed in the Appendix of G3 download is my take on Savage Species style progression for selected monsters.


Hi folks. I've been itching to post your next update every day for the past two weeks but kept holding off until there was sufficient progress to show.

To the 66 people who downloaded the last update its worth downloading it again from the link in this thread’s first post. It’s now a 30 MB download.

Last post the module was nearing 300 pages. This post it’s an amazing 413 pages. At this rate I might do the impossible and expand an 18 page module to 500 pages! Of course it's picture rich which accounts for most of it.

What you see here is definitely a work in progress with notes all over the place. There are still 30 pages of pictures to add, and then I can start on the text and stat blocks. After that it’s formatting and proofreading. Rest assured it is coming together and there is additional content not yet incorporated such as 500+ names. Yep I'm going 'all out' so every critter in this module has a name!

You'll never see another module like this one - even from me. It's one of a kind. If you've got a pic to add or replace, or a cool critter name then please post a link. I particularly need a lot of gnoll names.

P.S. First-pass play testing is already in progress. My players pointed out last week there have been 14 character deaths and they are only halfway through the module. Some things will be toned down such as a vorpal headsman’s axe because sure enough I rolled a confirmed crit so it was off with the PCs head.


That has come up before in other threads on Paizo forum. I believe the ratio is 2:1 (2 rounds/day Pathfinder = 1/use per day 3.5e)

To see this in action below is my conversion of a 3.5e feat that uses Bardic Performance.

Snowflake Wardance (General Feat)
Feat conversion notes: The following is a faithful conversion of Snowflake Wardance using Pathfinder rules. It rewards taking more ranks in Perform (Dance) skill and can be used in conjunction with Inspire Courage thus allowing the Bard to aid the party and boost himself in combat. The bard gains suitable value by taking the feat.

Quote:

SNOWFLAKE WARDANCE

[GENERAL] 3.5e Frostburn pg50
You have mastered the snowflake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake.

Prerequisite: Bardic performance ability, Perform (dance) 3 ranks.

Benefit: You expend two rounds of your bardic performance uses per day to perform a deadly style of combat known as the snowflake wardance. Activating a snowflake wardance is a free action, and once activated, you add your Charisma modifier (if any, to a maximum of your hit dice) to your attack rolls with any slashing double weapon, slashing light or slashing one-handed melee weapons you wield. This bonus to hit stacks with any bonuses you get from a high Strength score (or Dexterity score, if you are using Weapon Finesse). You cannot use this feat if you are carrying a shield, wearing medium or heavy armour, or carrying a medium or heavy load.

Snowflake wardance is an Extraordinary ability (Ex) that is not affected by blindness or silence. It expends bardic performance uses per day but is treated separately to the magical effects of bardic performance. A bard can perform Snowflake wardance in conjunction with a bardic performance ability such as Inspire Courage.

A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). A bard can end her snowflake wardance as a free action and is fatigued afterwards for a number of rounds equal to 2 times the number of rounds spent in the snowflake wardance. A bard cannot enter a new snowflake wardance while fatigued or exhausted but can otherwise enter snowflake wardance multiple times during a single encounter or combat.


Hi Darkholme, making your Illithid conversion available is great and helps others. You also got it done in quick time :)
I have an opportunity to playtest Pathfinder conversions of these iconic creatures in a few weeks from now and your conversion should be one of the variants tested. If I gain any insight or have alternatives to offer I'll post them for assessment by yourself and others.

Cheers,
Silke


@Can'tFindthePath
Good pickup. Even though "alarum" was changed to "alarm" in newer print editions I see now that TSR's original module had it correct.
Definition: alarum "Archaic an alarm, esp a call to arms"

Now that is cool...definitely keep it as "alarum"

@daemonslye
The more sepia toned page edge looks good…nothing more to do there.
No problem with the pics – I figured even if you used just one of them it was worthwhile. As it turns out that’s exactly what happened and Olgani is nicely improved with a more representative pic.

Regarding NPCs names:
I prefer to retain NPCs names where provided in old modules.
Can you add the Jarl's wife's name? It's 'Lady' Amgroth and their Winter Wolves are Bez and Rebez

Cheers,
Silke


@Can'tFindthePath
To get any user feedback is precious so I’d say nit-pick away.

@Kirth Gersen
You can't beat a production value of "free" :)

RE: Rebalancing Encounters
I have thoughts and observations on that one. As a player I like having a range of encounter difficulties from low to high rather than everything being a near perfect balance of EL (CR) vs. Character Level like in modern modules. I’d like to see PCs flee occasionally and sometimes resort to guerrilla tactics rather than steamroll through modules just because they are powerful enough to get away with it.
You must know that typical optimised PCs can take a lot more than their Challenge Rating. For example I recently threw a record 43 opponents at a party of eight 12 level characters in G3 play testing and despite 4 deaths the party slaughtered everything. Hordes of Fire Giants (including King Snurre and 15 young) were no concern to them at all. The four deaths actually came from 4 simultaneous flaming breaths from nessian hell hounds (which I will take into account when writing the encounters in G3). Note also that death is temporary once the party Cleric reaches 9th level - though deaths do cost the party money.

Party spell casting is the bane of large numbers of enemy units. For example in my last session the party launched energy damaging spells with Reflex saves and not one giant made their saving throw all night.
Also creatures with low AC (like AC 23) meet swift deaths at the hands of full power-attacking fighters and particularly from optimised archers. Also note that large numbers of enemies have trouble getting into positions where they can bring their full force to bear – typically they have to line up and wait to be slaughtered due to very small room sizes.

So I would leave the number of critters as written and where needed - beef them up with better feat choices, magic items, and templates. It’s easy for DMs to drop a monster or two from each encounter if they are concerned.


Hi daemonslye, nice work :)

- Great presentation and font choices (as usual) – the various heading fonts in particular

- Some of the pictures you’ve been able to source are choice additions. In particular page 2, 3, 5 (fantastic find), 9 (converted to b&w)
Making the pictures black & white is great for making artwork look consistent and timeless. It also allows you to utilise a much broader range of pictures. Having said that I’m going for colour in G3 but it is a challenge not to make it look too gaudy

- Placing the maps as they are encountered in each section is interesting – I’m now pondering whether to do that

- Yellowing around the edges of each page for a ‘ye olde module’ look is novel – might look better if it is a slightly browner shade of yellow and/or textured? Of course any texturing should be limited to the page edge only

- Adding the NPCs table is a nice touch – even if players almost never use them (which is unfortunate)

- Inline Stat Blocks look good

Spoiler - Module Information:

- Haven’t read the conversion through yet but I did notice that "ALARUM! ROBBERS!" on page 16 was corrected to "ALARM! ROBBERS!" in later editions of this module

- Suggest adding Fortitude save DC and frequency for purple worm poison in the PUZZLE BOX OF THE JARL so DMs don’t have to look it up during play

- Noted you have changed the Storm Giantess’s original name from Olgani to Kallisto – personally I prefer the original name

- Would like to see alternative pics used for the Storm Giantess and Frost Giant Jarl

P.S. I just spent 3 hours putting together a G2 picture ideas pack for you. Download it from the same link under the G3 thread. Let me know if you can’t find it (G2 - Glacial Rift of the Frost Giant Jarl, picture ideas pack.zip 33.4MB).
Some of the pictures are included for consideration on the basis they are converted to b&w. Others may useful for Wilderness encounters.


Did Pathfinder scale back ‘save or die’ effects? Absolutely...and not really. Now it’s save or gain a debilitating condition (stunned for example) and then die.
True there is no ‘called shots’ as such.

Indeed my last post is a ‘save or die’ approach. I am however consulting further back than just 3.5e. For example 1e Mind Flayers eat brains anywhere from 1d4 rounds.

Speaking from experience the original 3.5e mechanic is too complicated and takes too long to pull off (even against stunned opponents) when you’re up against a party of adventurers. Do a test fight with your approach and you should find that is extremely hard for an adventurer to die from brain extraction. Not to mention the mind flayer will be dead long before this as it’s rapidly killed by the party.

The next step is to equalise our two approaches.
I was thinking you could allow a fortitude save but looking into it that may not be best.

I agree acid is used to dissolve the skin, skull and metal helms thus acid resistance could come into play. The problem then is calculating acid damage. How much acid resistance is needed for immunity? I would like to delve further into making acid damage part of the attack form. It could be that tentacle damage is physical damage plus say 1d6 acid damage/tentacle?
I suspect a better option is to have brain eating acid damage be represented as an ability drain on intelligence. Intelligence 0 = dead. This has nice synergy with Mind Flayers preference for intelligent beings as they are more filling and satisfying (i.e. more intelligence to eat).

The mindflare attack below is an example along these lines...

Quote:

Grab (Ex) A mindflare's grab works against creatures of any size, so long as the mindflare has a method of reaching the creature's head.

Extract (Ex) Each round that the mindflare begins grappling a foe, it can choose to deal 4d4+4 Intelligence damage; this ability replaces the normal grapple option to deal damage.

Maybe reduce Intelligence drain to 2d4 points per round, or something like that.

If an ability drain approach is used then the below requirement for "all four tentacles to be attached" is removed. It should be removed in any event - otherwise if a Mind flayer loses one tentacle...what it starves to death?. :P

Quote:
A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature.


It needs to be fairly quick, streamlined, deadly and involve grapple.
Here is a rough outline posted from my phone without books handy.

Mindflayers have a +2 or +4 racial bonus to grapple checks.
They make a grapple check with one or more tentacles. Next round they make a Check to continue the grapple (at +5 to the check if the opponent hasn't escaped or overturned the grapple by then). If successful they extract the brain, killing the victim (unless multiple heads etc.). Thus 2 consecutive rounds of grapple is needed to eat a brain. It's a rough draft but indicates the approach I have in mind.
Any thoughts?

1 to 50 of 142 << first < prev | 1 | 2 | 3 | next > last >>