Urgathoa

Silke's page

135 posts. No reviews. No lists. No wishlists.



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.


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.
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 :)


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


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.


2 people marked this as a favorite.

Hi all,

I’ve started on a Pathfinder Conversion for G3 Hall of the Fire Giant King. It’s based on daemonslye's 3.5e version (the best starting point I could find) with a mass of my own personal story embellishments. After 15 pages I can see why it takes years for some people to complete a conversion and have a new found appreciation for daemonslye's skill at page layout and font selection. Anyhow, I’ve only got 4 weeks to get this done for my players so progress has been posted for comment and a looksee.

You can download it here G3 Hall of the Fire Giant King (Pathfinder Conversion).pdf

The first 15 pages are up. This URL won't change but the file will so if you download it later there will be progressively more content.

Cheers,
Silke


1 person marked this as a favorite.

Pathfinder conversion for Warmage Class (Complete Arcane pg11)

Quote:

After reading multiple threads on Warmage Pathfinder conversions here is my boiled down proposal for the most faithful conversion with least changes to the class.

.
On the surface it might look substantially different to a 3.5e Warmage but rest assured minimal new features have been added while existing features are slightly reworked to be more playable/flexible/customisable - as is the Pathfinder way.
.
Please comment with any arguments for or against these refinements before I format it as a beautifully presented PDF for people to download and start using in their Pathfinder games.

BAB: from 1/2 (Wizard) to 3/4 (Cleric)

HD: from d6 to d8

Class Skills
The warmage’s class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points per level: 2 + Int modifier.

Spell Casting: Intelligence replaces Charisma as the spell casting stat.
This reduces mad and allows Intelligence to benefit both Warmage Edge and Spell casting; and skill points. As many have pointed out, Int is also a thematically more appropriate casting stat than Charisma for the Warmage class.

Cantrips: A Warmage knows all cantrips listed on the Warmage spell list (PHB II pg90). These spells are cast like any other spell, but they do not consume any spell slots and may be used again.

Advanced Learning (Ex): At 3rd a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell, but it can be from any school, and of a level no higher than that of the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage’s spell list and can be cast just like any other spell on the warmage’s list.
For every 2 warmage levels beyond 3rd level the warmage adds one additional sorcerer/wizard spell to his spell list, up to the highest-level spell that he can cast.

Footnote: This is a merge of Advanced Learning & Eclectic Learning Warmage expanded class feature (PHB II pg67). This refinement effectively adds one sorcerer/wizard spell of any school to each spell level in the warmage's spell list. It grants the class a small amount of much needed flexibility while still limiting it to the blaster role. It also overcomes the need to revise/expand the spell list each time a new source book is released.

Weapon and Armour Proficiency: Warmage's are proficient with all simple weapons, light armour, and light shields.
At 6th level, a warmage gains proficiency with medium armour (see Armoured Mage, below).
At 10th level, a warmage gains proficiency with heavy shields (see Armoured Mage, below).
At 14th level, a warmage gains proficiency with heavy armour (see Armoured Mage, below).

Armoured Mage (Ex): Normally, armour of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A warmage’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armour and light shields. This training does not extend to medium or heavy armours, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 6th level, you learn to use medium armour with no chance of arcane spell failure.
At 10th level, you learn to use a heavy shield with no chance of arcane spell failure.
At 14th level, you learn to use heavy armour with no chance of arcane spell failure.

Footnote: Armoured Mage ability has been reviewed in conjunction with the Duskblade (PHB II pg20). Casting arcane spells in heavy armour with no ASF is no big deal in Pathfinder. If the Warmage Armoured Mage class feature was limited to Medium Armour, players would just take Heavy Armour Proficiency feat and wear Mithral Fullplate. Pathfinder's Arcane Armour Training and Arcane Armour Mastery feats also steal thunder from the warmage and duskblade Armoured Mage abilities, albeit at the cost of two feats and a swift action.

Bonus Feat
At 4th, 8th, 12th and 16th level, a warmage gains a bonus feat. At each such opportunity you select one Sudden Metamagic Feat that the warmage meets the prerequisites for. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. A warmage is not limited to Sudden Metamagic Feats when choosing those feats. Sudden Metamagic Feats are listed in 3.5e Complete Arcane pg75.

Sudden Quicken
At 20th level a warmage gains Sudden Quicken as a bonus feat. The warmage need not have any of the prerequisites normally required for this feat.

LEVEL ABILITY
01. Armoured Mage (light), Cantrips, Warmage Edge
02.
03. Advanced Learning
04. Bonus Feat
05. Advanced Learning
06. Armoured Mage (medium)
07. Advanced Learning
08. Bonus Feat
09. Advanced Learning
10. Armoured Mage (heavy shield)
11. Advanced Learning
12. Bonus Feat
13. Advanced Learning
14. Armoured Mage (heavy)
15. Advanced Learning
16. Bonus Feat
17. Advanced Learning
18.
19. Advanced Learning
20. Sudden Quicken