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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.
Question; What is the speed of a character in a medium suit of Mithril armor?
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.
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?
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?
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.
or the Bard-Druid-Cleric mix is this viable? Bard (Arcane Healer)
Enough healing to cover a cleric, knowledge a-plenty, AC for meat shield. What do y'all think?
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? 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.
We just started last night and here is the motley crew;
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...
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.
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?
I know that the Paizo staff is dedicated to keeping its customer base happy and satisfied and therefore I humbly request the following;
Thanks in advance no matter the outcome of my idea, I truly love the product and the attention this company shows its consumers.
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.
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.
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.
I am building a non-PFS great axe / spiked gauntlet Str based TWF ranger and can't seem to pick a race.
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
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.
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.
Grapple
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.
The Order of Ash
The Dread Guard
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).
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.
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.
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.
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.
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.
The Order of Ash
The Dread Guard
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).
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.
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.
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.
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.
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. |
