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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello All,

Starting a homebrew campaign next weekend and I want to focus on a fey-inspired campaign. I thought a Fey Tatzlwyrm with few levels of druid might serve as a solid villain for the campaign. I'm hoping someone can take a look at my stats and point out any glaring mistakes?

TATZLWYRM CR 6
XP 600
N Medium Fey dragon/ Druid 4
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 22 (3d12+5d8)
Fort +8, Ref +6, Will +9
Immune paralysis, sleep
+4 bonuson saves against mind-affecting effects
Resist cold and electricity 10
DR 5/cold iron

OFFENSE
Speed 30 ft., climb 30 ft. Fly 45 Ft (Good)
Melee bite +8 (1d8+3 plus grab)
Special Attacks poison gasp, pounce, rake (2 claws +8, 1d4+2)

STATISTICS
Str 14, Dex 23, Con 10, Int 11, Wis 16, Cha 13
Base Atk +6; CMB +5 (+9 grapple); CMD 17 (can’t be tripped)
Feats Nimble Moves, Stealthy
Skills :
Acrobatics +11 Bluff: +6 Climb +19, Escape Artist +5, Fly: +16 Intimidate +4, Knowledge Nature + 7 Perception +14, Stealth +19 (+16 in dense vegetation); Racial Modifiers +6 Stealth in dense vegetation

Languages Draconic, Sylvan, Elven

ECOLOGY
Environment any forests
Organization solitary or nest (2–5)
Treasure standard

SPECIAL ABILITIES
Poison Gasp (Ex) A tatzlwyrm’s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm must begin its turn grappling to use this ability—it can’t begin a grapple and use its poison gasp in the same turn.

Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based.

Change Shape (Su) A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. This ability replaces wild empathy.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

From <http://paizo.com/pathfinderRPG/prd/coreRulebook/classes/druid.html>

Nature Bond: (Death Domain)
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead
Spell-Like Abilities:
Dancing lights 3/day, faerie fire 1/day
Entangle 1/day glitterdust 1/day

Spells per Day
1st level: 4
2nd level: 3
3rd level: 2


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

The last few posts echo my concerns with Crowe. Once he gets the arcane power feat he can do some damage and really cycle his deck out, but at the start he can only spend the two spells for a really low dice pool, and then has to either hope to find more spells or go back to bashing things. :/


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks to Hawkmoon and Sandslice for the clarification and making me regret choosing Crowe. :D


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

That's what I thought. So Crowe's first listed power is very limited until/unless he starts using offensive spells?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

In a similar vein to OP, would the check only have the attack trait if the card played for the check had attack on it? Specifically, would using a weapon on a melee check have the attack trait since the weapon cards themselves don't have the attack trait, unlike spells?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

@Liondriel Pay to win BS! :)

I can understand the complaint but it seems pretty minimal of a bonus, particularly since it's once per game. Also, from a technical standpoint it's not that much of a bonus any ways since you can basically do it an unlimited amount of time during the reset phase. If it were recharge a card to draw a card it would be much more of a balance problem.

I thought the mats were a bit pricey but hearing that they're made of a spongy, rubbery material, sounds like a steal. I've ordered mine!


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Played last night with my wife. Fantastic game design and I second the comments on wanting more adventures/adventure paths. Please keep these coming! I will definitely be supporting future releases.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks for the quick feedback guys! This helps a lot. I'll use the suggestion from James and add on a change shape ability. I was similarly worried about having a large creature "illusioned" into a medium sized creature. It makes it very complicated if the PC's get too close to her.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

@Cylria

That's what's so confusing. The campaign I'm running uses a pre-published book as the base, and the brief synopsis about the Lamia specifically says that she IS disguising herself as a human, I just want to make sure the RAW backs that up. My players usually don't get involved on "calling" me on stuff that doesn't specifically fit the rules, but I like to be able to legitimately have it work out if I can.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello All,

I am running a campaign that features a Lamia who is disguised as a human female. Lamia's have Disguise Self at-will, as well as major image and charm monster. My question is can a Lamia use disguise self to make herself look like a standard human? The description of the spell says specifically: "You cannot change your creature type (although you can appear as another subtype)." so my interpretation is that she would essentially need both Disguise Self, AND Major Image to convey herself looking like a human.

Any help in understanding this more clearly would be appreciated!


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hello all,

I am running a new-ish campaign set in Thornkeep and my players decided to tackle the undead infestation in the graveyard. I decided to expand on the story and add a modified Ghul as a recent inhabitor. I say modified because I want to change the flavor of the Ghul to go from Djin to Fey to assist with the fitting into the Echo Woods.

I decided that he was originally a Forlarren who was trying to start an uprising in the fey community within the Echo Woods a few centuries back, and was cursed and entombed as punishment. Fast forward to now, a group of Orcs had found the ruins of the fey community and began scavenging and excavating, accidentially freeing the Ghul from his imprisonement. Fortunately for the Orcs, the wards in the tomb were still strong enough to keep the Ghul weak, so he wasn't able to wholesale slaughter them, so he fled, and took up residence in Thornkeep.

As of right now he's been feasting on the dead in the town, which there is no shortage as one of the NPC's in town has been forced to bring him the dead to eat. He's biding his time to find the perfect "meal" of living creature, and more importantly, he wants to recover an artifact that is still in the ruins of the fey village, and doesn't want to raise the hackles of the town.

Once the PC's encounter him in the tombs, he'll be clearly too powerful for them to defeat (APL is 2 right now, and the only cleric they have took the merciful healer archetype. They are weak against undead) and he will sieze the opportunity to send them to get his artifact or he WILL begin terrorizing the town.

What I need is help in designing the artifact. I looked through the artifacts in the Ultimate Equipment and none of them jumped out at me immediately. I think the Ghul was a follower of Asmodeus (falling back onto his fiendish blood, after being shunned for so many years by the fey), and began converting some of the other fey. I figure either an artifact that can summon/control minor demons/devils or some other ties to that would be most appropriate.

Ideally I want something that COULD be useful-ish to the PC's, but comes with an inherant cost/threat to keeping it. It's also important that it's not necessarily tied directly to the Ghul directly because I want to let the Orc's get their hands on it if the PC's balk at recovering it for the creature (which they should of course) and hesitate too long.

I also want the Ghul to be able to recover his mortal form as a Forlarren (with sorceror levels) and then convert him to a longer term villian.

Any suggestions on how to craft a suitable artifact would be greatly appreciated!


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Big thanks to Cthulhudrew for reminding me about the scratch N dents. I went into a brief moment of obsessive panic when I thought I wouldn't be able to continue working on my complete adventure path collection. Placed the order now for 1-3.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Thanks for the responses guys. Being a bit more "stingy" is more in line with old-school gaming, which I generally prefer. I don't necessarily care too much about playing hardball with the rules, but I don't have a ton of experience with Pathfinder adventure creation so I don't want to set a precedent too early with treasure.

I'll utilize potions and some low-level scrolls to reward my players, as well as following Harrys suggestions of non-gold coins. I always want to strive to have every treasure hoard, small or large, to be at least remotely interesting.


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Hey all,

My group just started a new campaign after a disastrous conclusion to our Rise of the Runelords campaign. Now I'm running a Thornkeep based game and focusing on my own self-written adventures, which is something I have very little experienc with when it comes to Pathfinder.

In reading (and re-reading) the rules from the Gamemastering section, I've come to the conclusion that if I'm awarding treasure in line with the level of my encounters, each PC should have approximately 1750 gp worth of treasure alloted to them by the time they reach level 2. My math may be off, but assuming it is correct, that puts them over the estimated wealth of 1000 gp at 2nd level.

Does this allot for spending gold for healing and other supplies, as well as losing money in conversion (selling treasure/items at half value), or is my math completely off?

Also, it states that a PC should never be given a magic item of more than half of there total estimated value. Is this intended for higher levels than first, or does it mean that a PC shouldn't get even a +1 weapon or armour until level 3? I'm assuming the former rather than the latter, but I'm basing that purely off the rate of which magic items were granted in RotR.

Lastly, is there a method of determining how many charges a magic wand would have when found in a treasure hoard? I know most magic wands start with 50 charges, but if I'm rememebering correctly, older editions of D&D (can't remember if it was 2nd or 3.0/.5) had a method of rolling for charges. Also, if a wand doesn't have a ful charge (which it shouldn't if found) should I pro-rate the "value" in terms of my treasure budget based on how many charges it has? The wand in question is a wand of tongues with a CL of 3 (randomly determined through the gamemastery guide charts), so the inherent value is hard to quantify. It could be very useful in the campaign (which would make me think I should keep it at full value) or completely useless (which makes me think I should pro-rate it).

Thanks in advance for any help you can provide. Previous to the RotR campaign I was running a long-term 4th edition D&D game which for all it's faults, made treasure placement a lot easier! (Although it never felt organic, which was one of my driving factors in coming back to what I preferred in Pathfinder).


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I actually had the exact same question come up at our table. Adding the flaming enchantment and a +1 enchantment to a sword costs 8'000 or 4'000? I see Shadowgoon essentially answered his own question, but there was no clarification. Just wanted to make sure.