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A little bit of cross-posting from the Advanced Class boards... My party was just about to finish the first Kingmaker book, The Stolen Lands, so I took the opportunity to test out some of the new classes. I'm running with 5 well-statted PCs, so I'm using the six player fan conversion. Auchs Spoiler:
Auchs Male human brawler 4 CE Medium humanoid (human) Init +1; Senses Perception +8 ------------------ Defense ------------------ AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) hp 38 (4d10+12) Fort +8, Ref +5, Will +2 ------------------ Offense ------------------ Speed 35 ft Melee unarmed strike +11 | +9/+9 (1d8+10) Special: Brawler's Flurry ------------------ Statistics ------------------ Str 20, Dex 12, Con 14, Int 3, Wis 13, Cha 4 Base Attack +4; CMB +9 (+10 trip), CMD 20 Feats: Fleet, Great Fortitude, Toughness, Weapon Focus (unarmed strike) Skills: Perception +8, Swim +12 Languages: Common (illiterate) Special Qualities: Maneuver Training (trip), Martial Maneuvers Combat Gear: 2 potions of cure moderate wounds, 1 potion of lesser restoration Other Gear: masterwork chain shirt, amulet of mighty fists +1, knight and dragon toys (45 gp), silver Stag Lord amulet (20 gp) Base Stats: Melee unarmed strike +11 | +9/+9 (1d8+6) Auchs used Martial Maneuvers to give himself Weapon Specialization (unarmed strike) as combat starts, which is already factored in to the damage above.
The Stag Lord Spoiler:
The Stag Lord Male human slayer 9 CE Medium humanoid (human) Init +4; Senses Perception +10 ------------------ Defense ------------------ AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 deflection, +1 dodge, +1 natural) hp 84 (9d8+27) Fort +10, Ref +10, Will +24 DR 5/cold iron ------------------ Offense ------------------ Speed 30 ft Melee +1 longsword +12/+7 (1d8+3/19-20) Ranged +1 composite longbow +12/+7 (1d8+8/x3) Special: Favored Target +2, Sneak Attack +3d6 ------------------ Statistics ------------------ Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12 Base Attack +9; CMB +11, CMD 25 Feats: Deadly Aim, Diehard, Dodge, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (composite longbow) Skills: Acrobatics +13, Appraise +1, Climb +11, Intimidate +10, Knowledge (geography) +4, Perception +10, Stealth +13, Survival +8, Swim +11 Special Qualities: Track (+4), Slayer Talents (combat trick x3, weapon training), Stalker Combat Gear: 2 potions of cure serious wounds Other Gear: +1 leather armor, +1 longsword, +1 composite longbow (+2 Str), 20 arrows, amulet of natural armor +1, ring of protection +1, stag's helm, cold iron band, one +1 human-bane arrow Base Stats: Ranged +1 composite longbow +15/+10 (1d8+2/x3) The Stag Lord is currently using Deadly Aim to take a -3 on his ranged attacks, and gaining +6 damage. Auchs performed like a champ, elbow-dropping our cavalier from the upper floor and almost knocking off her mount. He held off the cavalier, her auroch mount, and the cleric of Gorum, dealing scads of damage bare-handed. While that was going on, the Stag Lord made the cleric his favored target (from cover and hidden) and sunk an arrow into the holy warrior's side. Luckily for the cleric, not close enough for sneak attack. Mobility is incredibly limited due to the party wizard's web, so those engaged stay close. With a quick jab from Auchs, the cleric drops to negatives, and the cavalier responds with a yard of steel through the simpleton's spine effectively ending the brawler playtest. The Stag Lord, still hidden thanks to fantastic dice rolls, switches his favored target to the wizard and lets another arrow fly. Still standing, the wizard dumps a healing potion down the cleric's throat. The cleric, now in the positives, sits bolt-upright and hits the Stag Lord with hold person, turning the villain from threat to statuary, and then statuary to bleeding pile. Overall, the brawler feels good. Nicely balanced between fighter and monk. The martial maneuvers, for an NPC, only really add a feat. It's nice to be able to swap on the fly, but the average NPC lasts a few rounds at most. It's something that I really want to see a PC use before I pass judgement. The slayer has a LOT of potential for wrecking faces. Admittedly, I tried keeping him as "canon" as I could, so instead of trying some of the more interesting slayer talents, he just took more feats. I really want to toy with more of the talents. Deadly Range, Slowing Strike, and Sniper's Eye would have drastically changed the shape of the battle (if our wizard hadn't gummed up the battlefield with his web...). All in all, the brawler and the slayer feel like a lot of fun, I just need more time to play with them.
My party was just about to finish the first Kingmaker book, The Stolen Lands, so I took the opportunity to test out some of the new classes. I'm running with 5 well-statted PCs, so I'm using the six player fan conversion. Auchs Spoiler:
Auchs Male human brawler 4 CE Medium humanoid (human) Init +1; Senses Perception +8 ------------------ Defense ------------------ AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge) hp 38 (4d10+12) Fort +8, Ref +5, Will +2 ------------------ Offense ------------------ Speed 35 ft Melee unarmed strike +11 | +9/+9 (1d8+10) Special: Brawler's Flurry ------------------ Statistics ------------------ Str 20, Dex 12, Con 14, Int 3, Wis 13, Cha 4 Base Attack +4; CMB +9 (+10 trip), CMD 20 Feats: Fleet, Great Fortitude, Toughness, Weapon Focus (unarmed strike) Skills: Perception +8, Swim +12 Languages: Common (illiterate) Special Qualities: Maneuver Training (trip), Martial Maneuvers Combat Gear: 2 potions of cure moderate wounds, 1 potion of lesser restoration Other Gear: masterwork chain shirt, amulet of mighty fists +1, knight and dragon toys (45 gp), silver Stag Lord amulet (20 gp) Base Stats: Melee unarmed strike +11 | +9/+9 (1d8+6) Auchs used Martial Maneuvers to give himself Weapon Specialization (unarmed strike) as combat starts, which is already factored in to the damage above.
The Stag Lord Spoiler:
The Stag Lord Male human slayer 9 CE Medium humanoid (human) Init +4; Senses Perception +10 ------------------ Defense ------------------ AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 deflection, +1 dodge, +1 natural) hp 84 (9d8+27) Fort +10, Ref +10, Will +24 DR 5/cold iron ------------------ Offense ------------------ Speed 30 ft Melee +1 longsword +12/+7 (1d8+3/19-20) Ranged +1 composite longbow +12/+7 (1d8+8/x3) Special: Favored Target +2, Sneak Attack +3d6 ------------------ Statistics ------------------ Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12 Base Attack +9; CMB +11, CMD 25 Feats: Deadly Aim, Diehard, Dodge, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (composite longbow) Skills: Acrobatics +13, Appraise +1, Climb +11, Intimidate +10, Knowledge (geography) +4, Perception +10, Stealth +13, Survival +8, Swim +11 Special Qualities: Track (+4), Slayer Talents (combat trick x3, weapon training), Stalker Combat Gear: 2 potions of cure serious wounds Other Gear: +1 leather armor, +1 longsword, +1 composite longbow (+2 Str), 20 arrows, amulet of natural armor +1, ring of protection +1, stag's helm, cold iron band, one +1 human-bane arrow Base Stats: Ranged +1 composite longbow +15/+10 (1d8+2/x3) The Stag Lord is currently using Deadly Aim to take a -3 on his ranged attacks, and gaining +6 damage. Auchs performed like a champ, elbow-dropping our cavalier from the upper floor and almost knocking off her mount. He held off the cavalier, her auroch mount, and the cleric of Gorum, dealing scads of damage bare-handed. While that was going on, the Stag Lord made the cleric his favored target (from cover and hidden) and sunk an arrow into the holy warrior's side. Luckily for the cleric, not close enough for sneak attack. Mobility is incredibly limited due to the party wizard's web, so those engaged stay close. With a quick jab from Auchs, the cleric drops to negatives, and the cavalier responds with a yard of steel through the simpleton's spine effectively ending the brawler playtest. The Stag Lord, still hidden thanks to fantastic dice rolls, switches his favored target to the wizard and lets another arrow fly. Still standing, the wizard dumps a healing potion down the cleric's throat. The cleric, now in the positives, sits bolt-upright and hits the Stag Lord with hold person, turning the villain from threat to statuary, and then statuary to bleeding pile. Overall, the brawler feels good. Nicely balanced between fighter and monk. The martial maneuvers, for an NPC, only really add a feat. It's nice to be able to swap on the fly, but the average NPC lasts a few rounds at most. It's something that I really want to see a PC use before I pass judgement. The slayer has a LOT of potential for wrecking faces. Admittedly, I tried keeping him as "canon" as I could, so instead of trying some of the more interesting slayer talents, he just took more feats. I really want to toy with more of the talents. Deadly Range, Slowing Strike, and Sniper's Eye would have drastically changed the shape of the battle (if our wizard hadn't gummed up the battlefield with his web...). All in all, the brawler and the slayer feel like a lot of fun, I just need more time to play with them.
Yes, the idea is swiped from Minmax's new sword in Goblins, and the name is swiped from a China Mieville novel, but look past all that. Are there any loopholes I'm missing to cover with this artifact? Spoiler:
The Possible Sword
Aura strong transmutation; CL 20th
Description The Possible Sword has the stats of a nonmagical longsword, save that it cannot be sundered, damaged, nor given the broken condition. When the command word is spoken as a free action, the Possible Sword takes on the properties of whatever the blade is touching. For example, if the blade was touching a +2 flaming warhammer, it would gain the warhammer's +2 bonus to hit and damage and its flaming enchantment. If touched to a headband of mental superiority +2, it would grant its wielder a +2 enhancement bonus to all mental ability scores while drawn. If used with a substance that would normally deal damage on its own, such as alchemist's fire, it adds the extra damage to the base damage of the sword, though it does not have splash damage. If used with a potion, the effects of the potion are applied to the target on a successful hit. If used with a nonmagical substance, the Possible Sword deals damage as a nonmagical sword, though it may bypass certain types of damage reduction. A sword made of water or air still deals damage, while a sword made of fire deals no extra fire damage. The Possible Sword cannot duplicate spell completion nor spell trigger items. Destruction The Possible Sword shatters if ever brought into contact with another version of itself. Thanks in advance.
Be gentle... Crown of the Kobold King -- Level 6 Spoiler:
This burnished bronze crown is adorned with blood-covered skulls. Item Slot: Head -- 1,800 gp
Heartripper Blade -- Level 3+ Spoiler:
A hateful and wicked looking weapon, black smoke wafts off the blade. Lvl 3 -- +1 -- 680 gp
Weapon: Light blade
Grasp of Droskar -- Level 4 Spoiler:
This blackened iron gauntlet seethes with vile power. Item Slot: Hands -- 840 gp
Any comments or suggestions would be very helpful.
Ryth'a
Ryth'a CR 15 [CR 1 {base lizardfolk} + CR 1 {2HD of nonassociated class levels} + CR 13 {13HD of associated class levels}]
Abyssal Inheritance
Ok, let's say we have an 11th level sorcerer with a black draconic bloodline. Now, said sorcerer gets his claws (pardon the pun) on a pair of +1 flaming spiked gauntlets. Assuming a Strength of 14, if he were to make a full attack with his claws, what would the damage look like? This: 1d6 + 2 plus 1d6 acid
Does the sorcerer add extra damage from other sources to his claw damage, or is there no way to add an extra oomph the the claws? EDIT: Does the inverse also apply? Can the sorcerer add the additional 1d6 acid damage to his gauntlet attacks?
The 3rd Round Rules wrote:
If PosterX says "Hey, your math is wrong in areas Q, R, and S.", are we allowed to acknowledge and refute those claims, or would that get us disqualified?
Ssyth'ek, He Who Devours Demons Unique male half-fiend lizardfolk fighter 4/holy warrior cleric 7 Description: Born of the unholy union between between the tribe's former shaman and a hulking hezrou, Ssyth'ek rules over the Scything Claw tribe of lizardfolk with absolute impunity. Clearly different than other “standard” half-fiends, Ssyth'ek stands over nine feet tall, wingless, and able to exude a poisonous musk from his warty, gray skin. He stares out over his people with small eyes set forward and high upon his head, giving him more of a toad-like appearance then that of a lizard. He shows his wrath plainly, bloating and puffing up when angered, with beads of dark green poison flowing from his skin like sweat. Clad in armor made from the scales of an immense black dragon that recently opposed his tribe, Ssyth'ek strides into battle using his claws and teeth as his favored weapons, reserving his Abyss-borne magic to gird himself before battle, but unleashing the remainder at his fleeing opponents. Despite his savage upbringing and demon-tainted blood, Ssyth'ek has a mind for strategy beyond pure barbarism, drawing enemies into traps and turning minor skirmishes into running battles with his swamp-skimmers and their monstrous crocodilian companions. His reptilian nature is decidedly evident in his cunning strategies; slow and sluggish to the casual observer, but snapping tight in sudden, vicious maneuvers. Motivations/Goals: Ssyth'ek is a canny and ruthless leader who is no longer satisfied with the simple dominion of the surrounding swampland. He desires nothing more than to become an unstoppable, demigod-like being. Schemes/Plots: When he assumed power, Ssyth'ek's first decree forbid the practice of the druidic faith, turning instead to a dark, primal power that answered the ruler's guttural prayers and bloody sacrifices. With the blessing of this mysterious abyssal patron, Ssyth'ek's priestesses uncovered an ancient and dark ritual that allows an idolater to feed upon the soul-essence of evil outsiders and grow in power. Using this ritual, Ssyth'ek called and consumed dretches, babaus, a vrock, and most recently a rank-and-file hezrou. Bolstered by this string of successes, Ssyth'ek plans now to call his own father, the massive hezrou Gragrorrp, so that he may devour him. Should he also succeed in this, Ssyth'ek will cease to be a mortal creature, transforming into a full-blooded demon. All that is needed are the right astral alignments, and the dark ceremony can begin. Adventure Hook: The ritual to summon Gragrorrp is still beyond the abilities of Ssyth'ek, though fortune seems to favor the fiendish chieftain as his scouts have brought word of a human bearing the mark of a summoner that travels the tribe's estuaries. Pavius Alvonar, a Chelaxian devil-binder, is traveling through the area on a mission for his house and might employ the PCs as bodyguards for the long trek. Alternatively, the PCs may learn about the wizard's kidnapping, especially if any have ties to Cheliax, and be dispatched to rescue him.
The Rules wrote:
Emphasis mine on what I'm asking; When it says "original content", is that limited to the wondrous items we recently submitted, or can we use other original content as long as it falls within the realm of the other allowed sources?
What with Adamant Entertainment putting out angelic and vermin lord pacts, I thought I'd try my hand at it too, so I'm working on the dragontouched pact. I'm mainly trying to adapt the dragonfire adept from Dragon Magic into 4E without coming up with an entire new class. Considering how the dragonfire adept was, essentially, the warlock with a different flavor and attack shape, a warlock pact seemed the way to go. That said, I do have a question: I'm trying to create a controller warlock as opposed to a striker with this pact. Is that a feasible endeavor or should the controller be the sole purview of the wizard?
Temporal Bracers
Description
Both incarnations are subject to damage and effects, using only one hit point total. All effects of a failed save against any persistent effect, such as poisons or the scare spell, remain with you when you reappear on the third round after activating the bracers. This includes death effects and dying due to hit point or ability loss. A pair of temporal bracers can be used three times a day, but can only be activated once every four rounds. Construction
I have a PC in my gaming group who's a half-orc, wields a non-masterwork spiked chain, and worships Cayden Cailean. The party has just started into D1, and I suspect they'll be dealing with the Spoiler: either in the next session or the one soon after.forge spurned Spoiler:
The forge spurned effectively has a +3 flaming spiked chain as per the Soul Chain ability and its 30 links. Despite the armor and attack bonus, I'm willing to put money on this PC in particular wanting to destroy it (big anti-slavery back story). So, instead of not rewarding good RP, I was debating that when the PC sunders the chain, some of the trapped spirits pass through it, imbuing it with some of their power. Looking through the Second Darkness Player's Guide, Luthier's Rapier looks like a pretty nice item. Considering that if they sold the chain (which would have repercussions all its own) they'd get 24,000 gp, an RP-based treasure that costs about 5,000 gp doesn't seem so bad. I may knock the +4 to Charisma and versus fear off until it gets fitted with a ruby, but all in all, not a bad "trade". Any thoughts or insight would be greatly appreciated.
The quote the rage ability "Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier." Now does "at each level after 1st" mean any class, or only barbarian levels? Does a barbarian with a 14 Con who takes a level in fighter at second level have 6 or 10 rage points?
So, I've been recently working on updating the thaumaturge base class for the PRPG, mainly due to the two prominent thaumaturges in the Rise of the Runelords AP. As such, I decided to update the given domains in the back of the "Armies of the Abyss" book. So here they are. They should be balanced with the rest of the Pathfinder domains, but I really don't know, hence my asking you, the forum goers, for your input. Thanks in advance. Catastrophe Domain Spoiler:
Patrons: Deskari, Groetus, Rovagug
Change Domain Spoiler:
Patrons: Haagenti, Jubilex, Valani
Crippling Domain Spoiler:
Patrons: Achaekek, Kostchtchie, Shax, Zon-kuthon
Disease Domain Spoiler:
Patrons: Apollyon, Cyth-V'sug, Ghlaunder, Urgathoa
Eloquence Domain Spoiler:
Patrons: Arshea, Asmodeus, Belial, Nocticula, Ragathiel
Fear Domain Spoiler:
Patrons: Lamashtu
Pain Domain Spoiler:
Patrons: Andirfkhu, Besmara, Droskar, Norgorber, Shax, Zon-kuthon, Zyphus
Pleasure Domain Spoiler:
Patrons: Belial, Calistria, Cayden Cailean, Nocticula, Socobenoth
Prophecy Domain Spoiler:
Patrons: Nethys, Pharasma
Subterfuge Domain Spoiler: Patrons: Baalzebul, Norgorber, Shax
Hello everyone. I'm going to be running a campaign using the final Alpha playtest of the Pathfinder System (we'll be upgrading to the official version next August). It looks like the campaign is gonna be mostly set in the Darkmoon Vale. That said, has anyone had any issues running these modules with the new system? I've got a party of five players, so I'm going to be bumping the encounters up some as it is already, but any specific points any other DM's could share would be most appreciated.
For those of you that have/are successful game designers, what exactly do you need to do to break into the business? Unemployment compensation is surprisingly kind to me right now, so instead of trying to find another wage-slave job, I thought I'd try and do something I like. Yeah, I missed the boat with RPG Superstar (stupid me for not seeing it in time), but aside from that what do I need? Schooling? Playtest-type knowledge? Dumb luck? Any and all thoughts, suggestions, and/or et cetera will be greatly appreciated. Thanks.
[Re-posted from the General sub-forum] Would a simple Skill Focus (Survival) be in order for creatures that would normally receive Track as a bonus feat? I'm restatting a dire badger and, while it's not terribly important, I'd like to get a semi-official answer before getting too far into the system.
If we're going to get rid of cure minor wounds, we should also get rid of inflict minor wounds simply out of a sake... purity? Regardless, an undead cleric who gets away and has sufficient time can completely heal himself without touching any spells or rebuke attempts. My suggestion is this: Quote:
Thoughts?
FotSG Spoilers Spoiler:
If a non-giant corpse was polymorphed into a giant corpse and dumped into said cauldron, which would happen?
1 - The non-giant would arise as a runeslave giant and stay that way.
Help?
After my PCs cut through nearly every encounter during my last session, I've decided to raise the stakes a bit and beef the throne-sitting boss of the ogres up a bit.
Spoiler:
I'm thinking of giving Barl the skeletal minion variant necromancer and the animated skeletal remains of the chatty stone giant bodyguard, if for nothing else to give the party more targets than just Barl and the remaining bodyguard. A favored tactic of my PCs' is to silence a pebble, give it to the barbarian/ranger, and watch as the spellcaster screams silently. So I'm decided to return the favor by giving Barl some oils of silence which he'll pour onto the boulders that his living bodyguard will toss at the party. I've also swapped some of his feats, making him much more the caster than "fighter/mage". Any other suggestions?
Has anyone thought of beefing up Mammy Graul? My group consists of:
After two dispel magics from the cleric and beguiler, they tore Xanesha apart and I'd like this to last a bit longer than usual. I'm thinking of swapping some stats and making her a 10th level dread necromancer. Has anyone else bumped her big fat fanny up in levels?
Long story short, I'm working on an Golarion homebrew class that has some ties to the Outer Realm (you can thank the Hounds in Pathfinder 4) that culminates with the character getting a template. I had originally thought about using one of WotC's templates, but I like keeping with the OGL spirit. Any suggestions for a good C'thulu-esque template? As a frame of reference, I have the Advanced Bestiary but I wasn't able to really find anything that fit the feel I was looking for. Thans in advance.
Just finished the first half of Skinsaw and my PCs are soon to be on their way to the City of Monuments. I intend on bringing one of my player's siblings in as a slaver. If I recall, Korvosa is rather lenient on the slave trade, but what about Magnimar? I forget if this has been covered before, the holidays are finally starting to take their toll on my stress-addled brain. Thanx in advance.
I'm planning on running D0 as a one-shot this weekend for, more than likely, four players. While Valeros and the gang are cool and all, I 1) have too much time on my hands and 2) like adding my own twist of things, so I'm coming up with new pre-gen characters. Here's what I'm thinking right now: Human (Varisian) Battle Dancer 1
Has anyone else changed or ran D0 with a "non-traditional" party, and if so, how did it turn out? I don't want a TPK because of my bad planning/character creation.
I think this has been brought up before, but I'll ask anyway. Do you guys have a "Paizo Gallery" where we can print out some of the artwork found in the Pathfinder AP and Gamemastery Modules? My fiance is running a "Kristmas Kobold Kampaign" and the art from "Crown of the Kobold King" would be a great visual aid for the players.
In my campaign, I'm going to add something for our cleric, who seems to be getting the short end of the stick. I like the thought of flametouched iron from Eberron, but I wanted to have something that wasn't just "Here, look what I ported over from this setting for you". So I came up with celestial ore. Spoiler:
Celestial ore is a dusty yellow ore with dark spots when mined, but takes on a shimmering golden hue with vibrant blue flecks when properly smelted. Celestial ore has Hardness 11 and 30 Hp per inch. When crafted into a weapon, it is considered Good-aligned and gains a +1 bonus on Critical Hit confirmation rolls against evil outsiders. When crafted into a suit of armor or shield, the wearer gains a +1 Sacred bonus on saves vs. the spells, spell-like abilities, and supernatural abilities of evil outsiders and undead. If crafted into a holy symbol, the cleric adds +2 to any turning check she makes. Price adjustment: +1,500 gp Any thoughts and/or comments would be greatly appreciated.
My players are just about done with Burnt Offerings and I'm giving them a few weeks in-game for downtime. One of my PCs wants to organize and help sponsor a fishing contest, with first prize going to the one who catches Murdermaw. Now is "red snapper" Golarion slang for some type of huge crimson-shelled aquatic turtle, or is the famed boat-eater just a large version of what my wife made for dinner last night?
My players beat the ever-living snot out of Malfeshnekor (A well placed glitterdust from the beguiler and a roll of a 2 for the save ensured that), but still have the treasury, howling hole, and tentamort's lair to explore. I want to give my 4th-level PCs a challenge, so I'm thinking about advancing the tentamort. Now the stats in Pathfinder don't list advancement and I was wondering when the thing got to be Large-size. Can anyone help me out?
As was brought up before in other threads, the multitude of shatter-using spellcasters may be a bit of a problem for the players. I know one of my PCs, the half-orc barbarian, will have her spiked chain targeted at least once. Now, I could just put a +1 spiked chain in with the random treasure, but that feels to hokey. So instead, I came up with a legacy weapon for the campaign. Any input anyone has on this would be much appreciated. [Notice: I don't know how to do tables on the boards, so please forgive the more than likely bad formatting.]
Spoiler:
SHACKLE BREAKER At first glance, Shackle Breaker appears to be a sub-par example of a spiked chain, heavily rusted and only having seven spikes running along its length. However, despite these cosmetic flaws, Shackle Breaker’s spikes retain a razor’s edge. Those who unlock its power find themselves a mighty foe of spellcasters and those who bend others’ will to their own. Nonlegacy Game Statistics: +1 cold iron spiked chain; Cost 4,350 gp. The seven spikes that run along the chain are actually pieces of a Sihedron rune. Omen: Shackle Breaker refuses to be sheathed or stowed, instead wrapping itself around the wielder’s waist or chest. The chain’s spikes do not in any way damage or hinder the wielder, the chain does not take up a magic item slot in this manner, and the wielder may draw Shackle Breaker as a free action. HISTORY
In the coastal province of Eurythnia sat Sorshen, Runelord of Lust. Her empire was one of trade and merchant traffic; both in pleasure slaves and exotic goods. One such slave was a half-elf, whose name has been lost to history, owned by the wizard Belzart. Given to cruel whims, Belzart was reviled by her “subjects” and often had slaves killed for displeasing her. The half-elf was a competent minstrel and, unknown to Belzart, warrior in his own right. Using his natural talents for seduction, the half-elf soon became Belzart’s favored slave, a status that afforded him free range throughout the wizard’s estate. It was in the hours when Belzart took to the other slaves when the half-elf began crafting Shackle Breaker. Secretly and over the course of months, the half-elf worked on his weapon, using only his former bonds and a broken Sihedron rune. When he finally finished his work the half-elf presented himself, seemingly bound and helpless, to his mistress. It was then he slew Belzart, slaughtered her guards, and freed his fellow slaves (DC 25; Humble Liberator). The slave revolt was put quickly down and the half-elf and his weapon were cast into the sea. Shackle Breaker lay in the sand and silt for years until found by sahuagin pirates who bartered it to the half-giant chieftain Nen’Tuum. Nen’Tuum, an escaped slave in the greed-powered empire of Shalast, used the powers of Shackle Breaker to build a small fiefdom of ogres and dwarves. Eventually Nen’Tuum’s holdings caught the attention of runelord Karzoug, who personally came to see who would dare to grow so powerful under his shadow. Using guile and mollification, Nen’Tuum stayed Karzoug’s hand from destroying what he had built (DC 29; Placate Thy Enemy). Nen’Tuum’s reign was cut short by an attack from the neighboring bugbear legions of runelord Alzanist’s empire; Bakrakhan. Seeing the rage and fury that Nen’Tuum fought with, the bugbear warlord Vurdnott took Shackle Breaker for himself, unaware of its true power. Vurdnott eventually lost Shackle Breaker to agents of Karzoug. Drawing upon its power, the runelord’s human agents bound the barghest Malfeshnekor with Shackle Breaker, keeping him inside one of Karzoug’s sentinel statues. Yet, when the end of Thassilon came, both Malfeshnekor and Shackle Breaker were forgotten (DC 34; Subdue the Demon). LEGACY RITUALS
Humble Liberator: You must defeat a slave owner who’s Challenge Rating must equal or exceed your character level and then free the owner’s slaves. Cost: 1,500 gp. Feat Granted: Least Legacy (Shackle Breaker). Placate Thy Enemy: You must convince a Hostile enemy to a community to halt their actions. This may be done with words (a Bluff, Diplomacy, or Intimidate check) or by the offering of a gift (the total of which is subtracted from the total ritual cost). Cost: 13,000 gp. Feat Granted: Lesser Legacy (Shackle Breaker). Subdue the Demon: You must defeat an evil outsider with a Challenge Rating that equals or exceeds your character level in personal combat. If summoned using a summon monster spell, the outsider must be defeated before the spell duration ends. Cost: 40,000 gp. Feat Granted: Greater Legacy (Shackle Breaker). WIELDER REQUIREMENTS
SHACKLE BREAKER WIELDER REQUIREMENTS
"TABLE" 1-1: SHACKLE BREAKER
LEGACY ITEM ABILITIES
Arcane Sight (Su): You can use detect magic or read magic at will as the spells, using a different command word for each effect. Detect Runelord Servant (Su): While wielding Shackle Breaker you can detect the presence of any creature with the Giant type within 60 feet, but you must concentrate (a standard action) to do so. If any giants or giant-kin are detected, Shackle Breaker sheds an orange glow equivalent to a torch. If the giant or giant-kin possesses any type of damage reduction, you ignore it when attacking with Shackle Breaker. Unshackle Mind (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can use break enchantment as the spell (CL 10th). No More Locks (Su): At will on command, you can open locked or magically sealed items, as with the knock spell. Slip the Bonds (Sp): Once per day, when you issue the command word and gesture (a standard action), you can use freedom of movement as the spell (CL 10th). Mettle (Su): At 16th level, the wielder of Shackle Breaker can resist magical attacks with great willpower and fortitude. If the wielder makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. If the wielder is unconscious or sleeping he does not gain the benefit of mettle. Slip the Prison (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can teleport a short distance, as if affected by the dimension door spell (CL 15th). Mental Freedom (Su): Shackle Breaker grants the wielder a +3 insight bonus on Will saving throws to resist mind-affecting and compulsion effects. As I said, input is most appreciated.
Hello everybody, I am looking for some advice to make an interesting combat out of a rather unfortunate setup (at least when it comes to encounter design). This is one of the final battles in long going campaign (72nd session over about six years, 12-16 hours each). The party is at level 13 and there are the following characters involved: - elven transmuter in the body of a human bard - half elven oracle of life - dwarven inquisitor of torag - infernal sorcerer - a ghaele azata NPC (https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/azata/ghaele/ ) - a mystic theurge NPC (CR 12) carrying a bag of holding which is rather important (see below) - (soulless body of a human bard) The enemy is a single (thats why I said "unfortunate") lich of 17th or 18th level (I didnt finish his stats so far) The exposition: The BBEG of this story arc is a high level lich (wohoo). As the party discovered the secret source of his powers said lich had to risk everything not to lose grasp on his plans. In a last attempt to prevent the party from destroying an atifact which holds the weapon he depends on to conquer kingdoms he casts the spell magic jar through said artifact on the partys bard who held it. My approach here was: when the lich has its soul and therefore phylactery at hand he is able to cast the spell but puts the one thing at danger that keeps him from dying. So the bard fails the save and is possessed. The party tries to negotiate without success and the lich threatens to kill the bard. Thats when the partys wizard does something rather surprising. He himself casts magic jar on the bard and as you probably all know: sometimes the dice tell the best stories. The lich fails its save rolling a natural one (even though his bonus alone exceeded the DC) and his precious soul becomes trapped in the wizards soul jar while the wizard on the other end possesses the bards body. Now the constellation is rather freaky. Its kind of a stalemate; both fractions remain with a soul of their enemy. Now the thing is how magic jar works. As both bodies are too far away from their respective soul jars, crushing those instantly sends them to the afterlife. Both parties know the other side is ready to negotiate somehow as otherwise they would have released the souls already but they expect deceit and cheating - somethings on the line here after all. The PCs figured out they are somehow in the better spot as the lich will be desperate to get back his soul while at the same time the bards sacrifice seems like an option to save their kingdom. They made up a plan and created a demi plane, rather small, greenish and of circular shape where they gathered and invited the lich for a prisoners exchange. They know the lich will come as he needs his soul and the magic jar spell is soon to end. They also install a teleportation trap to only let in the one enemy they want to face and back that up by threatening to kill his soul as soon as someone else enters their demi plane. Quiet a bad spot for the lich to be in I guess. They stored the soul jar containing the liches soul inside a bag of holding, ready to crush it from within, killing the soul as it cannot travel between planes - the extradimensional space inside the bag is insurmountable no matter how close the lich is to the bag of holding. The scenario: So the lich enters a small demi plane where the party awaits him and first thing he does is casting a quickened time stop (using a rod) - thats when last session ended (nice cliff hanger!). While he has lots of allies who could reasonably help him fighting the party, a teleportation trap doesnt allow creatures to enter the fight and even if they manage to bypass the trap the lich might not want them to risk his soul (see exposition). The lich is buffed up from toes to teeth but now I need to know what is reasonable for him to do and makes for an interesting boss fight. So what are the spells he casts during his rounds of time stop? My first idea was: Mages Disjunction. I am not exactly sure wht the consequences will be but I think it will dispel the demi plane as soon as time stop is over and it will also render the bag of holding containing his soul useless for its duration and therefore safe. If he combat will be relocated - they will all be spat out somewhere in the astral plane (due to create demi plane) which actually makes for a nice location. But what next? The lich will be largely outnumbered and usually these kind of fights dont work well in pathfinder. I need him to get support somehow, he needs to survive the first rounds of combat and then challenge the party. I have no clue how the battle could go on from there and I'd appreciate every single idea you can come up with. I want this to be remarkable! Also - it doesnt have to end there. It would be rather fine if the lich is able to rescue is soul somehow and flee or even flee without his soul. But at this point a final battle might as well be the perfect ending to this story arc. Furthermore I would really appreciate some feedback on the whole mess of magic jars in place. I feel like we sticked as close to the rules here as possible but now it seems pretty hard to figure out what a mages disjunction will add here. As well as dispelling the demi plane it will probably end the magic jar spell on all participants. So the magic jar spell cast by the transmuter to trap the liches soul will and and as the respective soul jar is stored in the bag of holding the soul will not be able to get back to its original body (or here: phylactery), right? How could the lich prevent that from happening? Is there a way for him to force his soul out of the bag of holding wjile in time stop? Is there anything he can do about it? And is there something I missed about all those interactings of spells (namely two magic jars, time stop, mages disjunction and create demiplane)? Are there certain spells the lich can use to his advantage for this specific situation? Thank you a lot in advance! I cannot wait to read your ideas :) Best wishes,
PS: Bonus points if you have an idea how this can evolve the transmuters hidden agenda; the player whants the character to become currupted more and more (he already drifted some steps away from his NG alignment at the campaign start). PPS: Also bonus points if the following chain of events sticks to the pathfinder rules as close as possible. Not because I love those rules (man, at times this feels so outdated) but because this forms the ontology of the world we agreed to play in and itself has been part of this games narrative
Hello everybody! I am playing a campaign based on kingmaker right now, but I'm not going to use books 4 to 6 (as I don't like the plots). The PC are level 9 and have to deal with strange murders in their capital as well as political entanglements these days as the House Orlowski seems to have suspicious plans. What happened so far and what is different to the plot in the books - not obligatory for answering my questions:
Just a rough-grained summary: Restov was ruled by Jomani Surtowa, mayor of the city and loyal to the king Noleski. In times of riots (as aldori swordlords wanted to reclaim power in Restov) his position was questioned he sent out adventurers to the greenbelt in order to stabilize his power by taming the wilderness in the south.
The players then played the first book, killing the staglord and eventually establishing their first city right on the ruins of his fortress - Narlgaard. Few days before the coronation he dies to a Wright - Turalyn Baldor the Stillborn. They then start building up their nation, make friends with werewolf mercenaries and find themselves in a planar adventure that after betrayal leads them to the fellnight realm (based on the respective module), rescuing Roswen the awakened goldfish witch and shutting off the arcane engines that connects the demiplane to the narlmarshes (I used the "Fangwood Keep" instead of the one found there in the second book of the AP. Right after that Noleski Surtowa, king of brevoy, marries Elana Lebeda and announces that Restov shall again be ruled by the aldori swordlords - which costs Jomani Surtowa, sponsor of the PC, his job. Meanwhile Raifs, the father of the staglord and Hragulka started to gather allies in order to defeat those humans penetrating their world. More threads arise within their boarders, riots of mine workers caused by some mysterious stranger, a bonedevil assaulting their high priest and killing dozens of guards and conflicts within the high council. Another PC dies in the very same tomb Turalyn did a year earlier. Far deeper in old catacombs of ancient cyclops. This is also where the PC defeat a normous costruct guardian who protected a long forgotten grave. An undead cyclops then rises from this very tomb and flees as fast as he can. He will later awake Vordakai, the lich king of cyclops. This is the point where my questions below will connect. A lot of stuff happens. An army of trolls appears right in the center of Narlgaard, their capital, and destroy a huge part of the town as well as hundrets of citizens. They can fight back the attack but the damage is great and the trolls appear to have some kind of great magic in their support. Suspicious. The players then notice that the trolls gave up their bond to Raifs, killed him and most of their allies. When the PCs enter a new but empty stronghold of Hragulkas troops they find a cave leading to a valley where they find an entrance to old caves - "The Rift" (You can goolge for the "rift" and the "warrens" maps, which I combined - they belong to the most amaging dungeon maps I ever used!) where they not only find Hragulka and his fellow trolls but also the entrance to a newborn underground keep of duergars. The battles are long and tough but finally the PCs manage to kill the high circle of the enclave - three powerful duergar spellcasters and recover an artifact foliant of droskar. Back in their capital the recession kicks in. The damage is terrible but slowly the young nation starts to recover. This is where my game is right now the next event will be a marriage between a PC (elven wizard) and Mina Lodowka, princess of House Lodowka. What I want to do is make Vordakai a far more fleshed out villain than he is in the actual book. His tactics are so poor as written that I wouldn't want to waste and sacrifice a freaking lich for a little dungeoncrawl. Thats why I thought about what he would do from the moment he is woken up by his champion that the PC released in the ancient cyclops tomb. He has this crazy powerful artifact in his head which he wants to make best use of:
Oculus of Abaddon
Minor Artifact Category:
Darkvision to a range of 120 feet (constant)
The oculus of Abaddon is powerfully neutral evil and possesses a limited and hateful intellect of its own. while not capable of communicating directly with its owner, it refuses to activate its powers for any user who is not neutral evil. But first he needs information - the most important good for him in the early and even more so in the later stages of his rise. Luckily his Aculus allows him to scy a lot and use his familiar for scouting the neighbourhood. He spots Varnhold, he spots the realms of my PC and he spots Brevoy as well as Mivon. A lot has changed within the past thousands of years. Together with his champion he wakes up all other cyclops buried in this very tomb (for which I use a slightly recolored map of Snurres Hall of the Fire Giant King) - enough to do some mining at least. He uses spells and undead workers to produce salt and jewelery - he needs money to accomplish further goals he set up. So while his minions are mining he scries and scries and scries. His raven travelling through the surrounding countries, listenig to important nobles, lords and ladies. He gets to know secrets, for example that the Orlowskis plan to attack the Lands of House Lodowka (an elven wizard PC is just about to marry the princess of House Lodowka) so thats a good point to start. He visits Lord Orlowski in human form (he uses Greater Magic Aura and a greater Hat of Disguise to appear as humen without magic properties) and convinces him that he wants to buy weapons for wars in the south so he makes him a great offer. He will fund the war against the Lodowkas if the Orlowskis provide more weapons he can transport to the south.
For Vordakai this is perfect as he wants to use the war in the north as distraction and also profits from weapons for his own units. Right after the deal is made he uses his artifact for the first time. He charms the population of Varnburg in order to take their (rather empty) treasueries and to have more workers for his plans. There is a lot of stuff he needs to prepare.
At this point I might need your help. He now has a couple of undeads, a lot of information and ~200 citizens from varnhold he turns into undead (maybe one or two intelligent ones as he needs help organizing his upcoming rulership). He also started to contact other evil enteties around to find some allies or vassels. A year later when the war between Orlowskis and Lodowkas has probably started - according to his plans - he wants to use the Oculus of Abaddon for a second time. But now he's aiming for Restov. I did some calculations on the distribution of CR among the citizens and the formula I thought looks plausible was an exponential function, proportional to EXP(-[HD of citizen]/1,25) which resulted in ~19.900 of the 20.000 inhabitants being charmed without getting a save. That sounds like a lot but I wanted to have a rather steep distribution. Most of the remaining citizens won't make their save so that I guess 20-30 of them being able to resist the artifact. Now what? He has almost 20.000 humanoids under his control for 20 days. What does he do? Does he move them to his "base"? Will he kill them to raise them as undead? That seems hard to handle. He wont be able to feed so many people at all so he probably needs to kill them. That's a truely scary scenario. What does he do with those that resisted the charm? What will those who resisted the charm do anyway? Some might be able to use spells to stop several of the charmed... but I'm not sure how to think that through. What's going to happen afterwards? Would it be smart to even use the artifact? He could take every single coin from that city - not too bad. Could he use the structures? Should he leave the city abandoned? Can he still conceal whats going on? How does he move those people? Just have them walk two hundred miles? And what would he need to tho in the previous year in order to prepare for that event? This is how far I am right now. I also want him to get some help from Abaddon as his artifact is closely tied to this plane. He will get some Divs and Daemons to lead his armies because why not. He will also get an army of Urdefhans as I feel like this would suit him really good and is plausible. I'm open to any kind of idea or critique - the more detailed the better. I want his plans to suit a highly intelligent ancient wizard with great knowledge and power so it should make sense all through and result in a subtly rising threat establishing in the very east of my PCs nation. Thank you so much in advance, Wasum
Hello everybody! I want to generate an intense atmosphere of danger in the next session of my current campaign.
Do you have recommandations on how to design such a scenario? I'd really appreciate every single idea you can contribute :) Wasum
I think your GM will tell you which way the game uses to destribute abilizy scores. Point buy is the most favored option because it's fair. You will see variation for sure, it lets you customize what your character is good at - you can think of a background and then distribute your points as you see them fit. Dice on the other hand may lead to very unbalanced groups where on player steamrolls encounger because he got superior stats while another one wont even be able to play what he wanted to play because he doesnt have the attributes to do so.
i'd also say go for touch spell sneak attack. You can easily use twf for those if you want to and it also makes you very versatile as soon as you get some wands and stuff. Another option would be a dex to damage sap master build. Combine with scout to get off one devastating strike per round while keeping good AC. You need the blade of mercy trait though. Third one is THF with something like a longhammer, add vital strike and sap feats, maybe even enforcer for debuffing fun and be very mobile while striking really hard each round... less defense than going dex based but you can pick up power attack for sweet amounts of damage.
I wish I could have observed those conversations you had with your GM. I absolutely cannot imagine how that took place.... "Can I play a character that is almost invincible, potentially breaking the campaign unless the enemies you throw at us have that one feat from another game? Well, it's the same game I picked that template from."
Later... "I feel like my character is too strong. You have to bend the rules in order to challenge me and therefore the whole group. You are not using that feat, mindsense, at all and I do not enjoy that abilities my character obtained from rules of another game are rendered useless. Therefore I want to rebuild him in a way it merges to the rules of the game we actually play and doesnt outshine other characters while giving you the opportunity to throw regular encounters at the group without me stomping them all."
Another occasion... "Hey! I found that spiked chain in Pathfinder RPG too weak, so I checked other versions of other games and - you wouldnt believe - in D&D3.5 the spiked chain was broken as fcuk! Hence I assumed it should be allowed in our game - here's my character sheet!"
the advantage of prepared casters is that they are strong no matter what you do and you can find out how to effectivly play them throughput your career. You just cant really do anything wrong. On the other hand those need players who know it takes some bookkeeping and time investment due to the sheer number of spells. Spontaneous caster are easier to play but harder to build. You will have to help them there as you can easily mess up one of those really easily.
In highschool you for sure learned how to calculate expectancy values. The curricula of most countries include that around 10th grade. And that is actually all you need to calculate DPR. Also, you dont need excel-sheets or something like that to do so as it contains only simple multiplications. No need to have studied math at all - just visiting highschool lets you know how to do it, so no need to be deterred :D
Noone cares how much fun people have playing rogues. We all know its possible to enjoy playing a rogue in certain games and groups. That has just nothing to do with the question why the rogue is subpar. He definitly is, no matter whether you care or not or enjoy playing rogues more than anything else. This topic appearently deals with the weak mechanics of the rogue class and not with amazing rogue-fun in some homegames, not with rogues who were viable in unoptimized groups an not with CRB-only games which try to make all other classes weaker in order to maintain a reason for playing rogues. Its about nothen but the mechanics of that class - the rogue - compared to other classes mechanics and why it is as "subpar" as it is. And I know that people dont like to hear that, but this topic is not about fun. its about game design, predictable problems that may occur due to weak balancing regarding how the classes perform. Honestly, I think "just have fun with that class, its possible" is an answer full of ignorance to the vital spot of this annoying discussion that comes up again and again on therse boards and always inspires some people on here to explain "us" how this game is meant to be played.... Sorry for that rant, but I'm really tired by this.
Yea, sure, but that has nothing to do with the rogue mechanics. You could have done the same as commoner, bard, ranger or awakened sheep (skill focus sleight of hand, some item to pimp dex and the SoH and there you go). The thing is not that you cant have fun, the problem is that the rogue mechnics are just bad and there is no justification why. I could enjoy playing tennis with a baseball bat as well if my goal isnt to hit the ball but talk to the referee about how weather is in cologne. But some people wanna get that freaking ball over the net and therefore struggle when holding a rogue in their hand who isnt even close to a bat.
The problem with the rogue-class is that it is not the best way to build a rogue.
But most people see the image and the description of the rogue class and therefor think (understandably) this is the class they want to play in order to get that bad ass backstabber. So in case you want to make the class more popular, just copy description and layout of the rogue page of the crb and combine with the one for rangers. people will start playing rangers all of a sudden.
Dex based lore warden with 1 level of maneuver master using dervish dance + dirty tricks. Great AC, great saves, sky high CMB, okay damage, you can even add trip to your list and easily control the battlefield. Also you get a lot of skillpoints for a fighter. Could also be pulled of with strenght - less defense, more damage. Another thing could be Pala 2, Sorc 3, Dragon Disciple 8 wielding a greatsword. good defense, amazing offense, spells. More interessting than EK builds. What about Magus? Just combine those two worlds, cast useful spells, hit it with your sword. Or - one of my favorites - play an Oracle of battle, dip 2 levels of Paladin and become a melee beast while still having those spells. Sword and Board Ranger - great damage, flexibility, defense, yey. Some Pathfinder Chronicler stuff with UMD as his ability to have almost any item available when he needs it is so close to swiss knife. Also, eldritch heritage is always an amazing way to make your melees more interesting - and there really are some great picks!
Hey there! I am looking for character concepts that are competetiv in optimized game but use unusual ways to deal with their problems. You know - other than beatung things up with falcata or falchion, other than pit spells and shocking grasp spellstrike action... just things that do not come up often as main schtick of a character. Just for example: I had that sorcerer who used some pimped up enervation action to defeat his enemies or another one who used fear effects and phantasmal killer. Maybe a character who effectivly uses poison to kill his enemies? Or a hydraulicnpush sorcerer with bullrush feats and high CL? I somehow feel like I kinda fail at explaining what exactly I am looking for, but maybe you have an idea and can provide some ideas:)
Hello there! I want to build a character based on the fishmen in "One Piece". I'm not sure which way to go, but I probably want him to be a martial artist (-> Fishmen Karate) and maybe even adopt their abilities to fight using water somehow. And he should be kinda charismatic of course! I'm using a 20pb and about all the paizo-sources available. Oh and I already thought about making him a mysterious stranger but then it would be even more difficult to implement the fishmen karate thing... Well, I'd be really glad to get some advice there! Wasum
You really have to differentiate between experiences, subjectiv impression and awesome home party gaming on one hand and the mechanics on the other hand. Sure, there are circumstances when it might be fun to play soccer high heels, but that should never be included in the rules of the game or be preached as the right way to do it.
Sorry for quoting myself but it fits in both threadsd: Wasum wrote:
Hey there! I don't know whether this is going to work, but after some research I recognized there is no thread like this one yet. My idea here is to post creative, special and challenging encounters that others can use in their games. Making up encounters is not easy and requires a lot of preparation (even though there already are a couple of great guidelines of how to do so), so I'm pretty sure such a thread - if filled with the most exciting battles, skill challenges, traps or whatever you made up in your games - will find use in many campaigns. To help readers on whether a posted encounter may be implemented in their current scenario we should mention some important aspects: _________________________________ Summary: ("Party fights small mosquitos in mouth of colossal frog while trying not to be swallowed") CR of the encounter: Typ of encounter: (Is it a boss fight, a skill challenge or some mini game?) Background: (For what party did you initially create the encounter, what was the intention?) Encounter: (What exactly does it look like? What creatures did you use, what tactics? Just all the details!) Comment: (How did your group get through the encounter? What might be a problem? What else should be mentioned?) ________________________________ I really hope to find some people filling this thread with great ideas! I will do so as soon as I get home as I have some cool encounters that might be interesting for some of you:) This might really help lots of GMs or at least can provide some inspiration! I know we have a huge number of creative heads on these boards, so there's no excuse:) Wasum
Hello there! Well first: In Pathfinder HD means something like level. A druid of level 8 has 8HD because he hitpoints of 8 dice-rolls (well, 7 assuming the first one is always maximum) So when an animal companion starts with 2 HD it kind of is level 2. when you look at the BAB of a druid you will see he's at +1 there as well. Now when the companion has 3HD it gained a level, so you have to toll one die to determin how many hitpoints it adds to its total. Sometimes companions do not gain a level when the druid gains one. Thats when the HD in that table does not change. The companion does not gain new hitpoints or similar level dependent stuff (like feats, stat boosts or saving throw increases) In the end it caps at 16 HD. when you compare it to the druid table you will see that the druid has a BAB of 12 at level 16, so when the druid is level 20 the animal companion has 16 HD (=is level 16) and the BAB of a level 16 druid: 12. Claws and bites are primary natural attacks. That means all of them are done at full BAB and all of them add the full strength modifier to damage. Rake means that as soon as the companion grapples (what it can always do, check the rules for a grapple maneuver) it can deliver these rake attacks.
Further you can also use the rake special attack when using the allmighty pounce special attack. Then you end up having 5 attacks at full attackbonus and strenth bonus to damage after a charge. Wasum!
The thing is most of the time its way more important to be able to spike than to do reliable constant damage. Maybe there are campaigns where this is useful, but looking at all the AP's there is none where the ability to regulate your power isnt superior. Being able to nova somehow is just exactly what is needed in hard fights while constant high damage is not really necessary in the easier battles.
Accept it as it is. Where's the problem with description? The T-Rex falls in lava, and swims back to the edge, climbs out with an acrobatic check (those small arm can perform heck of a move) and then bites the evil halfling barbarian who seems to take the hit without any troubles and even makes his grapple check to not be grabbed in that mouth that alone is 4 times bigger than him. Thats D&D - maybe you should consider a different game system without hitpoint mechanics if you cant handle it.
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