Red Dragon

Weaponbreaker's page

Goblin Squad Member. Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber. Organized Play Member. 188 posts. 2 reviews. No lists. No wishlists. 4 Organized Play characters.



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Is there a way to reissue this cancelled order without The Book of the Damned?

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Could you bull rush a character with Antilife Shell cast upon it into a creature warded out to collapse the barrier?

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Oh great and wise publishers when if ever will we see an AP dedicated to stopping some Rovagugians from awakening the Rough Beast's children?

Years ago we were gifted the Kaiju and we have yet to see them ravage the world when they are awakened from their slumber by mad cultists. I know it's a classic well played trope of RPG's but I would love to see a group of local heroes stumble upon a dark cult disrupting a brutal ceremony and chase that ominous threat down before the cult can raise a truly terrifying, legendary, apocalyptic monster.

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Question; What is the speed of a character in a medium suit of Mithril armor?
Relevant text from Core Rulebook (not srd)
Speed: Medium or heavy armor slows the wearer down. The number on Table 6–6 is the character’s speed while wearing the armor. Humans, elves, half-elves, and half- orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Mithral: Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).

Mithril calls out movement, not speed, on the SRD and in the most recent printing of the Core Rulebook.
Each armor type calls out speed, not movement, on the SRD and in the most recent printing of the Core Rulebook.

Therefore we gave ruling that medium Mithril armor still reduces speed, but if a situation would hinder movement of a creature wearing medium armor that penalty would not be enforced.

Are we messing up the RAI vs the RAW?

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I want to say thanks to the panelists for an interesting and valuable hour spent. I forget the actual names of the three involved but I wanted to officially say thank you.

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Hey look I see me!

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Hello most adept warehouse trolls, I just received my monthly subscriptions and my side cart did not ship with them...I am kinda miffed and purchased those things with an eye near immediate use. When will May be shipping out and do I have hope of getting those items anytime soon?

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As charter member of the AP and a Rise GM what I'd love to see instead of new monsters is pre-stated templated monsters.

Ahh this book covers levels 1-4 the RMT covers 1 ogre to 1d4 wolves. A party of 4, 4th levels works over 1 ogre like a kid on a Popsicle, it gets licked. Now if in the back there is a stat-block for an advanced, shrine-blessed ogre or a mythical animal wolf instead of random 1XX creature those stat blocks become suddenly very useful.

Don't get me wrong I love the themed monsters they are kind of fun but sometimes I want a B1 or B2 creature that exists already but I need a specialized one to add flavor.

Anyone else?

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I am playing in a Skull and Shackles campaign and we (the party) are trying to make our sailing ship sail the skies. Only problem is we don't know how we should go about it. Any advice would be appreciated.

We are 10th level and not trying to bust up the campaign. We are a bard, ranger, witch, cleric.

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or the Bard-Druid-Cleric mix is this viable?

Bard (Arcane Healer)
Half-Elf, +2 Chr, Swap out Multi-talented for Arcane Training, Skill Focus (Heal)
Str 10, Dex 12, Con 13 (+1 at level 4), Int 12, Wis 13 (+1 at 8th), Chr 18 (stat bump at 12, 16, 20)
Traits; Blessed Touch and Narrows Survivor
Feats;
1 - Nature Soul; to lead into Animal Ally
3 - Eldrich Heritage; Celestial for the heal ray
5 - Animal Ally; Druid Animal Companion at level -3
7 - Selective Channeling; A most for channeling
9 - Boon Companion; AC at full level
11 - Extra Channel; More channels...duh
13 - Channeled Revival; 3 channels = Breathe of Life = frigging sweet man!
15 - Life Lure; fascinate undead with damaging channels or Extra Channel
17 - Improved Eldritch Heritage; Wings, free flight rocks
19 - Greater EH or Extra Channel or Extra Music
Extra performances at a 2/3 ratio for the favored class bonus with skill point at 1/3.

Enough healing to cover a cleric, knowledge a-plenty, AC for meat shield.

What do y'all think?

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So say I have reach and I'm casting Summon I and someone comes through a threatened square, what happens?
No AoO as full round casting "consumes all your actions that round."
AoO are a no action so you can make them while casting a full round action.
Sacrifice the spell to take an AoO.

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SO that's the secret, you keep your Daigle in a box as opposed to a free range Daigle!

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So we ran into some Grindlow's and they have a swift action trip called Tangling Tentacles. the monster doesn't have the trip MA nor does it have Imp. Trip. Would this Extraordinary Ability cause an Attack of Opportunity?

Grindylow

Swift Action

Attack of Opportunity

Neither Swift Actions nor Attacks of Opportunity say that swift action do not provoke. It gives the example of a swift spell but specifically calls out that Quickened Spells do not provoke.

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We just started last night and here is the motley crew;
Catfolk - Cat Burglar rogue, focused on claws as weapons
Changeling - Beast Bonded Sea Witch, focusing on charms/social manipulation
Gnome - Prankster Bard, focusing on combat control
Human - Fighter Cad, maneuver focused using a whip and short sword
Goblin - Shark Shaman, focused on his AC and water mastery

So far so good, no keel hauls, murders or thievery...OK a little bit of stealing and we did start cutting the crew that confronted us on day 3. Can't wait to start bucaneering...

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OK guys I need some pointers here.

We are currently playing though the CC AP and I have come across a couple of problems with the current GM.
1) He obsesses over killed characters. It seems every character death he doles out he expects some sort of hand wringing and desire from the player to somehow involve the character further. i.e. He plans to swap the soul of the warden for our dead clerics soul, he was very disappointed that one player was fine with his inquisitor just being turned over to the church for buriel, etc...
2) He gets way to involved in his NPC's, often reworking 'set piece' or face-and-name only NPC's into full fledged write up (class levels, motivations, etc...) i.e. we had charmed/intimidated 3 goblins into being our door openers at the end of Book 2 (goblins were part of a failed wandering monster roll ambush) well the very next week it was goblin druid, fighter and alchemist and he desired that we attempt to use this trio of slugs we were using as polish mine detectors and seemed sad that we did not give a whit about them. A group of names we don't need in the next area well why not invest time and make whole character behind them.
3) He won't leave the players alone to build their characters insisting he be apart of the character development. Now after a near TPK I have chosen to retire my current character and stride forth with a new one, he insists that I be apart of some other party at the next location and keep my current on until the party arrives there. I really feel cheesed off and do not want to play this character anymore and while between books it would be a perfect time to swap out.

As the default GM for RotRL and on the spot GM when things fall apart due the RL and scheduled GM for Shattered Star I get cheesed off about the unnecessary distractions to the story arc, the unending involvement of the dead and the interference in character development. I've tried to play it cool but really this last bit of interference in my character swap makes me wanna say and do mean things to him. Any advice on how to handle this?

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I know that the Paizo staff is dedicated to keeping its customer base happy and satisfied and therefore I humbly request the following;
Can you please automatically apply any promotional discounts to subscriber orders. I have been in from the start, contributed to both KS projects, routinely press PF unto my gaming cohorts, regularly scan, post and troll the boards and as soon as finances permit plan on heading to Paizocon. I don't think it is really too much to ask to have these promotions applied to my monthly batch of Paizonic goodness. I wanted to have the last promotion applied to my order and didn't apply the time necessary to figure out how to do it.

Thanks in advance no matter the outcome of my idea, I truly love the product and the attention this company shows its consumers.

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I'm playing a Magus at 15th level and I can't decided which Paizo golem would be best for my armor.

I would like to enchant it to at least a +4 and fully outfit my Magic items but I think keeping it about 100k would be optimal.

Any Ideas?

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Good morning, Order #2121431 refuses to process. It was declined originally for non-sufficient funds. However once the cost was covered and I resubmitted the same payment option it once again says declined for non-sufficient funds and simultaneously the charges posted to my account, only to disappear the next day. This has happened twice. I'm beginning to become frustrated enough to just cancel the order. Any help would be appreciated, because I really want these books.

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Suli (with standard race traits)

Traits
Quantium University Grad
Magical Knack

Stats
str 12
dex 13
con 13
int 14 (15-2+1)
wis 10
chr 17

Feats
1bonus - Weapon Focus Axe Musket
1 - Point Blank
3 - Incremental Assault
5 - Gunslinger

What am I missing?
What should I look for?

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I am asking because I am currently repainting and modding a fig for a friend and wanted to create a thematically complete paint job. A Google image search showed most seem to be in light blues and yellows like the iconic and I checked Camp Setting and G&M and Pathfinder Wiki and no mention was made of what a typical adventuring cleric would garb himself in.

What do you guys thing?

I am leaning towards a pastel red (pink rose), light blue and yellow.

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Can a ranger select any Combat Style Feat without needing the prerequisites at any level he can select a feat?

Relevant text:
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

I say the 2nd sentence (bolded) allows for selection at any level.

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I am building a non-PFS great axe / spiked gauntlet Str based TWF ranger and can't seem to pick a race.
The top contenders are;
Orc - has some drawbacks
Half-orc - doesn't seem to pop
Human - feats are cool
Oread - seems on par but not using it's racial magic benefits
Tiefling - seems off message
any other suggestions?

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First off let me state my expertise; I have been collecting D&D PPM's since I saw them advertised in Dragon Magazine. The first packs I bought were Harbinger and immediately I was addicted. By the end of the line myself and a cabal of friends were purchasing 1-3 cases each of each set. I played competitively from 2005 til the death of the game, even traveling across the county multiple times to play.

The set list for Heroes and Monsters seems to be a pedantic and boring with very few unique highlights or excitement. The paint jobs as a whole are rather bland with very little inspiration, however there are few of the minis that pop, pop, pop and are truly great grabs. While I was not floored and amazed, as an inaugural set this is a great offering.

Mini by Mini
1-4 The goblins; HFH, these little dudes are the best part of the set. Detailed, pretty paint jobs and best of all PPM Paizo Goblins...score A+
5-6 The orcs: meh, sculpts were ok, paint ok, the brute is top heavy and has a 'mushy' sculpt. D
7 Skeleton; You'd have to try and mess up a skeleton, pretty, accurate and a great common. B
8-9 The watch; boring, plain, but an OK base for future repaints. C+
10 Lizardfolk Champion; hmmmm a new style lizardfolk, not sure if I like it yet. Paint ok, sculpt a bit 'mushy' waiting for more lizardfolk to see if I like the new style. C-
11 Zombie; not good, doing the thiller dance, paint not great. D-
12 Giant Spider; capital A, Amazing, perfect sculpt, great paint. Perfect common. A+
13 Wolf; Great common, good paint, good sculpt, good job. B
14 Venomous Snake; did this guy shuffle through a bucket of red paint on the way to a fight? At least the sculpt is pretty good. C
15 Mummy: no paint, odd sculpt, better mummies out there. C-
16 Human Rogue; I love this guy the web photos do him no justice. Awesome uncommon. B+
17 Human Ranger: All my bows were bent upward, the sculpt looked like it wanted to be great but got lost in the mold and came out 'mushy'. Paint is pretty boring. C-
18 Elf Wizard: If the paint was a bit more creative this guy would be an A, he is a great 'blank' for repaints. B+
19 Half Elf Cleric; nothing special here and the holy symbol is lost to the mold and a blotchy paint. C+
20 Dwarf Fighter; not quite sure about this guy, good overall i guess. B-
21 Human Druid: Awesome sculpt, pretty good paint, overall great figure. A
22 Gnome Fighter; Not great but I like this little guy. B+
23 Dire Rat; WTH did a druid precast animal growth...too big (bigger than most of the humans). Paint is just bad, almost a total fail. D-
24 Gargoyle; Needs a black wash, otherwise OK, better gargoyles out there. B-
25 Half Orc Barbarian; Stumpy arms, little ax, odd sculpt. Needs better paint, very boring. C+
26 Spectre; Damn I wish he was clear plastic. Awesome mini. A-
27 Seelah, Human Paladin; WTH happened here, sculpt and paint should have been as good the Beginners Box set and it failed miserably. Boo! C-
28 Werewolf; Great paint, looks just like the common wolf, I love it. A
29 Medusa; Good sculpt, but WTH happened to the paint, no paint of the snake, BOO!!! C-
30 Minotaur; boring sculpt, boring paint, better minotaurs out there. C-
31 Ogre; Needs a flesh wash, sculpt needs cleaning up, Good effort and my 3yr old loved it so... B-
32 Troll; new way to go on the troll, a bit small, needs a skin wash, good effort. C-
33 Ettin; double-take, I love this guy and I got 3 of em. Too bad about the paint job though, needs wash a better detail. A-
34 Chimera; Fail, Fail, Fail. A lioness with wings, and two heads glued on, looks like a monkey with 3 butts. F
35 Manticore; could be better, but I like old school sculpt. Needs a wash, needs a wash, needs a wash. C-
36 Giant Caveweaver Spider; Super win, awesome sculpt, awesome paint, awesome rare. A+
37 Frost Giant; I love the hand swap, but WTH happened to his arms, is anemic, does he need to work out, anyway he needs something on the paint it's pretty boring. B-
38 Succubus; Seems Ok, paint is pretty boring, wings look tacked on. B
39 Lich; Capital C, Crazy, mad love for this guy. Awesome paint, awesome sculpt, awesome job guys. A+
40 Vampire; great sculpt but the paint is pretty boring. A

Overall Set Grade: B-. Great first offering, buy with little fear and definitely pick up singles.

Thanks to the Paizo and Wizkids for feeding my unhealthy addiction to plastiicrack.

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Could a large creature that's surrounded and grappling make a grapple check to move and bull rush?

We ruled no and the rules support that. But it seems it should be possible.
Bull rush
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver.

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Does anyone know who this company is?

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This ability is a game breaker. Is anyone else experiencing a similar problem?

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I was a bit disappointed to see there was not a blackguard prestige class in the PfRPG Core book. So I needed a Pf friendly BBEG for a game I am running so I made the Dread Guard prestige class. Any comments or suggestions are welcome and appreciated.
So here ya go

The Order of Ash
Once a cabal of paladins dedicated to assisting in Arodens return, the Order of Ash has fallen far from its founding principles. Originally the Knights of Ash would traverse the nations of escorting priests and friars to and from towns assisting with the disposition of the dead of Arodens flock. This close association with death led these knights to change their mission when Aroden fell. Instead they traveled far and wide collecting relics and bits of his power, wrongly believing that this was as Aroden would want. Soon they turned from grace and were little better than well trained thugs thieving from fallen temples of Aroden. Iomedae was tolerant of their misguided ways. When Aroden failed to rise, Iomedae decided to stamp out this small evil and the order’s headquarters a remote mountain stronghold named Rising Fall was sacked and the Order of Ash was thought destroyed.
A far more insidious thing happened, these fallen knights, their home destroyed came under the notice of Zon-Kuthon and he turned to Norgorber, who saw turning these pillars of virtue in hounds of Zon-Kuthon a worthy challenge. It was far easier than he thought and soon the first Dread Knight was prowling the land in search of religious relics to help him ascend into oblivion as a hound of Zon-Kuthon’s, not to raise the dead god Aroden as many of the order fervently believe. The Order of Ash has a hard time finding recruits and as such their numbers have dwindled as many Dread Knights travel to Zon-Kuthons palace soon after they are turned and the truth of their actions becomes known to them. Some of the Dread Knights know why they do what they do and forsake their old life and whole heartedly embrace their new position. Some believe they are true redeemers and their actions will allow Aroden to rise yet again and their actions while despicable are a true sacrifice to bring about a miracle. They firmly believe any evil they commit is for the greater good and their transgressions will be atoned for when Aroden returns. They fully expect to be forgiven and will stop at nothing to gain control of artifacts they deem necessary to their cause.

The Dread Guard
Requirements: To qualify to become a dread guard, a character must fulfill all the following criteria.
Alignment: any evil
Base Attack Bonus: +5
Skills: Knowledge (religion) 5 ranks, Intimidate 5 ranks
Special: Must willingly be an ex-paladin and have used an Artifact

Hit Die: D10

Class Skills: The dread guard’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Spellcraft (Int).
Skill Ranks per level: 3 + Int modifier
Class Features
All of the following are class features of the paladin.

Weapon and Armor Proficiency: Dread guards gain no proficiency with any weapon or armor.

Spells: A dread guard has the ability to cast a small number of divine spells which are drawn from the paladin spell list. A dread guard must choose and prepare her spells in advance.
To prepare or cast a spell, a dread guard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the dread guard's Charisma modifier.
Like other spellcasters, a dread guard can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma. When the table indicates that the dread guard gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A dread guard must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A dread guard may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Level 1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 1 0 — —
4th 1 1 — —
5th 1 1 0 —
6th 1 1 1 —
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1

Blackfingers Blessing (Ex): Due to Norgorbers involvement in creating the dread guard they gain several key abilities at 1st level and every other level after(3rd, 5th, 7th and 9th). An ex-paladin may exchange up to 9 levels of paladin for an equal amount of dread guard levels immediately gaining those class abilities.

Blackfingers Blessing I: The dread guard gains Aura of Non-Detection and is difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC 15 + your dread guard level.

Blackfingers Blessing II: The dread guard gains the Divine Bond class feature as follows; The bond allows the dread guard to enhance her weapon as a standard action by calling upon the aid of a demonic spirit for 1 minute per dread guard level. When called, the spirit causes the weapon to shed Darkness as the spell, caster level equal to her dread guard level. At 3rd level, this spirit grants the weapon a +1 enhancement bonus. For every two levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 9th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, defending, disruption, flaming, flaming burst, frost, frost burst, keen and speed or may be used to gain the unholy property. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The demonic spirit imparts no bonuses if the weapon is held by anyone other than the dread guard but resumes giving bonuses if returned to the her. The bonuses apply to only one end of a double weapon. A dread guard can use this ability once per day at 3rd level, and one additional time per day for every three levels beyond 3rd, to a total of three times per day at 9th level.

If a weapon bonded with a demonic spirit is destroyed, the dread guard loses the use of this ability until she sacrifices a sentient humanoid creature with hit dice equal to her dread guard level. She takes a –1 penalty on attack and weapon damage rolls until she does this 1 hour ceremony.

Blackfingers Blessing III: The dread guard gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Blackfingers Blessing IV: The dread guard gains immunity to all charm spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale bonus on saving throws against charm and fear effects. This ability functions only while the dread guard is conscious, not if she is unconscious or dead.

Blackfingers Blessing V: The dread guard gains the ability to debilitate with her smite good ability. She can blind, deafen, paralyze or deal 4 points of ability damage. She can only use this ability once per smite and these debilitations last until the smite good ends and cannot be dispelled or ended.

Detect Good (Sp) At will, a dread guard can use detect good, as the spell. A dread guard can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the dread guard does not detect good in any other object or individual within range.

Dark Blessing (Ex): The dread guard gains Darkvision 60ft and can see in any type of natural or magical darkness.
Smite Good (Su): Once per day, a dread guard can call out to the powers of evil to aid her in her struggles. As a swift action, the dread guard chooses one target within sight to smite. If this target is good, the dread guard adds her Cha bonus (if any) to her attack rolls and adds her dread guard level to all damage rolls made against the target of her smite. If the target of smite good is an outsider with the evil subtype, an good-aligned dragon, or an cleric of a good god, the bonus to damage increases to 2 points of damage per level the dread guard possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the dread guard gains a deflection bonus equal to her Cha modifier (if any) to her AC against attacks made by the target of the smite. If the dread guard targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the dread guard rests and regains her uses of this ability. At 5th level, and at every three levels thereafter, the dread guard may smite good one additional time per day to a maximum of three times per day at 8th level.

Channel Energy (Su): When a dread guard reaches 3rd level, she gains the supernatural ability to channel negative energy like a cleric of equal level. At 5th level she can use this ability to channel ‘stolen’ positive energy. This consumes two uses of her channel energy ability. This is a Charisma-based ability.

Sneak Attack (Ex): If a dread guard can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The dread guard's attack deals extra damage anytime her target would be denied a Dex bonus to AC (whether the target actually has a Dex bonus or not), or when the dread guard flanks her target. This extra damage is 1d6 at 4th level, and increases to 2d6 at 7th level. Should the dread guard score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage, a dread guard can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The dread guard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or creatures that are incorporeal, oozes, swarms or elementals.
This ability stacks with other classes that grant sneak attack damage.

Dark Gods Grace (Su): At 10th level the dread guard is fused with the dark soul that is Zon-Kuthon. He must destroy 1 artifact dedicated to any other god to be eligible for this class feature. He must also sacrifice 10HD of sentient humanoid creature or creatures each year for this class feature function. He is able to call forth, for 8 hours per day, the services of a Nightmare that obeys him without question. She also gains 1 more use of smite good. Any damage done by an attack that deals sneak attack damage requires a DC 15 caster level check to heal magically. Her divine bond automatically gains the wounding property; this does not allow it to exceed the maximum bonuses it can have. She also treats any non-lethal damage done to her as doing 0 points of damage.

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I was a bit disappointed to see there was not a blackguard prestige class in the PfRPG Core book. So I needed a Pf friendly BBEG for a game I am running so I made the Dread Guard prestige class. Any comments or suggestions are welcome and appreciated.
So here ya go

The Order of Ash
Once a cabal of paladins dedicated to assisting in Arodens return, the Order of Ash has fallen far from its founding principles. Originally the Knights of Ash would traverse the nations of escorting priests and friars to and from towns assisting with the disposition of the dead of Arodens flock. This close association with death led these knights to change their mission when Aroden fell. Instead they traveled far and wide collecting relics and bits of his power, wrongly believing that this was as Aroden would want. Soon they turned from grace and were little better than well trained thugs thieving from fallen temples of Aroden. Iomedae was tolerant of their misguided ways. When Aroden failed to rise, Iomedae decided to stamp out this small evil and the order’s headquarters a remote mountain stronghold named Rising Fall was sacked and the Order of Ash was thought destroyed.
A far more insidious thing happened, these fallen knights, their home destroyed came under the notice of Zon-Kuthon and he turned to Norgorber, who saw turning these pillars of virtue in hounds of Zon-Kuthon a worthy challenge. It was far easier than he thought and soon the first Dread Knight was prowling the land in search of religious relics to help him ascend into oblivion as a hound of Zon-Kuthon’s, not to raise the dead god Aroden as many of the order fervently believe. The Order of Ash has a hard time finding recruits and as such their numbers have dwindled as many Dread Knights travel to Zon-Kuthons palace soon after they are turned and the truth of their actions becomes known to them. Some of the Dread Knights know why they do what they do and forsake their old life and whole heartedly embrace their new position. Some believe they are true redeemers and their actions will allow Aroden to rise yet again and their actions while despicable are a true sacrifice to bring about a miracle. They firmly believe any evil they commit is for the greater good and their transgressions will be atoned for when Aroden returns. They fully expect to be forgiven and will stop at nothing to gain control of artifacts they deem necessary to their cause.

The Dread Guard
Requirements: To qualify to become a dread guard, a character must fulfill all the following criteria.
Alignment: any evil
Base Attack Bonus: +5
Skills: Knowledge (religion) 5 ranks, Intimidate 5 ranks
Special: Must willingly be an ex-paladin and have used an Artifact

Hit Die: D10

Class Skills: The dread guard’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Spellcraft (Int).
Skill Ranks per level: 3 + Int modifier
Class Features
All of the following are class features of the paladin.

Weapon and Armor Proficiency: Dread guards gain no proficiency with any weapon or armor.

Spells: A dread guard has the ability to cast a small number of divine spells which are drawn from the paladin spell list. A dread guard must choose and prepare her spells in advance.
To prepare or cast a spell, a dread guard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the dread guard's Charisma modifier.
Like other spellcasters, a dread guard can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma. When the table indicates that the dread guard gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A dread guard must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A dread guard may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Level 1st 2nd 3rd 4th
1st 0 — — —
2nd 1 — — —
3rd 1 0 — —
4th 1 1 — —
5th 1 1 0 —
6th 1 1 1 —
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1

Blackfingers Blessing (Ex): Due to Norgorbers involvement in creating the dread guard they gain several key abilities at 1st level and every other level after(3rd, 5th, 7th and 9th). An ex-paladin may exchange up to 9 levels of paladin for an equal amount of dread guard levels immediately gaining those class abilities.

Blackfingers Blessing I: The dread guard gains Aura of Non-Detection and is difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC 15 + your dread guard level.

Blackfingers Blessing II: The dread guard gains the Divine Bond class feature as follows; The bond allows the dread guard to enhance her weapon as a standard action by calling upon the aid of a demonic spirit for 1 minute per dread guard level. When called, the spirit causes the weapon to shed Darkness as the spell, caster level equal to her dread guard level. At 3rd level, this spirit grants the weapon a +1 enhancement bonus. For every two levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +4 at 9th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, defending, disruption, flaming, flaming burst, frost, frost burst, keen and speed or may be used to gain the unholy property. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The demonic spirit imparts no bonuses if the weapon is held by anyone other than the dread guard but resumes giving bonuses if returned to the her. The bonuses apply to only one end of a double weapon. A dread guard can use this ability once per day at 3rd level, and one additional time per day for every three levels beyond 3rd, to a total of three times per day at 9th level.

If a weapon bonded with a demonic spirit is destroyed, the dread guard loses the use of this ability until she sacrifices a sentient humanoid creature with hit dice equal to her dread guard level. She takes a –1 penalty on attack and weapon damage rolls until she does this 1 hour ceremony.

Blackfingers Blessing III: The dread guard gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Blackfingers Blessing IV: The dread guard gains immunity to all charm spells and spell-like abilities. Each enemy within 10 feet of her gains a -4 morale bonus on saving throws against charm and fear effects. This ability functions only while the dread guard is conscious, not if she is unconscious or dead.

Blackfingers Blessing V: The dread guard gains the ability to debilitate with her smite good ability. She can blind, deafen, paralyze or deal 4 points of ability damage. She can only use this ability once per smite and these debilitations last until the smite good ends and cannot be dispelled or ended.

Detect Good (Sp) At will, a dread guard can use detect good, as the spell. A dread guard can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the dread guard does not detect good in any other object or individual within range.

Dark Blessing (Ex): The dread guard gains Darkvision 60ft and can see in any type of natural or magical darkness.
Smite Good (Su): Once per day, a dread guard can call out to the powers of evil to aid her in her struggles. As a swift action, the dread guard chooses one target within sight to smite. If this target is good, the dread guard adds her Cha bonus (if any) to her attack rolls and adds her dread guard level to all damage rolls made against the target of her smite. If the target of smite good is an outsider with the evil subtype, an good-aligned dragon, or an cleric of a good god, the bonus to damage increases to 2 points of damage per level the dread guard possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the dread guard gains a deflection bonus equal to her Cha modifier (if any) to her AC against attacks made by the target of the smite. If the dread guard targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the dread guard rests and regains her uses of this ability. At 5th level, and at every three levels thereafter, the dread guard may smite good one additional time per day to a maximum of three times per day at 8th level.

Channel Energy (Su): When a dread guard reaches 3rd level, she gains the supernatural ability to channel negative energy like a cleric of equal level. At 5th level she can use this ability to channel ‘stolen’ positive energy. This consumes two uses of her channel energy ability. This is a Charisma-based ability.

Sneak Attack (Ex): If a dread guard can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The dread guard's attack deals extra damage anytime her target would be denied a Dex bonus to AC (whether the target actually has a Dex bonus or not), or when the dread guard flanks her target. This extra damage is 1d6 at 4th level, and increases to 2d6 at 7th level. Should the dread guard score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage, a dread guard can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The dread guard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature with concealment or creatures that are incorporeal, oozes, swarms or elementals.
This ability stacks with other classes that grant sneak attack damage.

Dark Gods Grace (Su): At 10th level the dread guard is fused with the dark soul that is Zon-Kuthon. He must destroy 1 artifact dedicated to any other god to be eligible for this class feature. He must also sacrifice 10HD of sentient humanoid creature or creatures each year for this class feature function. He is able to call forth, for 8 hours per day, the services of a Nightmare that obeys him without question. She also gains 1 more use of smite good. Any damage done by an attack that deals sneak attack damage requires a DC 15 caster level check to heal magically. Her divine bond automatically gains the wounding property; this does not allow it to exceed the maximum bonuses it can have. She also treats any non-lethal damage done to her as doing 0 points of damage.

The Exchange

Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Recently I was helping a friend of mine get inspired for some fantasy artwork he was getting tatooed and of course Paizo came to mind so I whipped out a couple of books and blammo! he askes if there was a website where he could view some of the work and print it out for inspiration. I spent a few days browsing around and other than large thumbnails of cover art there is no 'Gallery' of the awesome artwork we find in our favorite Paizo books. Many other game companies have this (especialy your progenitor) availible and I was wondering if this will ever happen? Cause it would be awesome, Awesome, AWESOME!!! if yall put that together.

The Exchange

Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

Anyone else have the problem of what to do with him after he escapes? The text was a bit short with him actually escaping.