Goblin

Vingorg's page

40 posts. Alias of Feros.



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Ah the playtest postmortem: what went right, what went wrong, and which classes had the rules equivalent of congenital heart failure...always good times...

;)


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I got my order authorization e-mail and it has a note that states that since a back ordered item is part of the order, they will wait until it is in. But the item is a preorder for March. So I will be waiting until March to get August material because of a preorder for an item not available until then?

Help?


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Interesting. I like that you included tables and examples, as this makes this guide somewhat of use. The Ancestry conversion section is essentially what I did when I created my Kobold Ancestry, so a lot of the advice in this guide is straight forward common sense.

But I've found that common sense isn't all that common, so if people are willing to give it a read and do the work, this can be quite helpful.

Thank you! :)


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OK, so the site is undergoing scheduled maintenance on Monday, July 1st, starting at 9:00 AM Pacific time.

It is supposed to last two hours, but I know we can beat that score! Every gremlin on the boards that can be made available for general mayhem, Kludge production, SNAFU patrols, technical glitch infiltration, and pie throwing are required to gear up NOW!!!

We have had great success in the past in extending it several hours (sometimes days!) at a time, and I expect 100% effort from everybody.

Let's do this for the Gnolls!

Dark Archive

This is some absolutely brilliant stuff, if these are examples of what didn't make it into the book... this may be shaping up to be the best player companion yet as these ideas are absolutely fantastic, both flavourful and expanding options without adding massive power, sounds perfect!

Probably my most looked forward to book for a long time! An awesome note to go out on :)


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With the generally popular response to the appearance of the Pathfinder 2e Kobolds and the Twitch streaming PF2e streaming game Oblivion Oath having a custom made Ancestry—Iruxi, i.e. Lizardfolk—I was curious how difficult it would be to create a custom Kobold Ancestry. I tried it and came up with this. I used Kobolds of Golarion, Inner Sea Races, the Advanced Race Guide, and the Playtest Bestiary as resources. Also, this uses the last iteration of the Playtest rules, which have likely altered slightly—and in some cases greatly—to the final version of PF2e. Still, from what we have seen from Oblivion Oath play, these should match up with the rules relatively well. This is straight up mechanics: the above-mentioned books are great for flavor text.

Hit Points 6
Size Small
Speed 25 feet

ABILITY BOOSTS
Dexterity
Wisdom
Free
ABILITY FLAW
Strength

LANGUAGES
Common
Draconic
BONUS LANGUAGES
At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Dwarven, Gnomish, Halfling, or Undercommon.

TRAITS
Kobold
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Crafty
All kobolds have an affinity for traps and mechanical gizmos. You gain a +2 bonus on all Crafting and Thievery checks involving mechanical devices and traps.

.
KOBOLD HERITAGES
The traditional view of all kobolds is that they are descended from dragons, and the great variations found among those magical beings are often represented in kobold bloodlines. Choose one of the following kobold heritages at 1st level.

Beast Master
You come from a tribe with a talent for training animals and beasts to help them both in combat and with daily chores. You gain a racial bonus on all Command an Animal and Handle an Animal checks equal to half your level (minimum 1).

Dragon-scaled
You were born with scales and head that match the vivid colouration and shape of a true dragon. These scales mark you as deserving great reverence in kobold society, especially those of chromatic colors. You gain a resistance to one form of attack equal to half your level (minimum 1) based on which dragon type you resemble:
Black and Copper: Acid
Blue and Bronze: Electricity
Brass, Gold, and Red: Fire
Green: Poison
Silver and White: Cold

Glider
Some kobolds are born with nearly vestigial wings which nevertheless allow them to fall with great control and at a safe speed. You can make a DC 15 Maneuver in Flight check to fall safely from any height without taking falling damage, as if using feather fall, even if you aren’t trained in Acrobatics. When falling safely, you may make an additional DC 15 Maneuver in Flight check to glide, moving 5 feet laterally for every 20 feet you fall so long as you are trained in Acrobatics.

Tail Warrior
Though most kobolds have access to tail weaponry, some tribes have developed battle techniques and fighting styles dedicated to tail combat. This has greatly improved their control of their tails to the point that they can work as a third hand. Your tail is considered prehensile and can act as a free hand when taking Actions. Your control further gives you a bonus on all Acrobatic checks and Climb Athletics checks equal to half your level (minimum 1).

.
KOBOLD ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a kobold, you select from among the following ancestry feats.

Reaction Ambush Squad Feat 5
When you are adjacent to kobold ally and they made a surprise attack on an opponent, you may make an attack of your own.

Armored Scales Feat 1
Due to a rough upbringing, your scales have gotten thicker. You gain a +1 bonus to your Armor Class.

Beast Rider Feat 5
Prerequisites Beast Master Heritage
You acquire an animal friend that you can use as a faithful steed. You gain the Animal Companion druid feat. You calculate your companion’s abilities as though you were a druid of one half your level.

Draconic Breath Feat 9
Prerequisites Dragon-scaled Heritage or draconic sorcerer bloodline
You gain a breath weapon that is determined by your scale coloration by either the Dragon-scaled Heritage or draconic sorcerer bloodline. Using a breath weapon takes two actions. You can use your breath weapon once per day. Creatures within the area of your breath weapon are allowed a Reflex saving throw (DC 10 + your character level + your Constitution modifier).
Black or Copper: You breathe a 30-foot line of acid that deals 2d6 points + your character level + Constitution modifier of acid damage.
Blue or Bronze: You breathe a 30-foot line of electricity that deals 2d6 points + your character level + Constitution modifier of electricity damage.
Brass, Gold, or Red: You breathe a 15-foot cone of fire that deals 2d6 points + your character level + Constitution modifier of fire damage.
Green: You breathe a toxic cloud that affects all creatures within a 20-foot cone that deals 2d6 points + your character level + Constitution modifier of poison damage.
Silver or White: You breathe a 15-foot cone of cold that deals 2d6 points + your character level + Constitution modifier of cold damage.
Special: Kobold sorcerers with the draconic bloodline can use their Charisma modifier instead of their Constitution to determine the DC and damage of this breath weapon.

Draconic Paragon Feat 17
Prerequisites Draconic Breath and Winged Flight
You gain bonus against sleep and paralysis effects equal to one half your level. You can use your breath weapon twice per day and your base breath weapon damage increases to 4d6 points of damage. Your wings grow stronger, increasing your fly speed to 25 feet.

Dragon Affinity Feat 1
If you are a sorcerer with the draconic bloodline, you treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.

1 Action Hurried Retreat Feat 1
You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Jester Feat 1
You have learned to swallow your pride and survive by groveling, placating, and amusing the powerful. You gain a +2 bonus on all Diplomacy and Performance checks.

Tail Terror Feat 1
You can make a tail slap attack with your tail. If you have the Tail Warrior Heritage, you gain a +2 bonus on this attack. This is an unarmed attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment weapon, making it an armed attack instead.

Weapon Expertise (Kobold) Feat 13
Prerequisites Weapon Familiarity (Kobold)
You become an expert in crossbows, picks, and all kobold weapons in which you are trained.

Weapon Familiarity (Kobold) Feat 1
You favor weapons that can be used for mining as well as distance weapons, especially with moving parts. You are trained with crossbows, hand crossbows, heavy crossbows, light picks, picks, slings, and spears.
In addition, you gain access to all uncommon kobold weapons. For the purpose of proficiencies, you treat martial kobold weapons as simple weapons and exotic kobold weapons as martial weapons.

Weapon Precision Feat 5
Prerequisites Weapon Familiarity (Kobold) (see above)
Your skill with your ancestral weaponry is precise and quick. Whenever you critically hit using a weapon of the bow group, pick group or a kobold weapon, you apply the weapon’s critical specialization effect.

Winged Flight Feat 9
Prerequisites Glider Heritage
You’ve strengthened your wings to the point where you can actually fly. You gain a fly speed of 15.

.
KOBOLD WEAPONRY
Uncommon Simple Melee Weapons
Weapon...Cost...Damage...Bulk...Hands...Group...Special
Pounder....1 sp.....1d6 B.........L ...........1..........Club......Agile, finesse, kobold, sweep, tail
Razored.....3 sp.....1d6 S.........L ...........1..........Knife.....Agile, disarm, finesse, kobold, tail
Spiked.......3 sp.....1d6 P..........L ...........1..........Pick......Agile, deadly d8, finesse, kobold, tail

Uncommon Martial Melee Weapons
Weapon...Cost...Damage...Bulk...Hands...Group...Special
Long lash..15 sp....1d6 S.........L ...........1..........Flail.....Disarm, finesse, kobold, reach, tail
Sweeper....7 sp.....1d6 B.........L ...........1..........Flail.....Agile, finesse, kobold, tail, trip

Uncommon Exotic Melee Weapons
Weapon.......................Cost...Damage...Bulk...Hands...Group...Special
Kobold dragon’s tail.....30 sp.....1d8 B.........1 ..........1..........Flail......Agile, deadly d10, finesse, kobold, tail, versatile P

New Weapon Trait—Tail: These weapons are designed to be placed on creatures with tails. As such they are difficult to use without a tail. The wielder takes a -2 penalty to attack when not using the weapon attached to their tail.

.

The Kobold dragon’s tail is a weapon of my own invention. It consists of a large steel or iron ball tipped with a long spike.

This took me 3 hours total using the afore mentioned sourcebooks. :) All in all, a very easy task. All the flavor text from PF1, plus the vast array of feats and traits made this quite simple to do!


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That is not dead which can eternal lie. And with strange aeons even death may die.
The Necronomicon

Our Strange Aeons campaign will be using the expanded fear, sanity, and corruption rules from Horror Adventures and a variant on the Hero Point rules which I posted HERE. We are also using Flaws (1 Flaw taken at first level gets you an extra Feat) and Drawbacks as optional. All characters use a 20-point buy for ability scores.

Of interesting note, several players chose to have their characters made up partially or totally by someone else. They entered the game having no idea what their characters were or what they could do. It made for a very interesting first session!


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My group has been using the Hero Points optional rule for PF1e since they were introduced in the Advanced Player's Guide. We are about to embark on the Strange Aeons AP and we will still be using them. They will still work the same way and give the same bonuses for use with the same limitations and maximum point limits. However, overly heroic actions can easily lead to death in a horror-based campaign. To compensate for this, Hero Points will NOT be given out for heroic actions at all. Instead, they can be gained by the following actions, some of which require a Will save:

Going up an Experience Level: PCs get one each time they level up, as normal.

Witnessing a Victim of the Horror: Whenever a PC directly witnesses a victim (or the victim’s remains) who has fallen prey to the menace (the main threat of the adventure or one of their chief minions), the PC can make a DC 12 Will save. Success earns a Hero Point.

Gaining a Clue to the Horror’s Nature or Evidence of its Existence: Each successful research result gains the PCs involved a Hero Point.

Seeing the Menace: The first time they lay eyes on the menace, the PCs can make a DC 12 Will save to get a Hero Point.

Fleeing from the Menace: Each time a PC successfully escapes from a confrontation with the menace, they get a Hero Point.

Brooding: As soon as a PC gains a Hero Point from any of the above reasons, they can choose to brood about the horror. The PC can take no other actions for eight hours other than brooding. At the end of that time the PC gets a Hero Point.

There will be two new Feats to go along with this (along with the rather obvious ones already in the game enhancing perception and speed when running away):

Reflective: You tend to mull threats over in your mind in a moody, temperamental manner.
Benefit(s): You can brood over the nature of a menace for four hours and gain a Hero Point. The PC can take no other actions for during this time other than brooding.
Normal: It takes eight hours of brooding to gain a Hero Point.

Outright Sullen: You are the king of brooding.
Prerequisite(s): Reflective, Level 8
Benefit(s): When you finish brooding over a menace, you can attempt a DC 15 Will save. If successful, you receive 2 Hero Points instead of 1.

These rules were adapted from the optional Resolve point system of Chill 2nd Edition.


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Whoo-Hoo!


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OK, my Preorder of my Playtest stuff seems to have hit a SNAFU in that my card got changed just this week, at least the expiry date. I entered the new card's expiry date in as a second billing method, but it doesn't seem to have shifted over. Could the card with the later expiry date be used please?


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This sounds like a good collection of maps with great reuse ability, so here's hoping!

The ruined temple in the Worldwound and the remote wizard's tower are the two I'm most interested in!


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Whoo-hoo! Pre-ordered!

...and now the four month wait begins...


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So the countdown clocks of Osirion are the basis of this adventure? Very cool; that plot hook from The Pact Stone Pyramid was just begging to be expanded on.


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These look amazing! And they are all monsters I don't have. This et is shaping up into something great!


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I LOVE the hydra with its swap out heads! Great idea!


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These look amazing! I like where this is heading. My only concern is how many people will balk at the increased price in spite of the increased content.

EDIT: Just saw that the expansion packs beyond this are not much higher priced than the Map-packs! Concern averted! :)


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Just got this. It looks great and I will be reading it through and put up a review soon. :)


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Come on lets go and play...

;)


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Vine Leshys

Ability Adjustments: +2 Con, +2 Wis, –2 Int

Hit Points: 4

Size and Type: Vine leshys are Small plants with the leshy subtype but they do not have the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the leshy subtype immunities to electricity and sonic.

Slow Speed: Vine leshys have a base speed of 20 feet.

Darkvision: Vine leshys can see up to 60 feet in the dark.

Low-Light Vision: Vine leshys can see in dim light as if it were normal light.

Pass without Trace: Vine leshys do not leave footprints or a scent trail while moving. Tracking a vine leshy is impossible without magic or sophisticated technology.

Change Shape: Vine leshys can transform into vines at will. Even close inspection will not reveal that the vines are actually a leshy; instead the leshy appears as a particularly healthy Small vine. A detect magic spell will reveal a faint transmutation aura on the vines. While in plant form, vine leshys can observe all that transpires around them and they gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. Vine leshys are immune to critical hits while in tree form. The leshy can assume plant form or revert to its true form as a swift action.

Plantspeech: Vine leshys can speak with vines, ask questions and get answers from them. Normal vines will only be able to answer questions about events and creatures within their immediate area. Vine creatures may have more information, but are not guaranteed to be friendly towards the leshy.

Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy heal 1d8 hit points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level. If it can’t support vines, this plant life has no effect on movement and withers and dies within an hour.

Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests and dense shrubbery.

Climber: Vine leshys gain a +2 racial bonus on Athletics checks when attempting to climb.

Sometime during the Gap, whenever Absalom Station was built, it is believed that ancient followers of the Green Faith used old rituals to create defenders of the green parks and plant life found in the Eye: vine leshys. These leshys went about their business and helped maintain the closest thing to natural wilderness to be found on the station and were still performing these duties when the Gap ended.

The followers of the Green Faith that created the leshys must have found the station too much civilization for their tastes as vine leshy lore states they left almost immediately after they created their small custodians. The leshys believe that the Green faithful created the leshys because they refused to remain around so much technology and unnatural structures and they needed someone they could trust to upkeep the parks without them.

The Green faithful did give the leshys one last gift before departing: they taught them the ritual to create more of their own kind. With a warning not to overpopulate and maintain the natural order the followers left and the leshys continued on with their tasks. Many generations have now passed and all of this has passed into legend, vague and missing many details. But one truth remains: the leshys have continued in their sacred trust as custodians and guardians of all green spaces on Absalom Station.

As one would expect, the vast majority of vine leshys can be found in the parks and green areas on Absalom Station, especially in the Eye. Most of the inhabitants pay them little attention when they even notice their presence; in some ways they have become simply part of the machinery that makes the station run in the minds of most people. But the vine leshys do interact with the other station dwellers far more regularly than other leshys do in more natural settings, and this has resulted in a few cultural changes over the centuries.

First the ritual to create more vine leshys has been modified so that is now performed by two leshys who have decided to live with one another. This seems like a copy of most species mating habits, but there remain differences. For one, leshys have no fixed gender and may identify as male, female, or non-gendered and any two can produce “young” through the ritual. Every vine leshy created by the ritual is a full adult at creation, so there is little to no family raising of children as other cultures would recognize it. Still a tight family bond if often formed by leshys with those that created them and those they create.

Even though the ancient warning against creating to many vine leshys and maintaining balance have passed in their culture into an almost sacred belief, sometimes the gregarious leshys get a bit carried away with number replenishment and an excess of vine leshys appears on the Station. When this happens, the extra leshys cheerfully go exploring, looking for other places and worlds with which to take up the task of protection and maintenance of nature.

The interaction between the vine leshys and other races has also resulted in some leshys leaving their posts to go exploring. This is not frowned upon by vine leshy culture; indeed it often affords some leshy couples with an opportunity to create a new leshy, which is a cause for some celebration.

Vine leshy names change over the course of their lives, with young leshys taking names that resemble their physical appearance and then later changing them to reflect their abilities, experiences, and developed personality. They are usually made up of two to three word phrases like Blossom Red Leaf, Verdant Star Shine, or Tendril Green Bark.

One interesting development from their time forming loose families on Absalom Station is the creation of clans. Each clan has a name that reflects the plants they maintain, the vine species they prefer to use when propagating themselves, or the location within the Station they hold most dear. Clan names are not used in daily life and are generally only spoken in formal occasions. Some prominent clans are Red Grape, Pied Kudzu, Rose Hip, and Eye Forest.

Vine leshys appear to be made of twisted vines with faces made out of large leaves with two round eyes, a small mouth, and no nose. They stand 42 to 2-1/2 feet tall and weigh 20–30 pounds. They’re considered adults at creation and live up to 100 years.


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Nice! I am especially glad to see the Urdefhan minis; They are an exceptionally hard creature to get a miniature that does them justice. Well done!


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OK, we got a little off topic in the Ultimate Wilderness thread, involving a quick glance resulting in the usual hilarity.

Put me down as another supporting the idea of Ultimate Weirdness. But...what would that book cover?

My suggestion would be experimental campaign concepts such as those explored in Rasputin Must Die! Combining elements that don't fit into "traditional" fantasy and taking it to the edge!

What would other people like to see in such an imaginary project?


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OK, that cover is really cool. I love the logo and colour scheme!

And the maps sound useful...so at this moment, looking forward to this!


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I love all these and I want to put a special shout out for the Wild Hunt. I personally think it is the best interpretation ever brought to the game. Linda Zayas-Palmer did fantastic work here, weaving folklore and gamelore seamlessly. Bravo!

As for mythological monsters, let's see...

Bloody bones.
Cipactli.
Daitengu.
Fen Mauler.

After that I lose track of what is made up and what is mythological. The monsters are very diverse and cool!


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...what he doing in my pajamas I'll never know!

:D

Sovereign Court

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Why does Quig not get boldfaced like the others? Man, Ratfolk always get the shaft.


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Cool overall description in and out of character! Great way to give an overview.

Oh, and I personally think the owlbear painting should be titled, "Failed Perception Checks." ;)


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These are all brilliantly creepy! I love the fact that we subscribers are pretty much guaranteed to get multiples of each, as there any number of adaptive ways the first two can be used. The Death figure is less viable for multiples, but even an illusion of multiple grim reapers should be enough to panic a party. Excellent sculpts all round!

Oh, and congratulations on being handed we whiny plastic-crack addicts to appease every few weeks. If congratulations is the correct term... ;)


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Hope this link works for non-Canadians.

The response from all our political parties has been the same: we will keep bringing in refugees, Muslim or not. There will be no slow down or change in policy.

My thoughts are in a blur, shifting from horror at what has happened and extreme pride in the courage and integrity of my country. I know this will only reach those who already agree with me on this subject, but we really have to be more kind to one another and far less afraid of the unknown. It is the only way to keep people like this killer from being raised up in our societies.

Peace and good thoughts to everyone, especially the Islamic community in Québec.


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Iron Gods

And on the far rim of consciousness, a scurrying, a fleeting impression of something rushing toward him, across leagues of black mirror.
He tried to scream.

Neuromancer, William Gibson

A fantasy/Sci-fi campaign. If you intend to play in this campaign at some time, be warned that there are major spoilers ahead.


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I'm halfway through reading the book and so far I am highly impressed. You did an amazing job, Jessica! You should be very proud! :D

And keep up the extra bits of Kelish! Language is a wonderful way of filling out a setting, especially if the names of places and people sound like they come from a common source. Bravo!


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I saw him in concert back in 2008, at the very start of his return to the music scene after a fifteen year break. It was the first concert on what became an incredible world tour and it happened in my home town of Fredericton, NB, Canada.

It was an absolutely amazing performance by one of the greatest songwriters to ever live and one of the most memorable moments of my life.

Good bye, Mr. Cohen. Long may your poetry be spoke and sung.


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This is great! Wonderful update to the existing Player's Guide, James!
I especially liked the addition of the newer classes. Kudos!


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Reposted from HERE.

Mark Seifter wrote:
Seventh Seal wrote:
Alchemaic wrote:
Mark Seifter wrote:
Alchemaic wrote:
Thomas Seitz wrote:

Alchemiac,

I'm sure they'll figure something to make a Harrow Medium come to life down the road. This is more for Horror than Harrow.

Maybe, although it does already exist and it's just locked up in a cupboard someplace. I'm just pointing out that the description seems to have changed which severely dropped my enthusiasm.
While I'm just as excited as you to see my little Harrow medium show up some day, I can pretty much guarantee it won't be in a Player Companion, simply due to its length compared to the length of a Player Companion.
I'm just saying it could be the *entire* Companion book, maybe add some archetypes for Occultist and Witch and Bard or something. That would be super hype.

Well... I think Mark has mentioned before that the Player Companion line of books do not have enough pages to hold his Harrow Medium.

So, if the Harrow medium itself won't fit, I doubt there would be any room to include some archetypes, too. At least, not in the same book.

Of course, things might've changed since then. OR I am misremembering. :p

It would be AWESOME to see the Harrow Medium sometime in the future...

<sigh>

I'd like to avoid derailing this thread about Harrowed medium if possible, so maybe start a new thread elsewhere? As a final tidbit, perhaps a worthy one for a starting post in that new thread, someone asked in an AMA for the Paizo GenCon Industry Insiders "Harrow Medium when?" And Wes Schneider (arguably one of the most influential people at the company in deciding what the answer to that question will be) responded "Any time now." Admittedly, that was news to me when he said it, as last I heard from within the company, it was still not a sure thing and was unlikely to be soon even if so. Let's continue discussion of Harrowed medium in another thread so this one can focus on Haunted Heroes...

OK, here's the thing...this medium archetype is in fact the original version of the class. We play-tested an abbreviated version as part of the Occult Adventures open play-test. A lot of people wanted to see the full version, but the designers realized it was too complex and long for release in that book.

So what is needed for this version to come to light? It is obviously too long for the regular Campaign Setting and Player Companion releases. So any suggestions on how we bring this wonderful idea to print?


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I ran a Chill 2nd ed. game for a number of years and I can tell you that getting the atmosphere right even with a rule set designed for horror role-playing is the key to the whole thing.

Kudos to you Wes for making this a priority and recognizing the importance of the separate sub-genres of horror. There are wide gaps between Night of the Living Dead, The Blob, and The Omen.


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Hi Guys,

Sorry, but my credit card hit its limit around when you guys were authorizing. I've paid money onto the card yesterday, but am unsure of the status of my order due to this stupidity on my part. Is there a problem, or will you be just reauthorizing and continuing on from there?

Again, really sorry about this.

:(


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An unleashed swarm of rabbits to terrorize the countryside!

(Based on a silly comment made by CR in the chat and worked out by me—with a suggestion by Rathendar, Thanks!—because I'm in a silly mood)

CR's Bunnies CR 5
XP 1,600
Half-fiend acid barbarian rabbit (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Bestiary 171, Pathfinder RPG Monster Codex 246)
LE Tiny magical beast (elemental, extraplanar, native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
hp 26 (4d10+4)
Fort +2, Ref +8, Will +6
Defensive Abilities uncanny dodge; DR 1/—, 5/magic; Immune acid, bleed, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning; Resist cold 10, electricity 10, fire 10; SR 16
Weaknesses water vulnerability
--------------------
Offense
--------------------
Speed 50 ft., fly 100 ft. (good), swim 50 ft.
Melee bite +6 (1d4 plus 1d3 acid), 2 claws +6 (1d2 plus 1d3 acid)
Space 2½ ft.; Reach 0 ft.
Special Attacks acid pool (10 ft., 1d3 acid), Acid Rain ( acid, Reflex DC 16), acidic strikes (1d3 acid), engulf (DC 12, 1d3 acid), rage (9 rounds/day), smite good
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—darkness
. . 1/day—desecrate
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 13, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +6; CMD 16 (20 vs. trip)
Feats Improved Natural Attack (bite), Run
Skills Acrobatics +8 (+12 to jump with a running start, +16 to jump), Bluff +7, Fly +12, Perception +9, Sense Motive +9, Stealth +19, Survival +6, Swim +11
Languages Common, Infernal (can't speak)
SQ acidic body (1d3 acid), acidic spellcasting, acidic swimming
--------------------
Special Abilities
--------------------
Acid Pool (10 ft., 1d3 acid) (Ex) Pool of acid 10 ft. radius does 1d3 acid damage to those entering it.
Acid Rain (DC 16) (Ex) Dripping acid does damage to those underneath creature.
Acidic Body (1d3 acid) (Ex) Deals 1d3 acid damage to objects touched and creatures grappled or swallowed.
Acidic Spellcasting Acid spells cast at one level higher. All water based effects turn to acid.
Acidic Strikes (1d3 acid) (Ex) Attacks deal an extra 1d3 acid damage.
Acidic Swimming (Ex) Can swim through acid like most creature swim through water.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) 20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white only).
Desecrate (1/day) (Sp) Fills area with negative energy, making undead stronger.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Engulf (1d3 acid, DC 12) (Ex) Move over foes to pin inside body and suffocate. Foe gets and AoO or can move clear (Ref neg).
Flight (100 feet, Good) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Smite Good (1/day) (Su) +0 to hit, +4 to damage, +0 deflection bonus to AC when used.
Spell Resistance (16) You have Spell Resistance.
Swimming (50 feet) You have a Swim speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Water Vulnerability (Ex) Acid creature takes damage from freshwater.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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I already own this book. I already LOVE this book. But that whole spiel made me wish I could buy it again! Bravo! :D

Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

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Huh. So there wasn't a fifth cull like many people seemed to think. Interesting...

Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

2 people marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

For the first time in years, I'm not sure how involved I will be in this season of RPGSS. Sadly, one of the advantages of my regular job in regard to the contest is that the winter is off-season so I have plenty of time. Summer? 45 hour weeks like the one I just had are rare blessings.

So I hope this does well and you get the people you need to make this as great as it usually is. I hope the announcement brings in a mass of new blood and new entries!

Make it great!

:)


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Hi!

I noted that the second Iconic Heroes set was going to go out with this month's products. I have an preorder (Order 3316635) for both the first and second sets that is in my sidecart and is presumed to go once both items are in stock.

However, my authorization e-mail did not include this sidecart order. The order itself still says, "Waiting for preordered product(s)". Is there still a delay involved so these will be sent in the May parcel, or is this just an oversight of some sort?

Thanks in advance for any help clearing this up!

Geoff Roy

Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

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Congratulations, Monica! Way to go! :D

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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Because someone was going to start it soon anyway and I have time:

Monica Marlowe — Down the Blighted Path

Honorable Mention:

Christopher Wasko — The Hollowheart Conquest


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Hi!

Due to budgeting constraints, I have to drop some expenditures. For now, I'll try just one of my subscriptions and some other expenditures at home to get it in line. Hopefully I won't have to drop more, but we'll see.

If someone could cancel my subscription to the Pathfinder tales line, I would appreciate it.

Thanks!

Geoff

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