Urgathoa

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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.


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.


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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.


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.


I have just made available the Character Creation Guide for my existing Pathfinder campaign.
Why care? By reading it DMs should find at least one interesting idea or process for their own campaigns.

It contains a streamlined but structured method on how PCs can buy and sell magic items based on vendor attitudes and community size. Any feedback on how you use or modify it would be appreciated.

You can download it here: Pathfinder Character Creation Guide.pdf


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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


The goal of this mini-project is to review and balance out the power level of character traits, making them equally compelling and each worth half-a-feat.

Anatomist is the most obvious example of a trait in need of review, and it's clear what modification is required to make it worth half-a-feat. Pathfinder's Critical focus feat grants a +4 bonus on attack rolls made to confirm critical hits. Anatomist should grant a +2 trait bonus on attack rolls made to confirm critical hits (exactly half the feat bonus) rather than +1.

Quote:

Original trait

Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Revised version
Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +2 trait bonus on attack rolls made to confirm critical hits.

Here are some more examples of traits upgraded to make them more desirable and competitive when compared to "power traits" such as those that grant a constant +1 trait bonus to Fortitude, Reflex or Will saves.

Quote:

Original trait

Accelerated Drinker
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Revised version
Accelerated Drinker
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a swift action instead of a standard action. Accelerated drinking does not provoke attacks of opportunity however if the potion to be consumed is not already in your hand you must spend a move action to retrieve the stored item (which does provoke an attack of opportunity).

Quote:

Original trait

Armor Expert
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Revised version
Armour and Shield Expert
You have worn armour and carried a shield as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood shield and armour wasn’t the real thing as far as protection, but it did encumber you as much as the real thing would have, and you’ve grown used to moving in such suits with relative grace. When you wear armour or use a shield of any sort, reduce these items armour check penalty by 1 each, to a minimum check penalty of 0.

One of the goals of this review is to eliminate a requirement that you must take a feat before you can (properly) benefit from what are supposed to be background character traits. "Bullied" and "Threatening Defender" are two examples of traits with this problem.

Quote:

Original trait

Bullied
You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn’t prevent you from selecting this trait. You’ll simply not be able to make use of it until a later point if you do.

Revised version
Bullied
You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes still deal only non-lethal damage - you’ll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to deal lethal damage.

Quote:

Original trait

Diabolical Dabbler
Each fiendish animal you conjure with any Summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Revised version
Master Summoner
Each creature you conjure with any Conjuration (Summoning) spell gains +1 hit point per hit die for the duration of the spell that summoned it. This benefit only applies to summoning spells with a duration of 1 minute per level or less.

Quote:

Original trait

Hunter's Blood
You didn’t choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting the undead. Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. Be careful when using your family name – it’s better known than you are. You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.

Revised version
Hunter's Blood
You didn’t choose the path of the hunt, the hunt chose you. You were born inside a family of those dedicated to hunting a particular creature type (or subtype) - select one from the Ranger Favoured Enemies table (PFRPG pg64). Since an early age you were taught the tools of the trade, how to hunt and kill your quarry. You earn a +2 trait bonus on Diplomacy when used to gather information related to your quarry, on Knowledge checks to identify your quarry (you may make Knowledge skill checks untrained when attempting to identify these creatures), and on Survival checks when used to track your quarry. One as these skills (your choice) is always a class skill for you.
Be careful when using your family name - it’s better known than you are. Your quarry has a +2 bonus on any roll to learn about you, as your family’s fame precedes you.

Quote:

Original feat

New Feat: Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose—this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Revised version
New Feat: Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits can be chosen from any list, but each trait can only be selected once. You must meet any additional qualifications for the character traits you choose - this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
Special: You can gain this feat multiple times. Trait bonuses do not stack. If two traits grant a similar bonus choose the best bonus that applies.