In the Pathfinder Society Scenario "Waking Rune" we get the stats for Krune's Dragon-Tooth Spear, and in it's destruction method it mentions something called a "runefont." Does anyone know if this gets mentioned anywhere else in the lore, and where?
The relevant text for reference.
The Waking Rune wrote:
Krune’s dragon-tooth longspear can be destroyed by bathing the weapon in the waters of the runefont of Xin-Haruka, and then using the still-wet spear to slay a direct descendant of the dragon whose tooth was used to create the weapon.
Hope this is the correct area to post this. So I decided to try my hand at stating up Hao Jin the Ruby Phoenix, a big name character from Pathfinder lore, for a home game and wanted some feed back on what I got so far. Any and all advice/suggestions/critiques welcome.
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Hao Jin
XP
Female human Sorcerer 20/archmage 9
Lawful Stupid Medium humanoid (human)
Init +16; Senses arcane sight, and see invisibility; Perception +21
Aura
Defense
AC 29, touch 24, flat-footed 20 (+5 armor, +5 deflection, +7 Dex, +2 Dodge, + insight, + natural, + shield)
hp (20d6+)
Fort +16, Ref +17, Will +22
Defensive Abilities hard to kill, mythic saving throws, rejuvenation, unstoppable; SR 18
Offense
Speed 30 ft., fly 60 ft. (good)
Melee
Ranged ()
Special Attacks archmage arcana (Mage Strike), mythic power (21/day, surge +1d10), Immolation (29/day), Mythic Spell-casting,
Sorcerer Spells Prepared (CL 20th; concentration +34)
9th—
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—
Bloodline: Phoenix
M mythic spell
Statistics
Str 20, Dex 25, Con 23, Int 23, Wis 23, Cha 39
Base Atk +10/+5; CMB +15; CMD 39
SQ
Amazing initiative, exceptional resources, permanent spells, recuperation, Bloodline Arcana, The Unseen World (14/day), Immolation, Vermilion Wings, Restoring Flames, Rebirth, Arcane Endurance, Longevity, Force of will, Immortal, Mythic Sustenance, Fearless, Farwalker, Bloodline Immunity, Energy Conversion, Component Freedom (verbal), Tongues,
Combat Gear: Rod of Metamagic (Enlarge), Rod of Metamagic (Extend)
Other Gear: belt of physical perfection +6, headband of mental superiority +6, ring of protection +5, amulet of the planes, Grey Robe of the Archmagi, Sleeves of Many Garments, Handy Haversack,
Special Abilities
Permanent Spells
Using permanency, Hao Jin gave herself the constant effects of arcane sight, resistance, and see invisibility. She is under the effect of a contingency that casts (...) on her if .
Inherent Bonuses (Ex) Hao Jin has used wish spells to increase her stats. He has a +5 inherent bonus to her Charisma, and a +4 inherent bonus to her other five ability scores.
Exceptional Stats (Ex) Hao Jin was destined from birth to become one of the greatest Sorcerers of her age. As a result, her ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Hao Jin has much more gear than an NPC of her level would normally have. These modifications increase her total CR by +2.
I have been working on this on and off for a while now, and my local group all but ghosts me when I even so much as bring up getting feed back on this. I know it is not game ready yet, but I am at a total loss. Some of you experts of the old ways, may recognize a number of things from the old tomes. I admit I blatantly ripped off some 3.5 stuff. I wanted to be original, but quickly realized I had nothing that worked, so I ripped off several things. I would really appreciate any advice and/or criticisms everyone can give.
Runelord
Requirements
To qualify to become a Runelord, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
Spells: Able to cast arcane spells of 5th level or higher.
Feats: Inscribe Rune.
Languages: Thassilonian and Giant.
Special: must have the Thassilonian Magic alternative school class ability.
Class Skills
The Runelord's class skills are
Craft any two (Int), Intimidate (Cha), Knowledge (arcana) (Int), Spellcraft (Int), Use Magic Device (Cha),
Weapon and Armor Proficiency: A Runelord gains additional weapon proficiency in two weapons dependent on the Thassilonion School he chose.
Greed: glaive, scimitar
Sloth: long spear, short sword
Envy: halberd, bastard sword
Lust: guisarme, longsword
Pride: lucerne hammer, rapier
Wrath: ranseur, greatsword
Gluttony: scythe, falchion
Skill Points at each Level: 4 + Int modifier.
Hit Die: d6.
Level Base Atk Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 (Wizardry, Personal Sigil) +1 level of arcane spell-casting class
2nd +1 +1 +1 +1 (Somatic Weaponry, Expanded Might) +1 level of arcane spell-casting class
3rd +1 +1 +1 +2 (Caster Level Increase, Minor Sin Esoterica) +1 level of arcane spell-casting class
4th +2 +1 +1 +2 (Expanded Might, Runemastery) +1 level of arcane spell-casting class
5th +2 +2 +2 +3 (Extraordinary Power, School Recognition) +1 level of arcane spell-casting class
6th +3 +2 +2 +3 (Expanded Might, Moderate Sin Esoterica) +1 level of arcane spell-casting class
7th +3 +2 +2 +4 (Arcane Defense, School Potency) +1 level of arcane spell-casting class
8th +4 +3 +3 +4 (Expanded Might, Extended Spell-strength) +1 level of arcane spell-casting class
9th +4 +3 +3 +5 (Meta-Mastery, Major School Esoterica) +1 level of arcane spell-casting class
10th +5 +3 +3 +5 (Expanded Might, Arcane Breakthrough) +1 level of arcane spell-casting class
L1
Spells per Day (Ex): At the indicated levels, a Runelord gains new spells per day as if he had also gained a level in the wizard class. He does not, however, gain other benefits a character of that class would have gained except for additional spells per day and an increased effective level of spellcasting.
Wizardry (Ex):
I got 3 versions of this, none of them seem right:
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Wizardry (Ex): A Runelord’s class levels stack with wizard levels for the purposes of determining his school abilities, the abilities of his wizard’s familiar or bonded item and other level dependent wizard class abilities (including archetype abilities).
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Wizardry (Ex): Levels of the Runelord prestige class stack with wizard levels for determining when a wizard gains bonus feats, the effect of his School abilities and other wizard class abilities (including archetype abilities), the abilities of his wizard’s familiar or bonded item.
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Wizardry (Ex): Runelords are consummate wizards and they never forget their origins. At 1st level, the Runelord must choose a wizard class he belonged to before adding the prestige class. He gains all the class features for this class, essentially adding every Runelord level starting at 1st to his wizard class to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his wizard class as well as those of the Runelord prestige class.
Personal Sigil (Su): At 1st the Runelord gains the ability to place a rune unique to the Runelord upon an item and gain a special connection to the item. The rune is permanent until dismissed, and henceforth the Runelord always knows the location, and name and race of any creature currently touching it (the creature can attempt a will save throw, DC 10 + Runelord's class level + the Runelord's Intelligence modifier to resist). The Runelord can have as many personal sigils as in effect as they have Runelord levels, any sigil past this amounts replaces the oldest sigil. Placing a personal sigil is a full-round action.
L2
Somatic Weaponry (Ex): When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers.
This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size.
This feat doesn’t allow you to use somatic components while grappling, regardless of the size of your foe.
Expanded Might (Ex): the Runelord gains 2 spell slots they can assign to any level (limited to their highest available spell level), once this is made it cannot be changed, you gain another 2 at 4th, 6th, 8th, and 10th levels.
L3
School Potency (Ex): Upon reaching 2nd level, add 1 to your caster level whenever you cast a spell of your chosen school. At 7th level, you instead add 2 to your caster level.
Minor Sin Esoterica (Ex): At 3th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a Runelord. You gain an ability from those below
based on your chosen school.
Ability:
Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your Runelord level.
Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.
Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
Evocation: When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your Runelord level.
Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to your Runelord level for a number of rounds equal to your Runelord level.
Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.
L4
Expanded Might
Runemastery (Ex) A Runelord is particularly skilled at casting spells that create magical writing, such as explosive runes, secret page, or any spell with the word “symbol” in its name. They never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A Runelord’s symbol spells are difficult to disarm—the Disable Device DC for these symbols increases by 2.
L5
Extraordinary Power (Ex): A number of times per day equal to 3+Int modifier the Runelord can remove the maximum level cap on a spell he casts. (example: a 10th level wizard 5th level Runelord can remove the level cap on a Fire ball spell doing 15d6 damage instead of the usual limit of 10d6).
School Recognition (Su): The Runelord can sense auras of their chosen school as if they had blind sense. The bearer gains a +4 insight bonus on identifying and saving throws against spells and spell-like abilities of the chosen school and know when such a spell or spell-like ability has been cast within 60 feet.
L6
Moderate Sin Esoterica (Ex): At 6th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell’s level.
Ability:
Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.
Enchantment: You can immediately re-roll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.
Illusion: You gain concealment.
Necromancy: You are immune to ability damage, ability drain, energy drain,and negative levels.
Transmutation: You can immediately re-roll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.
Expanded Might
L7
Arcane Defense (Ex): You get a +5 bonus on your saving throws against spells from your chosen school.
School Potency
L8
Expanded Might
Extended Spell-strength (Ex): Beginning at 8th level, a Runelord knows how to extend the duration of spells that he casts on himself. The duration of any of his Runelord spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time).
For instance, a bull’s strength spell cast by a 8th-level Runelord on himself has a duration of 16 minutes rather than 8 minutes.
Spells that target multiple targets are affected by this power, but only the Runelord gains the extended duration. For example, a 9th-level Runelord who casts haste would be hasted for 38 rounds, while his allies would gain the effect only for the normal 19-round duration.
Spells that do not have a Target entry are unaffected by this power even if the Runelord is the only one affected.
L9
Major Sin Esoterica (Ex): At 9th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.
Ability:
Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.
Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.
Illusion: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.
Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.
Meta-mastery (Ex): when preparing spells the Runelord can choose 7 spells to alter with meta-magic, the spell level increase is reduced by the Runelord's intelligence modifier on these spells to a minimum of +0.
L10
Expanded Might
Arcane Breakthrough (Ex): The Runelord can pick a single 7th spell from the Cleric or Druid spell list (barring spells from their banned schools) and add it to their spell book as an Arcane spell
Every Once and a while I look to the realm of Tamriel and try to stat some stuff in Pathfinder, figured I would share and see what other people think. As you will notice not all of it is finished, any suggestions are welcome. No promises that I will post new content regularly, but I will read all replies.
Some Magic Swag:
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Nettlebane
Aura strong CL 20th
Aura:
This strange dagger is dark colored and laced through with veins of green.
Nettlebane functions as a +5 Plant Bane Dagger. Nettlebane ignores the hardness, DR, and Natural Armor bonus of plants, creatures with the "plant" type, and certain fey (subject to GM's discretion).
Destruction
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I took some liberties with this one
Normally purchased by nobles as a means to publicly hamulate rivals by being presented as a "gift" to the intended victim, these rings are generally only made to look like they are crafted from expensive materials (gold, silver, gems ect), though some are made of precious materials to better fool their intended targets.
These rings have previously came in 3 variants, though scheming nobles and petty spell casters are always thinking of new ways to avenge perceived slights.
Ring of Disrobing, Lesser
CL 5 (cursed)
Ring
When one of these rings is first put on, all externally warn items (clothing, armor, other jewelry ect.) immediately fall off the wearer leaving them in not but their underwear. Additional clothing and or worn equipment cannot be donned as long as the ring remains on the wearer. This effect cannot remove other cursed gear.
Ring of Disrobing, Normal
CL 10 (cursed)
Ring
When one of these rings is first put on, all warn items (clothing, armor, other jewelry ect.) immediately fall off the wearer and clothing and or worn equipment cannot be donned as long as the ring remains on the wearer. This effect cannot remove other cursed gear if their CL is equal to the Ring's CL-4 or higher.
Ring of Disrobing, Greater
CL 15 (cursed)
Ring
This version functions as a Ring of Disrobing, Normal, but requires a will saving throw of 15 to remove once worn. This effect cannot remove other cursed gear if their CL is equal the Ring's CL or higher.
An individual can cast Alarm on any Ring of Disrobing to set the ring's curse to only trigger on a pre-set conditions.
Supposedly the rings of disrobing were based of an artifact made by a mischievous god as a gift for a fellow god with a chaotic sense of humor. The original Ring of Disrobing is rumored to occasionally appear in the jewelry box of an unsuspecting soul, or a copy ring of disrobing being replaced by the original article.
The last credited victim of the original Ring of Disrobing was Countess Alaston Nainen. Many credit her mastery of illusion magic as a direct result of this.
Ring of Disrobing (THE ORIGINAL)
CL 37 (cursed), [Major Artifact]
Ring
When this ring is first put on, all warn items (clothing, armor, other jewelry ect.) immediately fall off the wearer and clothing and or worn equipment cannot be donned as long as the ring remains on the wearer. Removing the ring requires a will saving throw of 33 or the deity that owns it can order it to fall from the hand that wears it. This effect cannot remove other cursed gear if their CL is higher then the ring.
Destruction
This ring can be destroyed if worn by a creature whose body consists of wearable items.
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Ring of Masser
CL 15
Price ???
Slot: Ring
This appears as a simply designed silver ring, adorned with a small ruby.
Made by a cat folk sneak thief with talent in Illusion magic, the ring has since passed through many hands.
When worn this ring gives a +10 Luck bonus on stealth, and Con saves vs fatigue and exhaustion, and a +5 bonus on the DC of illusion spells cast by the wearer.
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Mentor's Ring
CL 15
Price ???
Slot Ring
This white gold ring has two small purple gems on its sides and one long rectangular purple gem in the middle.
Wearers of the Mentor's Ring gain a +4 enhancement bonus on intelligence and wisdom and a +10 insight bonus on spell-craft checks. If the wearer is a prepared arcane caster they can modify one spell of their choosing during spell preparation with a meta-magic feat of their choosing without increasing the spell level. The meta-magic feat must be one they already can use normally.
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Warlock's Ring
CL ???
Price ???
Slot: Ring
This ring is made with a dark, silver, and is embedded with four rubies, two small on the sides, one small on the base near the hand, and one long stretching out over the finger.
The Warlock's Ring functions as a ring of regeneration. In addition, the wearer is protected by spell resistance 15, or increases existing spell resistance by 5, and they benefit from the effects of a Hast spell as long as they wear it.
This might be too potent to be a basic item, but I do not think it is quite powerful enough to be an artifact.
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Arm of the Moon
Aura Strong Conjuration, Enchantment, and Evocation
CL 20th
Slot none; Price gp; Weight lbs.
Description
Bestow curse (1 charge)
Inflict Moderate Wounds (1 charge)
Moonstruck (1 charge)
Prismatic Spray (3 charges)
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Arm of the Sun
Aura Strong Conjuration, Evocation, Transmutation
CL 20th
Slot none; Price gp; Weight lbs.
Description
Cure Moderate Wounds (1 charge)
Fear the Sun (1 charge)
Morning Sun (3 charges)
Searing Light (1 charge)
When the Arm's of the Sun and Moon are used together the wielder can spend 2 charges from both staffs to cast Interplanetary Teleport.
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The Book of the Frozen Legion
This thick tome has covers seemingly made of ice and is constantly cold to the touch
Price gp; Aura strong ; CL 20th;
Weight 2 lb.
9th—4-polar midnight, icy prison mass, gate, summon monster 9
8th—5-polar ray, summon monster 8
7th—6-deflection, instant summons, frost mammoth, ice body, word of beckoning, summon monster 7
6th—7-cold ice strike, freezing sphere, ice crystal teleport, summon monster 6
5th—8-dismissal, icy prison, permanency, teleport, (cone of cold), icy prison, summon monster 5
4th—9-dimensional anchor, frosty aura, frigid souls, energy hack (cold), wall of ice, ice storm, creeping ice, summon monster 4
3rd—10-protection from energy (fire or cold), elemental aura (cold), vengeful comet, frosthammer^, ice spears, sleet storm, summon monster 3,
2nd—11-resist energy (cold, fire), chill metal^, unshakable chill, ice slick, elemental touch (cold), winter grasp^, flurry of snowballs, frigid touch, frost fall, snow shape, sommon monster 2
1st—12-endure elements (cold, fire), frostbite, ice armor^, icicle dagger, snowball, chill touch, dancing darkness, obscuring mist, floating disk, shield, skim, summon monster 1
0--ray of frost,
Ritual
Chilled Summons (Su) A creature you summon gains the might of the frost and cold. Spend this boon effect as a free action when you cast a conjuration (summoning) wizard spell. The creature you summon with that spell gains the Boreal Creature template
Within the books pages lye a ritual to summon an army of frozen soldiers. To uncover the ritual the reader must spend 8 hours studying the book per 3 skill checks at DC 28. The skills are Spellcraft, Knowledge (arcana), and Knowledge (planes). These checks can be done in any order.
Dunmer:
Dunmer
Humanoid 0RP
Standard 0RP +2 str, +2 int, -2 cha
Energy Resistance 1RP: Dunmer have fire resistance 5.
Arcane Focus 1RP: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Elven Magic 3RP: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Linguist 1RP: Dunmer begin play speaking Cyrodilic and Dunmeris. They can choose any common language as a bonus language (except secret or esoteric languages, like Druidic)
Adding the Ash Vampire simple Templet increases a creature's CR by 2
Rejuvenation (Su): When an Ash Vampire is destroyed, the Heart of Lorkhan immediately begins to rebuild the Ash Vampire's body. This process takes 1d10 days. After this time passes, the Ash Vampire emerges from the Heart fully healed (albeit without any gear it left behind on its old body). This process can only be interfered with by destroying the heart.
Divine Empowerment (Su): An Ash Vampire is imbued with god-like ability giving them a +5 Profane Bonus on all attributes, and Skills.
Divine Protection (Su): An Ash Vampire is imbued with god-like protection giving them a +5 Profane Bonus on all AC, Saves, and Spell Resistance equal to 10+HD
Third Eye (Su): An Ash Vampire's connection to the Heart of Lorkhan has given them greater universal awareness, and awakening their third eye. Ash Vampires are constantly under the effects of the following spells: arcane sight, darkvision, true sight, analyze aura, and read magic.
Melee: An Ash Vampire gains two claw attacks and Improved Natural Attack (claw) as a bonus feat. An Ash Vampire's claw attack does 1d6 ability damage to a random ability score (DC 25, the save is Charisma based)
Immortal (Ex) Binding to the Heart of Lorkhan has allowed Ash Vampires to live well beyond an elf’s normal lifespan. They gain the +3 bonus to their Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet they retain the youth of young men and do not take the penalties to their physical ability scores. An Ash Vampire's supernaturally empowered life grants them complete immunity to ability damage and drain, charm and compulsion effects, death effects, disease, energy drain, petrification, poison, and all forms of madness (including confusion effects and feeblemind).
False Dreamer (Su): Ash Vampires can cast the fallowing spells-like abilities At Will: Nightmare, Dream, Dream Council,
3/Day: Dream Voyage
Corprus (Su) Curse and disease—Claw; save Fort DC 25; onset 1 round; frequency 1/day; effect 1d6 Int, 1d6 Wis and 1d6 Cha damage, +1d6 Str and Con; and the user is immune to other diseases while afflicted; cure —. Corprus is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed.
If the afflicted character dies while infected or one of their mental stats drops to zero, they rise again as an Ash Creature.
Dagoth-Ur Version 1:
Dagoth-Ur CR 30/MR 10
XP 2,968,700
LE male Dunmer Ash Vampire mythic 20 ()
Medium (augmented humanoid, Elf, mythic)
Init +M; Senses darkvision ft., see in darkness, spell perception; Perception +
DEFENSE
AC 41, touch 28, flat-footed 33 (+8 armor, +5 deflection, +8 Dex, +5 natural, +5 Profane)
hp (20d6+)
Fort +20, Ref +19, Will +28
Defensive Abilities +, ; DR ; ; SR
OFFENSE
Speed 30 ft.
Melee 2 Claw +20 (1d6+10+1d6 ability damage+Corprus),
Special Attacks
Wrath of Dagoth (Su),
SQ
Arcane Reservoir, Arcane Exploits [Arcane Barrier (Su), Counterspell (Su), Arcane Discovery (Arcane Builder: Wondours Items), Dimensional Slide (Su), Potent Magic (Su), Flame Arc (Su), Damnation Susurrus (Su), Item Crafting], Greater Arcane Exploits [Counter Drain (Su), Hellfire Ray (Su)], Mythic Path Abilities [Arcane Potency (Su) x3, Competent Caster (Ex), Component Freedom (Ex) x2: Vocal, and Semantic, Divine Source (Su) x3: {Domains; Fire, Evil, Law, Glory Subdomains; Ash, Plague, Tyranny, Legend}, Mythic Sustenance (Su)], Rejuvenation (Su), Divine Empowerment (Su), Divine Protection (Su), Third Eye (Su), Immortal (Ex), False Dreamer
Combat Gear
Heart Ring, Mask of Dagoth-Ur, Belt of Physical Perfection +8, Seven-League Boots, Ring of Wizardry Type 4, Spellguard Bracers
SPECIAL ABILITIES
Godly Magic (Ex): Dagoth-Ur cast all spells as their Mythic Version if applicable. This ability increases his total CR by 1.
Awakened Lord (Ex) Dagoth-Ur knows all sorcerer/wizard spells and Witch spells. Dagoth-Ur also has knowledge of many other spells that he has researched. Many of these are arcane versions of divine spells. In addition, Dagoth-Ur can create artifacts, and has done so to great extent.
Inherent Bonuses (Ex) A powerful mage in his own right, Dagoth-Ur used wish spells to gain a +5 inherent bonus to all of his ability scores before his ascension.
Power of Lorkhan: Dagoth-Ur's deep conection to the Heart of Lorkhan gives him a +5 Sacred Bonus on all attributes.
Permanent Spell (Sp) Dagoth-Ur has made the following spell permanent on himself: tongues.
Wrath of Dagoth (Su) Once per round Dagoth-Ur unleashes a pulse of power doing the fallowing effects to enemy targets in a 30 ft radius.
5d10 (damage type?)
1d3 Str Damage
1d3 Con Damage
1d3 Dex Damage
1d3 Will Damage
The afflicted target must roll the next D20 roll twice and take the lower result
The target's movement speed is lessened by 5 ft for 1 round
Affected targets roll a DC 35 Will save and succeed take only half force damage and does not take the other effects.
-Exceptional Statistics (Ex) Dagoth-Ur's ability scores were generated using 25 points, rather than the standard 15. Additionally, he has much more gear than an NPC of his level would normally have. These modifications increase his total CR by 2.
Gear
Heart Ring
Aura: Strong Abjuration and Evocation CL 25th
Slot ring; Price gp; Weight —
This ring is made with powerful protective Magics
You may cast all the following as a swift action or reaction.
-Mythic Dispell Magic (Target)
-Mythic Resist Energy (fire, cold, and electricity)
-Freedom of Movement
-And gain a +10 Arcane bonus to spell resistance.
Destruction
The Heart Ring cannot be destroyed as long as the Heart of Lorkhan exists. Once the Heart of Lorkhan has been destroyed the Heart Ring must be heated in the flames of Red Mountain then struck by an artifact while using Dagoth-Ur's Mask as an anvil.
Mask of Dagoth-Ur
Aura: Strong Conjuration CL 25th
Slot head; Price gp; Weight 6
This mask is made from an alloy of gold and ebony
The Mask of Dagoth-Ur functions as Braces of Armor +8, an Amulet of Natural Armor +5, and a Ring of Protection +5. The mask also gives the enchanted armor abilities: Determination, Denying, and Ghost Touch
Spells cast while wearing this mask benefit from a +1 caster level.
Destruction
The Mask of Dagoth-Ur cannot be destroyed as long as its namesake lives. With his death the mask can be destroyed like any other magic item (Hardness 16, HP 100, Break DC 45)
Now I know others have made their own versions of this same concept, but I was bored and feeling whimsical, so I thought, why not?
Oryctols:
Humanoid 0RP
-Eat, Drink, Breath, and Sleep
Size Medium 0RP
Normal Speed 0RP
Standard stat mods 0RP
-+2 Dex, +2 Wis, -2 Con
Language Xenophobic 0RP
-starts with only racial language
Stalker 1RP (terrible name, but the bonus works)
-Stealth and Perception are class skills
Quick Reactions 2RP
-Improved Initiative as bonus feat
Lucky Lesser 2RP
-+1 racial bonus on all saves throws
Jumper 2RP
-always considered to have a running start when jumping
Fast 1RP
-+10 base speed
Sprinter 1RP
-+10ft on speed when taking charge, run, or withdraw actions
Low-Light Vision 1RP
-see twice as far in dim lighting
10 Race Points
I got some ruff stats for a Jackalope version that runs at a higher point value, but it currently is just the above plus extra, which feels kind of boring all things considered.
So looking over Pathfinder Society stuff to tie into a Home Game involving Tar-Baphon, and I find 10-98 Siege Of Gallow-spire, in particular, the fallowing.
Whispers of the Pillar:
Whispers of the Pillar You have interfaced with the Whispering Tyrant’s Pillar, which contains much of his accumulated arcane knowledge. In quiet moments, the pillar whispers in the corners of your mind, sharing arcane knowledge. For now, at least, you do not seem to have suffered any ill effects from this connection to the Whispering Tyrant’s power. Choose one of the following benefits, crossing the others off your Chronicle sheet.
-Spell Access: A dizzying array of spells flashed through your mind. If you are a spontaneous spellcaster, you can cross this boon off your Chronicle sheet to retrain as many of your spells known as you wish at no cost into appropriate spells of any school except abjuration and divination. You cannot retrain spells granted by specific class features, such as sorcerer bloodlines or oracle mysteries. If you use a spellbook, from now on, you can learn any spell by simply scribing it to your spellbook, without needing to find or pay an NPC to learn the spell. If you are a witch, the messages of your patron interfere somewhat with these whispers, but you can still find new spells of schools other than abjuration and divination for half cost.
-Spell Knowledge: Spellcraft becomes a class skill for you, and you gain a +2 insight bonus on all Spellcraft checks.
Now the question I have is, as thus, has there been any official say on the long term effects of the above, and if not, what is the unofficial consequences that all my fellow GMs have no doubt cooked up? Heck, I will take theories if you got any.
So I made this as a fun little quest excursion and am hoping to get some input, any and all is appreciated.
Every century or so, the deities of ancient Osirion would imbue a creature with increased might and protection to serve as a challenge for mortals. Those that succeed at slaying the beast not only receive the golden hide of the beast, but permanent blessings from the gods. Though the deities of ancient Osirion may have fallen out of main stream worship, they still uphold this tradition. This century Selket choose the beast, and now the Golden Scorpion wanders Osirion's deserts waiting for a challenger
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GIANT GOLDEN SCORPION CR 11
XP 12,800
N Large vermin, Advanced,
Init +2; Senses dark-vision 60 ft., tremor-sense 60 ft.;
Perception +14
DEFENSE
AC 24, touch 11, flat-footed 18 (+9 armor, –1 size, +5 sacred bonus)
hp 165 (15d8+70)
Regeneration 5 (acid)
Fort +20, Ref +12, Will +12
Immune mind-affecting effects; SR 27,
OFFENSE
Speed 50 ft. 30 Burrow.
Melee 2 claws +9 (1d6+3 plus grab), sting +12 (1d6+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+6)
STATISTICS
Str 23, Dex 14, Con 20, Int -, Wis 14, Cha 2
Base Atk +8; CMB +14 (+18 grapple); CMD 26 (36 vs. trip)
Skills Climb +14, Perception +14, Stealth +14; Racial Modifiers +4
Climb, +4 Perception, +4 Stealth
ECOLOGY
Languages: Ancient Osirion
Environment warm or temperate deserts, forests, plains, or
underground
Organization solitary
Treasure Special: 7,000 gp in gold can be harvested from the beat's shell
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 22; frequency 1/round for
6 rounds; effect 1d3 Strength damage; cure 2 save. The save DC
is Constitution-based and includes a +2 racial bonus.
Golden Armor
Blessed by the forgotten gods of Osirion, the Golden Scorpion is a vessel of their might.
The Golden Scorpion has SR of 11+HD.
The Golden Scorpion has a +5 sacred bonus to AC and Saves.
Divine Blessing
Those that can slay the Golden Scorpion receive two blessings from the forgotten gods of Osirion. One from the deity that choose the beast, and one from a deity that most favors the mindset and tactics of the character involved with its slaying. (GM should work with their players to determine which Osirion god of old best aligns with their character)
My creativity ran out on what kind of blessings to give.
I have found an oddity in the Bestiary. PG 139; Genie, Djinni 7d10 HD, Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Wind Stance. 7HD, 5 Feats, how? Unless I have been misunderstanding the rules for over 10 years, Feats are only had every odd level, so 7HD = 4 Feats, but Djinni have 5 Feats. Is this a typo, or am I missing something?
An up coming game with my friends is going to be heavily involving demon lords from the Lore of Golarion, specifically, Nurgal, Jezelda, Yhidothrus, Shivaska, and few nascent ones. The plot, kill them all. As you can imagine that is a lot of demon to stat up and I am at bit of a loss.
I know am looking in the HD range of 31-38, and other basic statistics, plus the demon subtype and demon lord traits. The hard part, is special abilities and gear. Any advice would be greatly apricated.
Ok, so looking over Hellknight Hill, I cannot find any good reason for the players to hunt down and kill/arrest the character Voz Lirayne. So looking over events as I understand it, her employ steals from her, then comfits arson and assault with a deadly weapon, then PCs look at her business and find her gone (and possibly steal from her), then the players hunt her down, kill her mercenaries, attack her, and then either kill her, or possibly turn her over to a Hellknight. Why, what did she do that is illegal? As far as the players know the 1 and only thing she may have done that is illegal (depending on the laws of the regain) is animate undead, and while an "evil act" creating undead is not necessarily against the law. Hellknights for example, as they fallow the rules and laws of Hell, do not see the creation of undead as illegal, so why would the Hellknight npc that might tag along with the party suggest turning her over to his custody?
"the armiger volunteers to take her into custody and escort her back to Breachill to face her crimes in court"
What crimes? Am I missing something, am I looking to far into this?
Bestiary 1 says as fallows
"A dragon knows and casts arcane spells as a
sorcerer of the level indicated in its specific description.
Its caster level depends on its age, as shown for each type."
So my question is this, if a Dragon were to gain levels in Sorcerer, would the spell level stack allowing the dragon to access higher level magic then one of its age category would normally have, and if yes, then does that mean Archetypes that use Sorcerer Bloodlines (such as Eldritch Scion Magus, or Blood Arcanist), could also stack?
So I am looking to make an Intimidation Slayer with Grim Reaper flavoring, but find myself unsure of what would be the best route to accomplish this as there are a LOT of Feats and traits for Intimidate builds. Combat Style: Menacing for Dazzling Display, Intimidating Prowess, and Shatter Defenses will be needed, but then what? The over all character idea will be using "shock and awe" tactics for combat, so pop up, scare everyone, butcher the frightened, disappear, rinse and repeat as needed. Does anyone have any suggestions to this end?
As a side note I would like to avoid Damnation Feats if possible sense those interfere with being revived after death.
Hey all you practitioners of undeath, I hope you are having a killer time! I am making an Undead Master Wizard for Skull and Shackles, but I have very little experience with Necromancy. Character restrictions are level 6, 3 traits. I know spell focus is a must have, probably go human (unless something better is suggested). One of my long term plans is to enhance ships with necro-craft. Any advice is greatly apricated.
So I am working on a witch npc who's themes are wind and storm, but I am hitting a mental wall on how to make her. So far all I have is level 15 witch, storm patron, storm born changeling. Any suggestions on feats, archetypes, and spells is appreciated.
So I am working on a witch npc who's themes are wind and storm, but I am hitting a mental wall on how to make her. So far all I have is level 15 witch, storm patron, storm born changeling. Any suggestions on feats, archetypes, and spells is appreciated.
So I am working on a witch npc who's themes are wind and storm, but I am hitting a mental wall on how to make her. So far all I have is level 15 witch, storm patron, storm born changeling. Any suggestions on feats, archetypes, and spells is appreciated.
So I am working on a witch npc who's themes are wind and storm, but I am hitting a mental wall on how to make her. So far all I have is level 15 witch, storm patron, storm born changeling. Any suggestions on feats, archetypes, and spells is appreciated.
So me and a friend of mine are looking for general weight for various dragons types and ages, but have been unable to find anything as of yet. Does anyone know of anything covering this? The reason behind this inquiry is because me and my friend were going over rules covering the price of magical meat (which is a pound for pound bases), and sense dragons are some of the most magical meat out there, we are trying to calculate how much cash we could get for the different types, and ages of dragons.
P.G. 96 of Ultimate Equipment
Inns with frequent adventurer clientele may have more exotic meats on the menu such as the meat of basilisks, dinosaurs, dire animals, giant scorpions, girallons, hydras, or shocker lizards, costing anywhere from 1–100 gp per meal depending on the danger and rarity of the creature
This has probably already been done and answered, but I an going to ask it again.
How does Unarmed Strike interact with Natural Attack? As an example: a character with the feat Imp Unarmed Strike gains the Mutant Template, which gives said character claw attacks. How does this change things, does it change things?
So me and a friend were throwing ideas back and forth and came up with a number items that share an origin point. You will notice that these items (potentially lesser Artifacts) are in the very early draft stage, so any advise or suggestions is greatly appreciated. I want to make them feel unique with a strong history.
General Background Lore
The Brinelord was an ancient sea serpent that made its lair in a deep oceanic trench near a tear to the Plane of Shadow off the coast Osirian. It terrorized sea side communities and ocean travelers for years growing more and more muted by the extra planer energies coming from the tear. One day, a group of adventures took up the bounty to seek out and kill the beast. After a long and dangerous journey to its underwater lair, they faced the monstrosity and slayed it. From its corps and the surrounding mutated terrain they crafted powerful items that they used for the rest of their adventuring careers. The tear leading to the Plane of Shadow went undiscovered all the way to the modern day, though no known monsters have yet to reach the Brinelord's power.
Brinelord's Bane: this Xiphos (use Gladius stats) was made from Elysian Bronze to kill the Brinelord. During the battle the blade was broken even as it struck the killing blow, after words the blade was taken and re-forged using minerals from the Brinelord's lair leading to the blade having black veins snaking though the Elysian Bronze.
This functions as a +5 Aberration and Aquatic Bane, Seaborne weapon. Any successful hit with the Brinelord's Bane causes the target to be effected with the fallowing poison
Brinelord's Blood (I do not have stats for this yet)
Staff of the Deep: this black staff at first appears like spiraling tentacles made of black stone. Closer inspection reveals it is actually made of black coral. This staff was made out of the pitch black coral taken from the Brinelord's lair by Setnau-chaem-uset.
When near an ocean or a area with strong ties to the Plane of Shadow (within 14 miles) The Staff of the Deep regains charges at an increased rate of 3 per day instead of 1 per day.
Summon Monster ( charge) (aquatic)
Control Water ( charge)
Create Water (0 charge)
Shadow Walk ( charge)
Shadow Weapon ( charge)
Plain Shift (2 charges), (To Setnau-chaem-uset's demi-plane only)
When the Staff of the Deep was created it was tied to a demi-plane of Setnau-chaem-uset's design. The demi-plane has the fallowing traits
Structure: an ancient Osirion library
Gravity: normal
Time: normal
Size: one and a half square miles.
Seasonal: Standard Osirion seasons
Bountiful: Fruits, Vegetables, Kelp,
Setnau-chaem-uset's demi-plane takes the form of a tranquil island off the coast of ever distant Osirion. Sitting within sight of the shore is a large stone library and arcane research work area.
Spear of the Serpent: made of bones pulled from the Brinelord's body
This spear is primarily made of bones and leather with a large fang for its head.
This functions as a +5 Seaborn, Returning, Wounding,
Arndell's Razor Fins: twin hand axes that have sea rope hooked to the ends of their handles that connected to a belt.
These function as two +5 Seaborn, Anarchic, Invigorating
There are more items, but these are the only ones I got so far with any mechanics to speak of.
So is it possible to summon undead like one would an outsider or a beast in the preexisting rules? Spells, feats, builds, anyway and everyway is good to know. If there is no way to then I would also appreciate a definitive "no way, no how" so I know homebrew is necessary.
So an artifact that counters an individual's ability to self resurrect/rejuvenat (Rasputin, vampires, outsiders as examples). Would that be ok to stat up and place in a game, and if so, what should be the limits of what it can permanently kill?
Hey all. Let me start off with a really ruff draft based of Pirates of the Caribbean curse.
Cursed Skeleton
Type: The creature’s type becomes undead. It keeps sub-types save for alignment sub-types and sub-types that indicate kind.
Armor Class: Natural armor as per skeleton (Small+1, Medium&Large+2).
Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, use their Charisma modifiers for health
Defensive Abilities: A Cursed Skeleton gains DR 5/ bludgeoning, channel resistance +4, and immunity to cold. It also gains all of the standard undead traits.
Fast Healing: A Cursed Skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).
Speed: All non forms of non-magic flight are lost. All other movement types are retained.
Attacks: A Cursed Skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand as a primarily natural attack.. A claw attack deals damage depending on the Cursed Skeleton’s size (Small-1D3, Medium-1D4). If the base creature already had claw attacks with its hands, use the Cursed Skeleton claw damage only if it’s better.
Abilities: Str +2, Dex +2. As undead. It has no Constitution score.
BAB: Its BAB is the same as the base creature
Skills: Same as the base creature.
Special Qualities: A Cursed Skeleton gains the deathless special quality and the Hidden Form special ability
Deathless (Su): A Cursed Skeleton destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. Note, to kill a Cursed Skeleton the curse must first be removed, see "Breaking the Curse"
Hidden Form (Su) Unless exposed to direct moon light the character is constantly treated as if being under the Daywalker spell.
Downside: The character loses all ability to feel physical sensation, but their desire for it increases.
Breaking the Curse: to remove this template all of the cursed coins must be returned and all those that took them must pay a price of their blood. After that is done the character looses this template.
I still need a way to stat the downside, but I have no ideas for explaining a desire for sensation, and a hunger and thirst that can not be satisfied.
I was thinking about stating some scaling artifacts and or legendary items, but I do no not have any idea how those are stated up. Does anyone know where I can look for guidelines, or does anyone have some rules of thumb they use for that?
So this is a Weird West sort of thing on Earth in the Pathfinder Setting. Magic is a thing, but it is viewed the same way as it would have been back then. I plan for it to at first be standard Western, slowly leading up to the Weird part. The only big hiccup in this is my players of course, but that is to be expected. Primarily open world. I have a few encounter ideas outlined.
A silver mine town in at the bottom a gorge that is ran by Vampires.
Hunting an animal, that is more then a mere animal.
Alien encounters over a local farm.
A swamp ran by a trapped Fairy Lord.
Bigfoot.
Bandits that got their hands on some magic gear
An undead gunslinger out for revenge.
An undead gunslinger cursed to walk the earth until someone can beat him in a shoot out or a drink off.
Supernatural murderer on a train.
Any suggestions or critiques of any sort are welcome.
This gold ring inscribed with Mystical Runes and a set with a gemstone is one of Nine Rings of Power, those who wear this ring cease to physically age, but over time they become hallow shells of what they once were. The wearer of this Ring ignore age penalties and gain the Forsaken-Wraith Templet.
Forsaken-Wraith Template
CR+5
AL: At first Aliment stays the same, prolong usage of this template will change aliment to Evil, as time wears away at the users personality.
Type: at first no change, but after prolonged use the creature’s type changes to Native Outsider (augmented)
Senses: Low light vision 60ft, Dark vision 60ft. If the character already has one or both of these, it instead increases by 60ft.
Hit Dice: Same as base creature
Defensive Abilities: Fast Healing 5/Fire, 10% miss chance, Immune to Positive and Negative Energy
Weaknesses: A Forsaken-Wraith cannot benefit from Positive or Negative Energy, or receive outside healing.
Speed: Same as the base creature.
Special Qualities: (Su) Once per day the Forsaken-Wraith can create an effect similar to the spell Darkness, with the exception that the radius is 50 feet centered on user at time of casting, and lasts for 10 minutes.
(Su) The Forsaken-Wraith can cast Shadow Step once every 1d4 rounds at a caster level equal to his hit dice,
When the Forsaken-Wraith would be killed they instead fade away and reform one day (24 hours) later intact, at full health, and cured of all afflictions
Special Attacks: A Forsaken-Wraith gains the special attacks described below. Save DCs are equal to 10 + 1/2 Forsaken-Wraith's HD + either the Forsaken-Wraith’s int, wis or cha modifier (which ever is higher) unless otherwise noted.
Any weapons or armor wielded by a Forsaken-Wraith counts as having Ghost Touch
Fear Aura (Su): Creatures of less than 5 HD in a 60- foot radius that look at the Forsaken-Wraith must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the Forsaken-Wraith's Hit Dice. A creature that successfully saves cannot be affected again by the same Forsaken-Wraith’s aura for 24 hours. This is a mind-affecting fear effect.
Dread Scream (Su): As a Standard Action the Forsaken-Wraith can emit a powerful shriek, this functions as a 15 foot cone sonic attack 1d4 damage per every 2 HD the Forsaken-Wraith has, Reflex for half.
Quick note, I took a decent amount of inspiration from the Shadow of War games for this.
So I am working on a Magic Sword for a sea campaign, but I need some input on it. Help please?
The Item is
Buccaneer's Friend
CL13 (its price should be around 97,00 gp). Aura strong varies
This +4 one handed Falchion (use basic Falchion stats, no penalties for being used one handed) can bond with a single ship as part of a 24 hour ritual allowing the user to seemingly bring the very ship alive under their control. Mechanically this allows the user to operate the entire ship through thought (sails, ropes, rudder, ship weapons exedra). In addition, the sword has 10 charges that can be spent to activate the fallowing effects (these charges recharge every Sun Set)
Animate Rope (1 Charge) ( if used on rope belonging to the bonded ship 0 charges needed)
Gust of wind (1 charge)
Fog cloud (1 charge)
Grease (1 Charge)
Control Weather (3 Charges)
All user and ally Profession Sailing checks on the bonded ship gain a +2 bonus,
The biggest advantage to wielding the Buccaneer's Friend is that it passively alters the environment around the bonded ship lessening the harshness of storms (reduce the penalty from weather effects by one step) and subtilty altering wind and tide to increase the waterborne speed by 10%